|
42564
|
Pomodoro timer by @estella | Stardance
|
estella
|
1
|
11.0
|
80
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T15:53:27Z", "hours": 11.0, "multiplier": 7.22, "payout": 80, "blessing": "neutral", "text": "My first application and Python project. This definitely took wayyyy longer than I anticipated. I hit some roadblocks due to my code being so unorganized; I probably learned the importance of planning out your program before you write it after this. However, I’m pretty proud I was able to see it through to the end (: and I actually like how it looks, which is a surprise to me. Download the exe from the dist to try it. (I hope it works from that, I have no other device to test it on!!!)", "repo": "https://github.com/Estella44/evil-pomodoro-timer", "demo": "https://github.com/Estella44/evil-pomodoro-timer/releases/download/v.1.0.2/timer.exe"}]...
|
[{"post_id": 39834, "ts": "202 [{"post_id": 39834, "ts": "2026-08-03T02:48:36Z", "hours": 1.06, "text": "Dev log number 2!!!! After adding the sun, I decided, why not make a day-night cycle for each pomodoro session? This proved harder than I thought, yet again. Originally, I was going to make the sun set and the moon rise from the bottom of the screen; however, the canvas would cover the entire screen, and you wouldn’t be able to see anything. I figured out how to arrange the widgets in layers, but to my dismay, the boxes underneath the widgets would cover the sun/moon. According to Google, I can’t make widgets transparent, so I opted to make the sun and moon switch places horizontally across the screen. After successfully setting up this system, I took on the challenge of changing the color of the background; however, that meant I would also need to change the background color of all the widgets and buttons too. I ended up going back and putting the hex color I used into a variable and creating another variable for the night color, then it was just a matter of switching whether the day/night color would be assigned to the skycolor variable."}, {"post_id": 39288, "ts": "2026-08-02T05:01:20Z", "hours": 10.0581, "text": "wow I’m really bad at coding! Ok so we are working on a fun pomodoro timer because all the ones I’ve seen are ugly, and unfortunately this one isn’t an exception, but its my baby so we love it anyway. Currently the freaking sun is in half, and we have about 60 if elif statments because I’m literally yan dev reincarnated (no im not that was a bad joke sorry) Anyway, my takeaway is plan first, then write your code, not the other way around!!!!!! Also— dont name important variables “meow” thinking you’ll remember what they mean, spoiler: you won’t. The most difficult part of this project so far has been, unironically, not the timer logic; rather, it was the graphics. And I thought that would be my strong suit… sigh…To be more specific I could not for the life of me figure out how to position labels and containers where I wanted. My next step is to figure out how to allow the user to change break times in the app, not just the work timer."}]...
|
Title: Pomodoro timer by @estella | Stardance
Dev Title: Pomodoro timer by @estella | Stardance
Devlogs:
wow I’m really bad at coding! Ok so we are working on a fun pomodoro timer because all the ones I’ve seen are ugly, and unfortunately this one isn’t an exception, but its my baby so we love it anyway. Currently the freaking sun is in half, and we have about 60 if elif statments because I’m literally yan dev reincarnated (no im not that was a bad joke sorry) Anyway, my takeaway is plan first, then write your code, not the other way around!!!!!! Also— dont name important variables “meow” thinking you’ll remember what they mean, spoiler: you won’t. The most difficult part of this project so far has been, unironically, not the timer logic; rather, it was the graphics. And I thought that would be my strong suit… sigh…To be more specific I could not for the life of me figure out how to position labels and containers where I wanted. My next step is to figure out how to allow the user to change break times in the app, not just the work timer.
Dev log number 2!!!! After adding the sun, I decided, why not make a day-night cycle for each pomodoro session? This proved harder than I thought, yet again. Originally, I was going to make the sun set and the moon rise from the bottom of the screen; however, the canvas would cover the entire screen, and you wouldn’t be able to see anything. I figured out how to arrange the widgets in layers, but to my dismay, the boxes underneath the widgets would cover the sun/moon. According to Google, I can’t make widgets transparent, so I opted to make the sun and moon switch places horizontally across the screen. After successfully setting up this system, I took on the challenge of changing the color of the background; however, that meant I would also need to change the background color of all the widgets and buttons too. I ended up going back and putting the hex color I used into a variable and creating another variable for the night color, then it was just a matter of switching whether the day/night color would be assigned to the skycolor variable.
Ships:
My first application and Python project. This definitely took wayyyy longer than I anticipated. I hit some roadblocks due to my code being so unorganized; I probably learned the importance of planning out your program before you write it after this. However, I’m pretty proud I was able to see it through to the end (: and I actually like how it looks, which is a surprise to me. Download the exe from the dist to try it. (I hope it works from that, I have no other device to test it on!!!)...
|
1793630973.7080145
|
1793717373.7080145
|
|
42565
|
Python webcam Motion tracker window switcher by @G Python webcam Motion tracker window switcher by @GTXPOFFIC | Stardance...
|
GTXPOFFIC
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T02:45:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Yooo! Devs, I made a Python Motion Sensor Camera Switcher that uses your webcam to detect motion and instantly switches tabs. It’s designed specifically for webcams, so detection is fast and responsive. Have fun with gamine :>", "repo": "https://github.com/GTXPOFFIC-developer/Python-Camera-tracker-and-Tab-switcher", "demo": "https://community.odsind.com"}]...
|
[{"post_id": 38603, "ts": "202 [{"post_id": 38603, "ts": "2026-08-01T02:39:43Z", "hours": 1.3517, "text": "Its DONE!! Devlog 1"}]...
|
Title: Python webcam Motion tracker window switche Title: Python webcam Motion tracker window switcher by @GTXPOFFIC | Stardance
Devlogs:
Its DONE!! Devlog 1
Ships:
Yooo! Devs, I made a Python Motion Sensor Camera Switcher that uses your webcam to detect motion and instantly switches tabs. It’s designed specifically for webcams, so detection is fast and responsive. Have fun with gamine :>...
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1793630974.8774278
|
1793717374.8774278
|
|
53102
|
BasicChessStats.py by @TheChessSagittarius | Stard BasicChessStats.py by @TheChessSagittarius | Stardance...
|
TheChessSagittarius
|
1
|
2.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T23:29:38Z", "hours": 2.0, "multiplier": 7.92, "payout": 14, "blessing": "neutral", "text": "My first project as a relatively new coder is a simple python script that works to grab chess.com stats based on an inputted chess.com username which could then be narrowed down by each time control: bullet for short games, then blitz, and finally rapid for longer games. This involved using the JSON packages within the API data and navigating it through a python dictionary. As an avid chess enthusiast, I wanted to do something simple in code yet related to my favorite hobby!", "repo": "https://github.com/TheChessSagittarius/Basic-ChessStats.py", "demo": "https://github.com/TheChessSagittarius/Basic-ChessStats.py/releases/tag/v1.0.0"}]...
|
[{"post_id": 53293, "ts": "202 [{"post_id": 53293, "ts": "2026-08-23T19:07:05Z", "hours": 1.7944, "text": "Learning how to use API Keys, dictionaries, importing modules with python to view chess.com stats. Starting to see how I can link my hobby of chess with software code."}]...
|
Title: BasicChessStats.py by @TheChessSagittarius Title: BasicChessStats.py by @TheChessSagittarius | Stardance
Devlogs:
Learning how to use API Keys, dictionaries, importing modules with python to view chess.com stats. Starting to see how I can link my hobby of chess with software code.
Ships:
My first project as a relatively new coder is a simple python script that works to grab chess.com stats based on an inputted chess.com username which could then be narrowed down by each time control: bullet for short games, then blitz, and finally rapid for longer games. This involved using the JSON packages within the API data and navigating it through a python dictionary. As an avid chess enthusiast, I wanted to do something simple in code yet related to my favorite hobby!...
|
1793630976.0140302
|
1793717376.0140302
|
|
53109
|
Backroom OS by @mohithkumar | Stardance
|
mohithkumar
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T13:24:14Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Backrooms OS/Dreamscape OS with one thing on mind , how can I make it creepy. The OS contains calculator , notepad, youtube and a button that u shouldn’t click (I added the feature without sound just to safe).This is V1 for this challenge.", "repo": "https://github.com/mohithkumar-kry/Backrooms-OS", "demo": "https://mohithkumar-kry.github.io/Backrooms-OS/"}]...
|
[{"post_id": 55017, "ts": "202 [{"post_id": 55017, "ts": "2026-08-26T13:20:43Z", "hours": 0.2792, "text": "Added Jump scare button without volume just to save your ears. Do try it out for yourself. (just make sure u are comfortable with flashing lights)"}, {"post_id": 54961, "ts": "2026-08-26T12:09:56Z", "hours": 0.2683, "text": "Added perfectly working windows apps, my main focus was making it in retro style . The only things that are pending is the creepy elements that will make the website feel alive."}, {"post_id": 54942, "ts": "2026-08-26T11:11:26Z", "hours": 2.3858, "text": "A OS inspired by retro windows and Backrooms/Dream scape core. Only thing that’s pending is the APPS , and some scary elements(Maybe the eyes looking u directly from the black door would be scary). My first ever project on HTML ! and I am already feeling excited about it!."}]...
|
Title: Backroom OS by @mohithkumar | Stardance
De Title: Backroom OS by @mohithkumar | Stardance
Devlogs:
A OS inspired by retro windows and Backrooms/Dream scape core. Only thing that’s pending is the APPS , and some scary elements(Maybe the eyes looking u directly from the black door would be scary). My first ever project on HTML ! and I am already feeling excited about it!.
Added perfectly working windows apps, my main focus was making it in retro style . The only things that are pending is the creepy elements that will make the website feel alive.
Added Jump scare button without volume just to save your ears. Do try it out for yourself. (just make sure u are comfortable with flashing lights)
Ships:
I made a Backrooms OS/Dreamscape OS with one thing on mind , how can I make it creepy. The OS contains calculator , notepad, youtube and a button that u shouldn’t click (I added the feature without sound just to safe).This is V1 for this challenge....
|
1793630977.1643527
|
1793717377.1643527
|
|
53140
|
TypeRush by @Arpit_1357 | Stardance
|
Arpit_1357
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T03:09:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am Arpit and i made TypeRush, a browser-based typing game that lets players test their typing speed and accuracy through typing challenges. The challenging part was making the typing system track input correctly while updating the score, WPM, and accuracy in real time. I’m proud that I turned the idea into a working, playable project and shipped it online. To test it, just click “Try project” and start typing the displayed text. Try to get the highest WPM and accuracy possible!", "repo": "https://github.com/Arpitdevs/typerush", "demo": "https://arpitdevs.github.io/typerush/"}]...
|
[{"post_id": 52852, "ts": "202 [{"post_id": 52852, "ts": "2026-08-23T06:57:12Z", "hours": 0.2706, "text": "This is my first project named TypeRush, I just started working on it. I am new on this website and I am working on another project of voice enabled JARVIS if any of you got any tips for a newbie like me Please drop them in the comments"}]...
|
Title: TypeRush by @Arpit_1357 | Stardance
Devlog Title: TypeRush by @Arpit_1357 | Stardance
Devlogs:
This is my first project named TypeRush, I just started working on it. I am new on this website and I am working on another project of voice enabled JARVIS if any of you got any tips for a newbie like me Please drop them in the comments
Ships:
I am Arpit and i made TypeRush, a browser-based typing game that lets players test their typing speed and accuracy through typing challenges. The challenging part was making the typing system track input correctly while updating the score, WPM, and accuracy in real time. I’m proud that I turned the idea into a working, playable project and shipped it online. To test it, just click “Try project” and start typing the displayed text. Try to get the highest WPM and accuracy possible!...
|
1793630978.351874
|
1793717378.351874
|
|
53144
|
My own site! by @prathamt045 | Stardance
|
prathamt045
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T09:08:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SO what I made is a personal webpage that includes three buttons which redirects the users to my social media accounts.80% of the frontend was made by the AI named Arena. Backend was done by me. I also took the help of github copilot to deploy the project", "repo": "https://github.com/NeonXDev/person-web", "demo": "https://neonxdev.github.io/person-web/"}]...
|
[{"post_id": 52907, "ts": "202 [{"post_id": 52907, "ts": "2026-08-23T09:00:14Z", "hours": 0.7189, "text": "A Personal Webpage of meee."}]...
|
Title: My own site! by @prathamt045 | Stardance
D Title: My own site! by @prathamt045 | Stardance
Devlogs:
A Personal Webpage of meee.
Ships:
SO what I made is a personal webpage that includes three buttons which redirects the users to my social media accounts.80% of the frontend was made by the AI named Arena. Backend was done by me. I also took the help of github copilot to deploy the project...
|
1793630979.506156
|
1793717379.506156
|
|
51820
|
Legal Saathi by @Aaravkatiyar | Stardance
|
Aaravkatiyar
|
1
|
17.22
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T11:11:05Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Legal Saathi is an AI-assisted legal-information and preparation workspace for English, Hindi, and Hinglish. It is designed to help people organise facts, understand safer next steps, review documents, and prepare draft structures — not to file, send, pay, contact anyone, or replace an advocate. I began iterating on this project before I knew about Stardance and joined the challenge recently, so the 15 hours shown here are the time currently recorded by the linked tracker. They are separate from the longer build journey. I have been building on limited hardware, which made testing and iteration slower but pushed me to focus on clearer flows, safer boundaries, and a more practical first-use experience. To try it, open the demo, choose a role, use fictional information only, and start with a simple legal-information question. The live demo and public source are linked above. I am proud of the multilingual framing, privacy guidance, and the effort to make the workspace more approachable for people who may not know where to begin.", "repo": "https://github.com/aaravkatiyar55-gif/legal-saathi", "demo": "https://legalsaathi-india.vercel.app/"}]...
|
[{"post_id": 51606, "ts": "202 [{"post_id": 51606, "ts": "2026-08-21T11:40:57Z", "hours": 0.5931, "text": "I’ve been refining Legal Saathi, an India-focused legal information and preparation workspace built to help people turn confusing situations into clearer legal questions, timelines, and next steps.This update focused on making the first-use experience more useful before a user even sends a message.What changed:Added a “Legal Preparation Compass” to help users identify the facts, timeline, documents, jurisdiction, and outcome that make a legal question clearer.Added a small interactive “Legal Clarity Sprint” with fictional examples. It helps users understand why context and a date-by-date timeline matter.Improved entry-screen copy and layout so users can choose actions such as asking a legal question, analysing a document, researching current law, reviewing an agreement, drafting a document, or preparing a case.Kept privacy and safety clear: Legal Saathi provides legal information and preparation support—it does not file cases, send notices, make payments, or replace an advocate.Improved Hindi and Hinglish support for the new onboarding content.Verified the production frontend build and deployed the update to the original Legal Saathi domain.Configured the currently available free AI model options for the supported Auto, Fast, and Flash choices, while keeping unavailable premium choices clearly marked instead of pretending they work.The goal is not to make legal help look flashy—it is to help someone arrive with a more understandable, safer, and better-organised question.I’m still treating real legal information carefully: users should avoid sharing unnecessary personal details, and urgent situations should be taken to the relevant authority, emergency service, or qualified advocate.Suggested screenshots to attach:Landing/workspace showing the Legal Preparation Compass. Legal Clarity Sprint question card. Action cards: Ask, Analyse, Research, Review, Draft, Prepare. The privacy/legal-information boundary and language controls."}, {"post_id": 51304, "ts": "2026-08-20T21:36:24Z", "hours": 1.6236, "text": "I have done some more updates in the app more privacy some rules and rewgulation also terms and conditions help section and settings section is now looking more good you can change theme by yourself and many things i can not tell all the features you can try out yourself and pls give me feedbacks And one more thing if anyone is signing in its totaly safe whether you sign in by email or google ok thanks"}, {"post_id": 50877, "ts": "2026-08-20T10:32:15Z", "hours": 14.6169, "text": "Legal Saathi — first build update. I am building an AI-assisted legal-information and preparation workspace for people who are more comfortable asking questions in English, Hindi, or Hinglish. I have been iterating on this project for around three months. I joined Stardance recently, so this is my first Legal Saathi devlog. I only just linked the existing tracker project to this Stardance project; the attached tracker image shows the project time currently recorded there. That tracker time is separate from any Stardance acceptance or payout decision. Right now I am working on guided legal workflows for asking questions, analysing documents, researching current-law questions, reviewing agreements, preparing editable drafts, organising case preparation, and comparing documents. Legal Saathi can help explain, organise, and prepare, but it does not file, send, pay, contact anyone, publish anything, or replace an advocate. The workspace is designed around English, Hindi, and Hinglish, with privacy guidance and clearer recovery after interrupted requests. The images show the linked tracker record plus current workspace flows in English and Hindi. This is still a work in progress, and I will only claim hosted features after I have directly verified them. I would love feedback on which workflow would be most useful to try first: document review, drafting a notice, a consumer issue, or preparing questions for an advocate."}]...
|
Title: Legal Saathi by @Aaravkatiyar | Stardance
Title: Legal Saathi by @Aaravkatiyar | Stardance
Devlogs:
Legal Saathi — first build update. I am building an AI-assisted legal-information and preparation workspace for people who are more comfortable asking questions in English, Hindi, or Hinglish. I have been iterating on this project for around three months. I joined Stardance recently, so this is my first Legal Saathi devlog. I only just linked the existing tracker project to this Stardance project; the attached tracker image shows the project time currently recorded there. That tracker time is separate from any Stardance acceptance or payout decision. Right now I am working on guided legal workflows for asking questions, analysing documents, researching current-law questions, reviewing agreements, preparing editable drafts, organising case preparation, and comparing documents. Legal Saathi can help explain, organise, and prepare, but it does not file, send, pay, contact anyone, publish anything, or replace an advocate. The workspace is designed around English, Hindi, and Hinglish, with privacy guidance and clearer recovery after interrupted requests. The images show the linked tracker record plus current workspace flows in English and Hindi. This is still a work in progress, and I will only claim hosted features after I have directly verified them. I would love feedback on which workflow would be most useful to try first: document review, drafting a notice, a consumer issue, or preparing questions for an advocate.
I have done some more updates in the app more privacy some rules and rewgulation also terms and conditions help section and settings section is now looking more good you can change theme by yourself and many things i can not tell all the features you can try out yourself and pls give me feedbacks And one more thing if anyone is signing in its totaly safe whether you sign in by email or google ok thanks
I’ve been refining Legal Saathi, an India-focused legal information and preparation workspace built to help people turn confusing situations into clearer legal questions, timelines, and next steps.This update focused on making the first-use experience more useful before a user even sends a message.What changed:Added a “Legal Preparation Compass” to help users identify the facts, timeline, documents, jurisdiction, and outcome that make a legal question clearer.Added a small interactive “Legal Clarity Sprint” with fictional examples. It helps users understand why context and a date-by-date timeline matter.Improved entry-screen copy and layout so users can choose actions such as asking a legal question, analysing a document, researching current law, reviewing an agreement, drafting a document, or preparing a case.Kept privacy and safety clear: Legal Saathi provides legal information and preparation support—it does not file cases, send notices, make payments, or replace an advocate.Improved Hindi and Hinglish support for the new onboarding content.Verified the production frontend build and deployed the update to the original Legal Saathi domain.Configured the currently available free AI model options for the supported Auto, Fast, and Flash choices, while keeping unavailable premium choices clearly marked instead of pretending they work.The goal is not to make legal help look flashy—it is to help someone arrive with a more understandable, safer, and better-organised question.I’m still treating real legal information carefully: users should avoid sharing unnecessary personal details, and urgent situations should be taken to the relevant authority, emergency service, or qualified advocate.Suggested screenshots to attach:Landing/workspace showing the Legal Preparation Compass. Legal Clarity Sprint question card. Action cards: Ask, Analyse, Research, Review, Draft, Prepare. The privacy/legal-information boundary and language controls.
Ships:
Legal Saathi is an AI-assisted legal-information and preparation workspace for English, Hindi, and Hinglish. It is designed to help people organise facts, understand safer next steps, review documents, and prepare draft structures — not to file, send, pay, contact anyone, or replace an advocate. I began iterating on this project before I knew about Stardance and joined the challenge recently, so the 15 hours shown here are the time currently recorded by the linked tracker. They are separate from the longer build journey. I have been building on limited hardware, which made testing and iteration slower but pushed me to focus on clearer flows, safer boundaries, and a more practical first-use experience. To try it, open the demo, choose a role, use fictional information only, and start with a simple legal-information question. The live demo and public source are linked above. I am proud of the multilingual framing, privacy guidance, and the effort to make the workspace more approachable for people who may not know where to begin....
|
1793630980.6740043
|
1793717380.6740043
|
|
31171
|
My Personal Site by @Mokshgna | Stardance
|
Mokshgna
|
2
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T04:02:19Z", "hours": 3.0, "multiplier": 2.34, "payout": 0, "blessing": "neutral", "text": "A small website about me it is small in size but for me as a beginner its as huge the sun!!!", "repo": "https://github.com/mokshgna13-glitch/my_personal_site", "demo": "https://mokshgna13-glitch.github.io/my_personal_site/"}, {"ship_num": 2, "ts": "2026-07-31T06:37:39Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my personal website using HTML and CSS. It includes different sections about me, my interests, projects, and goals. I wanted the website to feel modern and personal instead of looking like a basic template. The challenging part was organizing the layout and making the different sections look clean and consistent. I also worked on improving the styling, spacing, colors, and overall design. I’m proud that I built and customized the website myself and turned my ideas into a real website that people can visit online. This project also helped me understand how HTML structures a webpage and how CSS controls its design. To test the project, open the deployed website using the Try project button. You can scroll through the sections and explore the website. I used AI for help with small coding questions, debugging, and improving some parts of the design, but I built and customized the website myself.", "repo": "https://github.com/mokshgna13-glitch/my_personal_site", "demo": "https://mokshgna13-glitch.github.io/my_personal_site/"}]...
|
[{"post_id": 53005, "ts": "202 [{"post_id": 53005, "ts": "2026-08-23T12:03:52Z", "hours": 2.985, "text": "This is my simple dimple WEBSITE!!"}, {"post_id": 38028, "ts": "2026-07-31T05:44:19Z", "hours": 3.305, "text": "My own personal portfolio"}]...
|
Title: My Personal Site by @Mokshgna | Stardance
Title: My Personal Site by @Mokshgna | Stardance
Devlogs:
My own personal portfolio
This is my simple dimple WEBSITE!!
Ships:
I built my personal website using HTML and CSS. It includes different sections about me, my interests, projects, and goals. I wanted the website to feel modern and personal instead of looking like a basic template. The challenging part was organizing the layout and making the different sections look clean and consistent. I also worked on improving the styling, spacing, colors, and overall design. I’m proud that I built and customized the website myself and turned my ideas into a real website that people can visit online. This project also helped me understand how HTML structures a webpage and how CSS controls its design. To test the project, open the deployed website using the Try project button. You can scroll through the sections and explore the website. I used AI for help with small coding questions, debugging, and improving some parts of the design, but I built and customized the website myself.
A small website about me it is small in size but for me as a beginner its as huge the sun!!!...
|
1793630981.9046812
|
1793717381.9046812
|
|
53836
|
FOU by @SHREX | Stardance
|
SHREX
|
3
|
71.0
|
1016
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:24Z", "hours": 50.0, "multiplier": 13.35, "payout": 664, "blessing": "neutral", "text": "FOU is my first serious programming project, and honestly, I never thought it would come this far. It started as a small Python CLI because I wanted an easy way to track crypto prices without opening an exchange every time. Slowly, I added live prices, coin validation, saving, and my own backend. And now, with v2.5, I’ve finally turned it into a proper desktop app! FOU now has three themes — FOU DEFAULT, THE FOOL, and VOID , each with its own companion and six different reactions. The hardest part was definitely building the GUI, especially getting the characters, decorative frames, and layouts to work properly when resizing the window. I spent way too much time fixing tiny details 😭 I also tried to work on almost every piece of feedback from my previous ships. A lot of people said my README and devlogs weren’t clear enough, so this time I’ve added better explanations, installation instructions, a full demo video, and more details about how I built everything. 💜 Please read this before testing! ⏳ First-time loading: Adding your first coin or loading saved prices might take around 60 seconds because my free hosted backend sometimes goes to sleep. Please give it a little time! 🛡️ Windows: I’ve tested the released app on two Windows laptops, and it worked fine. However, the executable is still unsigned, so Windows might show a security warning. I’ve already applied for code signing. Please don’t disable your security settings just to test it. 🐧 Linux and macOS: Both builds completed successfully, but I couldn’t test them on real Linux or Mac computers. So please treat them as experimental. If something doesn’t work, I’d really appreciate it if you could watch the demo video before rating, rather than judging FOU only by an untested build. 🐛 Bugs: Some recent tests found a few rare issues with saving and unexpected API responses. I’ve started fixing them, but those fixes aren’t in this release yet. If you find anything, please let me know! 🚀 How to try it Download the ZIP for your OS from the GitHub Release. On Windows, extract everything and open FOU.exe . Try adding BTC, ETH, or SOL, refreshing prices, saving your portfolio, and switching themes. FOU isn’t a wallet or trading app. It’s just a watchlist for coins you’re interested in. Release: https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0 README + Demo Video: https://github.com/FOU-SHREX/FOU I’m still learning Python, and this project taught me so much about coding, APIs, GUI development, and fixing things that randomly stop working. I also used ChatGPT, and AI image tools to help with coding, debugging, and artwork throughout development. I’m really happy with how far FOU has come, even though it’s still not perfect. Thanks to everyone who gave feedback on my earlier versions and helped me improve it. I hope you enjoy trying FOU! 💜 Please give feedback and good rating <(_ _)>", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}, {"ship_num": 2, "ts": "2026-09-22T14:25:57Z", "hours": 20.0, "multiplier": 17.33, "payout": 346, "blessing": "neutral", "text": "FOU is my first serious programming project and I made most of it while I was still learning Python. The idea actually came from a small problem I had myself. There were a lot of crypto coins I wanted to keep an eye on, but I didn’t want to open an exchange or search each coin again and again just to check the price. So I thought, why not make a small program where I can add the coins I care about once and then just open it whenever I want to check them. That’s how FOU started. V1.1 was very simple. It was just a CLI watchlist where you could add, remove, save and load coin symbols. While making V2 I learned a lot more and slowly upgraded it with live prices, valid coin checking, adding multiple coins, better save handling, error handling and builds for Windows, Linux and macOS. One of the hardest parts for me was learning how APIs and backend stuff work. I didn’t want to put the CoinGecko API key inside the app, so I built my own FastAPI backend and deployed it. I also learned caching, rate limiting, GitHub Actions, PyInstaller and a lot of testing while doing this. I also worked on the feedback from my V1.1 ship. A lot of people said the README and devlogs were not explaining the project enough, and some people didn’t even understand what a crypto watchlist was or thought it was related to wallets. So for V2 I added a beginner guide, clearer explanation of what FOU does, why I made it, better installation steps and I’m also adding better screenshots and more detailed devlogs. FOU does not connect to wallets, trade crypto or use real money. It is just a simple personal watchlist to track coins you are interested in. To test it, download the build for your OS from the V2 release, open FOU, add coins like BTC, ETH or SOL, type DONE, then open View Portfolio to see the live prices. Save it, close the app, reopen it and your watchlist should still be there. I’m still a beginner and this project is mainly how I’m learning by actually building something, so feedback really helps me improve it. If you try it and like what I made, I’d really appreciate a good rating and an honest review. And if something feels confusing or broken, please tell me that too so I can work on it in the next update.", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}, {"ship_num": 3, "ts": "2026-09-02T16:11:07Z", "hours": 1.0, "multiplier": 4.25, "payout": 6, "blessing": "neutral", "text": "I made FOU V1.1, a Python command-line cryptocurrency watchlist where users can add, view, remove, save, and reload coin symbols. The most challenging part was making the save system reliable both when running the Python file and when running the packaged Windows .exe . I also learned how to handle missing or corrupted save files and how to package the project with PyInstaller. I’m most proud that I took a simple Python project and turned it into a working standalone Windows release that other people can actually download and run. I also improved the code structure, added better error handling, and learned more about Git, GitHub releases, and project shipping. People should know that FOU V1.1 is still a watchlist-style project, not a full live crypto tracker yet. V2 is planned to add live prices and coin validation.", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}]...
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[{"post_id": 79151, "ts": "202 [{"post_id": 79151, "ts": "2026-10-12T20:29:06Z", "hours": 4.8217, "text": "DEVLOG- 35: About to ship this here is important thing please read this if you encounter with and security issue please click run anyway as I applied for the authorized ownership but that will take weeks to fulfill so please co-operate and Linux and windows user if you want you can skip as i don’t have any system to test them, Thank you all for this journey will make more and be better if you rating me please rate me good. <(_ _)><(_ _)>"}, {"post_id": 78470, "ts": "2026-10-10T21:32:57Z", "hours": 2.5167, "text": "DEVLOG- 34: Here is the look of second theme the name is THE FOOL and the companion name is Mr. FOOL , the border around the portfolio takes so much time and effort of mine like in the end i need to use codex for calculation part as i learn MATH but the calculation is quiet complex so uses that, Appart from this I think i had done most of the work on feedback : 1st Feedback : Make a UI -> Now my project is shifted from cli to gui and have a proper UI 2nd Feedback : Timestap -> Added that in portfolio frame you can see the time its feacting the prices 3rd Feedback : Help -> Addded a help button at the bottom and that will open a youtube video that explain everything from how to use and what is for what! 4th Feedback : Nothing - > so everything is done so far ╰( °▽° )╯╰( °▽° )╯ BTW, working on the third theme too maybe ship tomorrow so don’t forget to try and Rate good my project ."}, {"post_id": 78181, "ts": "2026-10-09T21:53:47Z", "hours": 3.5731, "text": "DEVLOG- 33: Worked on so many things today, like adding the overall background in the second theme and living the frames that hiding that giving each frame its own border frame as per theme, created cards icon for change theme option using DRAW and also create local saving icon to use. i really think i cover most of the feedback as majorities of feedback were about UI which is done mostly and one feedback was about help option so I created a help button at the right bottom which will have a go through video of FOU explain everything if u needed help! will reveled the final look of second theme so stay tuned. - - () - -"}, {"post_id": 77929, "ts": "2026-10-08T20:20:52Z", "hours": 2.1711, "text": "DEVLOG- 32: After struggling and finding the result of the problem i learned math module and ceil and after learning this its so complicated for me that i need to take help from chat_gpt for the calculation part and then i got the desire result but still raise a another issue like the border of companion frame is not retracking its placement so I think i need to fix that next stay tuned ! ಥ_ಥ ┑( ̄Д  ̄)┍"}, {"post_id": 77643, "ts": "2026-10-07T18:38:28Z", "hours": 2.0833, "text": "DEVLOG - 31: Working on a same problem from yesterday but it didn’t fixed yet learned the new concepts and apply them but nothing happened will keep trying until crack that so stay tuned, if you can help please comment me the problem is i want a png border file to get perfectly fix around my portfolio and that file is not fitting perfectly so if anybody know i am using python only and making UI using coustomTkinter."}, {"post_id": 77375, "ts": "2026-10-06T18:17:46Z", "hours": 3.3803, "text": "DEVLOG - 30: Currently working on the second theme and just fixed done the companion frame and part like the emotion part and struggling in the frame of portfolio so i need to learn and understand some more concepts to fix that stay tuned! ( ̄┰ ̄*) ಥ_ಥ"}, {"post_id": 77134, "ts": "2026-10-05T19:03:05Z", "hours": 2.1525, "text": "DEVLOG- 29: Today I finally completed the FOU default theme UI and this is the locked result done some refinement today as remove button draw the prefect remove button icon and the companion sizing and placement the header of companion given a companion a 3D look ) and make companion fame fits to it as the upcoming theme will use that logic stay tuned may ship this this sunday or monday!)"}, {"post_id": 76822, "ts": "2026-10-04T18:27:03Z", "hours": 4.2847, "text": "DEVLOG- 28: So this is my default theme look today i fixed the style like the text fonts and placement and size worked on the activity section like the tick part take a lot just learned the image draw in python and use that to make the search icon clock and tick and loading so it take a while what do you think about this theme there will be more i give you a hint the second is from anime which is so mysterious! (⊙ (⊙ ⊙)_⊙) ( ̄┰ ̄ )( ̄┰ ̄ )"}, {"post_id": 76487, "ts": "2026-10-03T18:48:30Z", "hours": 4.4256, "text": "DEVLOG- 27: Today I fixed the major issue i am facing the image sizing part like when minimize and maximize done some calculation learn new concepts and do some compromise and apart from that added the logo section so the displayed coin will display there logo too and added the help button later when this finish will create a youtube video to guide it threw. The UI is taking the target set shape need some refinement and clarity the the default theme is done yes there will be more then one theme. ^0^ ^0^╰( °▽° )╯╰( °▽° )╯"}, {"post_id": 76239, "ts": "2026-10-02T20:22:19Z", "hours": 3.3644, "text": "DEVLOG- 26: Today I am working on the companion part of my GUI and from the morning working on the correct size fitting of the .png still didn’t get that like when minimize and maximize the size is getting larger and cropped or smaller then the frame and never fits if anybody know how to fix that issue do comment i am using CustomTkinter for this GUI. <(_ _)><(_ _)>o(TヘTo)o(TヘTo)"}, {"post_id": 75986, "ts": "2026-10-01T20:57:10Z", "hours": 2.2486, "text": "DEVLOG- 25: Today I worked on the enhancing the UI and making the default theme till now done the background part and color and border part screen size issue clear and ore UI fixed now working on the complete look and will update when the FOU Theme done."}, {"post_id": 75670, "ts": "2026-09-30T18:12:55Z", "hours": 3.1133, "text": "DEVLOG- 24: Today worked on the left side panels and activity tracer part and done both the part currently generating images as introducing the companion in the GUI with is image based for now but For V3 will change that too motion one. (❁´◡ ❁)(❁´◡ ❁)"}, {"post_id": 75298, "ts": "2026-09-29T17:46:30Z", "hours": 1.5606, "text": "DEVLOG- 23: ADDED some color and themes too, this V2.1 will have 6 theme to choose and currently working on the 2 of them then others right now leaning color change and multiple theme changer in CustomTkinter and apply them here. So far Done the border and background and button stuff will work on coin selection now see you soon."}, {"post_id": 74949, "ts": "2026-09-28T17:31:46Z", "hours": 1.7661, "text": "DEVLOG-22: Today i worked on adding functions to the buttons and handling the possible errors that could happened till now done the view_portfolio , remove_coin, add_coin part with there respective button now work on selection of coin and coin preview as a 3D image if possible. (〃 ̄︶ ̄)人( ̄︶ ̄〃)"}, {"post_id": 74476, "ts": "2026-09-27T13:48:46Z", "hours": 3.055, "text": "DEVLOG- 21: Currently working on the GUI structure and just done timeout error handling with this as a base structure the whole UI will be amazing and will take a while I am new to coustomTkinter so I need to learn first."}, {"post_id": 74143, "ts": "2026-09-26T19:20:12Z", "hours": 1.9086, "text": "DEVLOG-20: Done the refactor with the main.py and build some core functions so the same function will be used buy both CLI and GUI and now working on GUI skeleton stucture will update when finish do comment and like please."}, {"post_id": 73939, "ts": "2026-09-26T11:28:10Z", "hours": 1.1467, "text": "DEVLOG-19: Done with the test_GUI learned the major concepts and basics too no moving forward to work on actual FOU. (~ ̄▽ ̄)~(~ ̄▽ ̄)~"}, {"post_id": 73475, "ts": "2026-09-25T06:14:15Z", "hours": 1.5586, "text": "DEVLOG-18: Guys currently working on GUI and testing it while learning so this will take time i think. Do share some UI layouts ideas to put that."}, {"post_id": 73218, "ts": "2026-09-24T16:50:55Z", "hours": 0.5897, "text": "DEVLOG-17: Thanks everyone for reviews working on the reviews and fixed some issue too, currenty working on GUI as many suggest a good UI ,testing the GUI and learning it too will ship the V2.1 with GUI and fixed things as per feedback. THANKS EVERYONE! DO SUGGEST ME SOME GUI THEMES FOR UI."}, {"post_id": 71370, "ts": "2026-09-20T18:26:30Z", "hours": 1.005, "text": "DEVLOG-16: Guys, Finally the V2 is done and live check my github and try & test and do give the feedback and reviews its been a great journey I learned a lot while making this do like and follow. I can’t ship it right now my previous ship is still pending its been more then 2 week about 3 week still pending if anyone could help do reply please that’s it thanks for connecting. V3 will be delayed bcz of college stuff but will work on the feedback for sure. ☆ : .。. o(≧▽≦)o .。.: ☆☆ : .。. o(≧▽≦)o .。.: ☆ here is the whole story: FOU started as my first serious Python project and was originally just a simple CLI watchlist where you could add, remove, save and reload coin symbols. V1.1 made that version more stable and usable with better structure, save handling and a standalone Windows build. V2 is the biggest jump so far. I added live prices, coin validation, multiple-coin adding, better formatting, safer save-file handling, and a hosted FastAPI backend so the CoinGecko API key stays off the client. I also added caching, rate limiting, network error handling, and cross-platform builds for Windows, Linux and macOS using GitHub Actions. The V1.1 reviews also showed me that the project explanation was still too technical for beginners. Some people didn’t understand what a crypto watchlist was or thought it involved wallets. So I’m improving that too: clearer README beginner guide screenshots better devlogs simpler explanation of what FOU does and why I built it FOU is still a learning project and my first serious one, so a big part of this has been learning by building. Next I’m focusing on V2 feedback and polish before moving toward V3."}, {"post_id": 70741, "ts": "2026-09-19T17:59:07Z", "hours": 0.7525, "text": "DEVLOG-15: Don’t know why still pending if anyone seeing from the team please check my project the V2 is done and i want to ship that if the V1.1 will stay pending i will not able to ship it please team stardance help. BTW done the package part and multiple OS support too and testing there is still work needed but will finish tomorrow."}, {"post_id": 69844, "ts": "2026-09-17T21:52:56Z", "hours": 0.5375, "text": "DEVLOG-14: Done making the backend now some refactors and packages left to build and then V2 is done. if any shipwrights watching this please review my project so i can ship V2. BTW anyone wants to team up on the new programm by hack club “Third space” please comment on this devlog."}, {"post_id": 68760, "ts": "2026-09-15T18:12:26Z", "hours": 2.0439, "text": "DEVLOG-13: Currently working on Backend Error handling like time limit and request limits and after that will do the final cleanup and touch ups and then work on the package part will release the V2 for all os its currenty limited to window’s but V2 will be for linux and mac too. ^0^"}, {"post_id": 68214, "ts": "2026-09-14T18:21:46Z", "hours": 1.1408, "text": "DEVLOG- 12: Today Done some what robusting and will final this didn’t work much today cause of college but will wrap this V2 in 2 days hopely its going to be best thanks. For me learning backend then Appling it was a headache task but done it and learn about it more. try project and give ideas like what i can add in this next and reviews."}, {"post_id": 67588, "ts": "2026-09-13T18:52:15Z", "hours": 1.9956, "text": "DEVLOG-11: Guy Today worked on the Backend created the backend and test it its working and now the sunday feels worth drop the API robustness before but now work on that hope is that it will finished in 3-4 days. will update when API & Network Robustness done. ☆ : .。. o(≧▽≦)o .。.: ☆"}, {"post_id": 66486, "ts": "2026-09-12T10:16:00Z", "hours": 1.9486, "text": "DEVLOG- 10: Today I Done the view_portfolio part and now it shows the current_price of the coin and also a better UI is there to as I ass separator and anchor too add short part too where the coins with high market rank will appear at the top. Now work on the API handling will update soon. ( /ω\ )"}, {"post_id": 65507, "ts": "2026-09-10T18:18:00Z", "hours": 2.4475, "text": "DEVLOG-9: Today worked on the view_portfolio and add the almost every features, testing it now for a while and fixing the bugs and errors here GLM is useful as it test the code and returning the exact error that I am fixing hopply finish the view part tomorrow and move to something next. btw I take off from college for this still learning and then implementing it make it long (~ ̄▽ ̄)~ . will go college tomorrow hopply this will end. Please do follow me and like my log as i am working hard and who gonna like my log i will like there all log. (〃 ̄︶ ̄)人( ̄︶ ̄〃)"}, {"post_id": 64954, "ts": "2026-09-09T18:07:02Z", "hours": 1.3367, "text": "DEVLOG-8: Finally Fixed the add function part and API errors it take a lot of time and learnings to do so now starts working on view_portfolio function hopefully it get done quickly ( /ω\ )."}, {"post_id": 64386, "ts": "2026-09-08T18:26:31Z", "hours": 1.1236, "text": "DEVLOG-7: Work on the add function still handling API and debugging the problems as per my first project this is going to be crazy and lately getting busy as I had join a college for my BBA degree and classes are long ಥ_ಥಥ_ಥ"}, {"post_id": 63720, "ts": "2026-09-07T17:33:31Z", "hours": 1.8575, "text": "DEVLOG-6: Guys working the the API debugging part and it’s frustrating ಥ_ಥ since its keep failing and i had tried all the things asking AI for diagnosis, btw this hard work will be paid of once it’s made cause its gonna add the exciting components.(❁´◡`❁)"}, {"post_id": 62830, "ts": "2026-09-06T11:12:36Z", "hours": 1.7642, "text": "DEVLOG-5: Guys just completed the API function and working on the sorting , price reflecting , listing , and ranking so the V2 will be a considerable hit ╰( °▽° )╯"}, {"post_id": 62153, "ts": "2026-09-05T12:27:18Z", "hours": 0.9586, "text": "DEVLOG-4: Testing API and learning concepts its really time consuming guys please follow and share your reviews"}, {"post_id": 61750, "ts": "2026-09-04T20:10:07Z", "hours": 0.2939, "text": "DEVLOG-3: The Work on the V2 is going on write now the things are complicated for me cause as a learner and a beginner I have to learn before implementation so this will take the time I don’t know why my ship1 is not rated yet if anybody knows please comment. Do try my project and give feedbacks"}, {"post_id": 61487, "ts": "2026-09-04T13:03:38Z", "hours": 0.4081, "text": "DEVLOG-2: Complete the refactor part and now working on the V2 main comp. the API part will update soon"}, {"post_id": 61327, "ts": "2026-09-04T05:44:52Z", "hours": 0.3233, "text": "DEVLOG-1: Started Working on V2 before major updates just refactoring the code as per feedback adding loops in ADD and REMOVE feature and also making package for macos and linux"}, {"post_id": 60297, "ts": "2026-09-02T15:56:41Z", "hours": 0.6444, "text": "Just completed the packaging part now my project is in .exe and going to ship it now"}, {"post_id": 60097, "ts": "2026-09-02T07:41:35Z", "hours": 0.3394, "text": "Devlog 2 -_- Working on the packaging part making it a .exe for you guys so u could try and share reviews and soon shipping it too"}, {"post_id": 57119, "ts": "2026-08-29T06:50:58Z", "hours": 0.4653, "text": "Devlog:1 -_- Today I refactor my FOU-V1 add the separate function for all the functions and ready to move on the V2 of it.Please try and give reviews"}]...
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Title: FOU by @SHREX | Stardance
Devlogs:
Devlog: Title: FOU by @SHREX | Stardance
Devlogs:
Devlog:1 -_- Today I refactor my FOU-V1 add the separate function for all the functions and ready to move on the V2 of it.Please try and give reviews
Devlog 2 -_- Working on the packaging part making it a .exe for you guys so u could try and share reviews and soon shipping it too
Just completed the packaging part now my project is in .exe and going to ship it now
DEVLOG-1: Started Working on V2 before major updates just refactoring the code as per feedback adding loops in ADD and REMOVE feature and also making package for macos and linux
DEVLOG-2: Complete the refactor part and now working on the V2 main comp. the API part will update soon
DEVLOG-3: The Work on the V2 is going on write now the things are complicated for me cause as a learner and a beginner I have to learn before implementation so this will take the time I don’t know why my ship1 is not rated yet if anybody knows please comment. Do try my project and give feedbacks
DEVLOG-4: Testing API and learning concepts its really time consuming guys please follow and share your reviews
DEVLOG-5: Guys just completed the API function and working on the sorting , price reflecting , listing , and ranking so the V2 will be a considerable hit ╰( °▽° )╯
DEVLOG-6: Guys working the the API debugging part and it’s frustrating ಥ_ಥ since its keep failing and i had tried all the things asking AI for diagnosis, btw this hard work will be paid of once it’s made cause its gonna add the exciting components.(❁´◡`❁)
DEVLOG-7: Work on the add function still handling API and debugging the problems as per my first project this is going to be crazy and lately getting busy as I had join a college for my BBA degree and classes are long ಥ_ಥಥ_ಥ
DEVLOG-8: Finally Fixed the add function part and API errors it take a lot of time and learnings to do so now starts working on view_portfolio function hopefully it get done quickly ( /ω\ ).
DEVLOG-9: Today worked on the view_portfolio and add the almost every features, testing it now for a while and fixing the bugs and errors here GLM is useful as it test the code and returning the exact error that I am fixing hopply finish the view part tomorrow and move to something next. btw I take off from college for this still learning and then implementing it make it long (~ ̄▽ ̄)~ . will go college tomorrow hopply this will end. Please do follow me and like my log as i am working hard and who gonna like my log i will like there all log. (〃 ̄︶ ̄)人( ̄︶ ̄〃)
DEVLOG- 10: Today I Done the view_portfolio part and now it shows the current_price of the coin and also a better UI is there to as I ass separator and anchor too add short part too where the coins with high market rank will appear at the top. Now work on the API handling will update soon. ( /ω\ )
DEVLOG-11: Guy Today worked on the Backend created the backend and test it its working and now the sunday feels worth drop the API robustness before but now work on that hope is that it will finished in 3-4 days. will update when API & Network Robustness done. ☆ : .。. o(≧▽≦)o .。.: ☆
DEVLOG- 12: Today Done some what robusting and will final this didn’t work much today cause of college but will wrap this V2 in 2 days hopely its going to be best thanks. For me learning backend then Appling it was a headache task but done it and learn about it more. try project and give ideas like what i can add in this next and reviews.
DEVLOG-13: Currently working on Backend Error handling like time limit and request limits and after that will do the final cleanup and touch ups and then work on the package part will release the V2 for all os its currenty limited to window’s but V2 will be for linux and mac too. ^0^
DEVLOG-14: Done making the backend now some refactors and packages left to build and then V2 is done. if any shipwrights watching this please review my project so i can ship V2. BTW anyone wants to team up on the new programm by hack club “Third space” please comment on this devlog.
DEVLOG-15: Don’t know why still pending if anyone seeing from the team please check my project the V2 is done and i want to ship that if the V1.1 will stay pending i will not able to ship it please team stardance help. BTW done the package part and multiple OS support too and testing there is still work needed but will finish tomorrow.
DEVLOG-16: Guys, Finally the V2 is done and live check my github and try & test and do give the feedback and reviews its been a great journey I learned a lot while making this do like and follow. I can’t ship it right now my previous ship is still pending its been more then 2 week about 3 week still pending if anyone could help do reply please that’s it thanks for connecting. V3 will be delayed bcz of college stuff but will work on the feedback for sure. ☆ : .。. o(≧▽≦)o .。.: ☆☆ : .。. o(≧▽≦)o .。.: ☆ here is the whole story: FOU started as my first serious Python project and was originally just a simple CLI watchlist where you could add, remove, save and reload coin symbols. V1.1 made that version more stable and usable with better structure, save handling and a standalone Windows build. V2 is the biggest jump so far. I added live prices, coin validation, multiple-coin adding, better formatting, safer save-file handling, and a hosted FastAPI backend so the CoinGecko API key stays off the client. I also added caching, rate limiting, network error handling, and cross-platform builds for Windows, Linux and macOS using GitHub Actions. The V1.1 reviews also showed me that the project explanation was still too technical for beginners. Some people didn’t understand what a crypto watchlist was or thought it involved wallets. So I’m improving that too: clearer README beginner guide screenshots better devlogs simpler explanation of what FOU does and why I built it FOU is still a learning project and my first serious one, so a big part of this has been learning by building. Next I’m focusing on V2 feedback and polish before moving toward V3.
DEVLOG-17: Thanks everyone for reviews working on the reviews and fixed some issue too, currenty working on GUI as many suggest a good UI ,testing the GUI and learning it too will ship the V2.1 with GUI and fixed things as per feedback. THANKS EVERYONE! DO SUGGEST ME SOME GUI THEMES FOR UI.
DEVLOG-18: Guys currently working on GUI and testing it while learning so this will take time i think. Do share some UI layouts ideas to put that.
DEVLOG-19: Done with the test_GUI learned the major concepts and basics too no moving forward to work on actual FOU. (~ ̄▽ ̄)~(~ ̄▽ ̄)~
DEVLOG-20: Done the refactor with the main.py and build some core functions so the same function will be used buy both CLI and GUI and now working on GUI skeleton stucture will update when finish do comment and like please.
DEVLOG- 21: Currently working on the GUI structure and just done timeout error handling with this as a base structure the whole UI will be amazing and will take a while I am new to coustomTkinter so I need to learn first.
DEVLOG-22: Today i worked on adding functions to the buttons and handling the possible errors that could happened till now done the view_portfolio , remove_coin, add_coin part with there respective button now work on selection of coin and coin preview as a 3D image if possible. (〃 ̄︶ ̄)人( ̄︶ ̄〃)
DEVLOG- 23: ADDED some color and themes too, this V2.1 will have 6 theme to choose and currently working on the 2 of them then others right now leaning color change and multiple theme changer in CustomTkinter and apply them here. So far Done the border and background and button stuff will work on coin selection now see you soon.
DEVLOG- 24: Today worked on the left side panels and activity tracer part and done both the part currently generating images as introducing the companion in the GUI with is image based for now but For V3 will change that too motion one. (❁´◡ ❁)(❁´◡ ❁)
DEVLOG- 25: Today I worked on the enhancing the UI and making the default theme till now done the background part and color and border part screen size issue clear and ore UI fixed now working on the complete look and will update when the FOU Theme done.
DEVLOG- 26: Today I am working on the companion part of my GUI and from the morning working on the correct size fitting of the .png still didn’t get that like when minimize and maximize the size is getting larger and cropped or smaller then the frame and never fits if anybody know how to fix that issue do comment i am using CustomTkinter for this GUI. <(_ _)><(_ _)>o(TヘTo)o(TヘTo)
DEVLOG- 27: Today I fixed the major issue i am facing the image sizing part like when minimize and maximize done some calculation learn new concepts and do some compromise and apart from that added the logo section so the displayed coin will display there logo too and added the help button later when this finish will create a youtube video to guide it threw. The UI is taking the target set shape need some refinement and clarity the the default theme is done yes there will be more then one theme. ^0^ ^0^╰( °▽° )╯╰( °▽° )╯
DEVLOG- 28: So this is my default theme look today i fixed the style like the text fonts and placement and size worked on the activity section like the tick part take a lot just learned the image draw in python and use that to make the search icon clock and tick and loading so it take a while what do you think about this theme there will be more i give you a hint the second is from anime which is so mysterious! (⊙ (⊙ ⊙)_⊙) ( ̄┰ ̄ )( ̄┰ ̄ )
DEVLOG- 29: Today I finally completed the FOU default theme UI and this is the locked result done some refinement today as remove button draw the prefect remove button icon and the companion sizing and placement the header of companion given a companion a 3D look ) and make companion fame fits to it as the upcoming theme will use that logic stay tuned may ship this this sunday or monday!)
DEVLOG - 30: Currently working on the second theme and just fixed done the companion frame and part like the emotion part and struggling in the frame of portfolio so i need to learn and understand some more concepts to fix that stay tuned! ( ̄┰ ̄*) ಥ_ಥ
DEVLOG - 31: Working on a same problem from yesterday but it didn’t fixed yet learned the new concepts and apply them but nothing happened will keep trying until crack that so stay tuned, if you can help please comment me the problem is i want a png border file to get perfectly fix around my portfolio and that file is not fitting perfectly so if anybody know i am using python only and making UI using coustomTkinter.
DEVLOG- 32: After struggling and finding the result of the problem i learned math module and ceil and after learning this its so complicated for me that i need to take help from chat_gpt for the calculation part and then i got the desire result but still raise a another issue like the border of companion frame is not retracking its placement so I think i need to fix that next stay tuned ! ಥ_ಥ ┑( ̄Д  ̄)┍
DEVLOG- 33: Worked on so many things today, like adding the overall background in the second theme and living the frames that hiding that giving each frame its own border frame as per theme, created cards icon for change theme option using DRAW and also create local saving icon to use. i really think i cover most of the feedback as majorities of feedback were about UI which is done mostly and one feedback was about help option so I created a help button at the right bottom which will have a go through video of FOU explain everything if u needed help! will reveled the final look of second theme so stay tuned. - - () - -
DEVLOG- 34: Here is the look of second theme the name is THE FOOL and the companion name is Mr. FOOL , the border around the portfolio takes so much time and effort of mine like in the end i need to use codex for calculation part as i learn MATH but the calculation is quiet complex so uses that, Appart from this I think i had done most of the work on feedback : 1st Feedback : Make a UI -> Now my project is shifted from cli to gui and have a proper UI 2nd Feedback : Timestap -> Added that in portfolio frame you can see the time its feacting the prices 3rd Feedback : Help -> Addded a help button at the bottom and that will open a youtube video that explain everything from how to use and what is for what! 4th Feedback : Nothing - > so everything is done so far ╰( °▽° )╯╰( °▽° )╯ BTW, working on the third theme too maybe ship tomorrow so don’t forget to try and Rate good my project .
DEVLOG- 35: About to ship this here is important thing please read this if you encounter with and security issue please click run anyway as I applied for the authorized ownership but that will take weeks to fulfill so please co-operate and Linux and windows user if you want you can skip as i don’t have any system to test them, Thank you all for this journey will make more and be better if you rating me please rate me good. <(_ _)><(_ _)>
Ships:
I made FOU V1.1, a Python command-line cryptocurrency watchlist where users can add, view, remove, save, and reload coin symbols. The most challenging part was making the save system reliable both when running the Python file and when running the packaged Windows .exe . I also learned how to handle missing or corrupted save files and how to package the project with PyInstaller. I’m most proud that I took a simple Python project and turned it into a working standalone Windows release that other people can actually download and run. I also improved the code structure, added better error handling, and learned more about Git, GitHub releases, and project shipping. People should know that FOU V1.1 is still a watchlist-style project, not a full live crypto tracker yet. V2 is planned to add live prices and coin validation.
FOU is my first serious programming project and I made most of it while I was still learning Python. The idea actually came from a small problem I had myself. There were a lot of crypto coins I wanted to keep an eye on, but I didn’t want to open an exchange or search each coin again and again just to check the price. So I thought, why not make a small program where I can add the coins I care about once and then just open it whenever I want to check them. That’s how FOU started. V1.1 was very simple. It was just a CLI watchlist where you could add, remove, save and load coin symbols. While making V2 I learned a lot more and slowly upgraded it with live prices, valid coin checking, adding multiple coins, better save handling, error handling and builds for Windows, Linux and macOS. One of the hardest parts for me was learning how APIs and backend stuff work. I didn’t want to put the CoinGecko API key inside the app, so I built my own FastAPI backend and deployed it. I also learned caching, rate limiting, GitHub Actions, PyInstaller and a lot of testing while doing this. I also worked on the feedback from my V1.1 ship. A lot of people said the README and devlogs were not explaining the project enough, and some people didn’t even understand what a crypto watchlist was or thought it was related to wallets. So for V2 I added a beginner guide, clearer explanation of what FOU does, why I made it, better installation steps and I’m also adding better screenshots and more detailed devlogs. FOU does not connect to wallets, trade crypto or use real money. It is just a simple personal watchlist to track coins you are interested in. To test it, download the build for your OS from the V2 release, open FOU, add coins like BTC, ETH or SOL, type DONE, then open View Portfolio to see the live prices. Save it, close the app, reopen it and your watchlist should still be there. I’m still a beginner and this project is mainly how I’m learning by actually building something, so feedback really helps me improve it. If you try it and like what I made, I’d really appreciate a good rating and an honest review. And if something feels confusing or broken, please tell me that too so I can work on it in the next update.
FOU is my first serious programming project, and honestly, I never thought it would come this far. It started as a small Python CLI because I wanted an easy way to track crypto prices without opening an exchange every time. Slowly, I added live prices, coin validation, saving, and my own backend. And now, with v2.5, I’ve finally turned it into a proper desktop app! FOU now has three themes — FOU DEFAULT, THE FOOL, and VOID , each with its own companion and six different reactions. The hardest part was definitely building the GUI, especially getting the characters, decorative frames, and layouts to work properly when resizing the window. I spent way too much time fixing tiny details 😭 I also tried to work on almost every piece of feedback from my previous ships. A lot of people said my README and devlogs weren’t clear enough, so this time I’ve added better explanations, installation instructions, a full demo video, and more details about how I built everything. 💜 Please read this before testing! ⏳ First-time loading: Adding your first coin or loading saved prices might take around 60 seconds because my free hosted backend sometimes goes to sleep. Please give it a little time! 🛡️ Windows: I’ve tested the released app on two Windows laptops, and it worked fine. However, the executable is still unsigned, so Windows might show a security warning. I’ve already applied for code signing. Please don’t disable your security settings just to test it. 🐧 Linux and macOS: Both builds completed successfully, but I couldn’t test them on real Linux or Mac computers. So please treat them as experimental. If something doesn’t work, I’d really appreciate it if you could watch the demo video before rating, rather than judging FOU only by an untested build. 🐛 Bugs: Some recent tests found a few rare issues with saving and unexpected API responses. I’ve started fixing them, but those fixes aren’t in this release yet. If you find anything, please let me know! 🚀 How to try it Download the ZIP for your OS from the GitHub Release. On Windows, extract everything and open FOU.exe . Try adding BTC, ETH, or SOL, refreshing prices, saving your portfolio, and switching themes. FOU isn’t a wallet or trading app. It’s just a watchlist for coins you’re interested in. Release: https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0 README + Demo Video: https://github.com/FOU-SHREX/FOU I’m still learning Python, and this project taught me so much about coding, APIs, GUI development, and fixing things that randomly stop working. I also used ChatGPT, and AI image tools to help with coding, debugging, and artwork throughout development. I’m really happy with how far FOU has come, even though it’s still not perfect. Thanks to everyone who gave feedback on my earlier versions and helped me improve it. I hope you enjoy trying FOU! 💜 Please give feedback and good rating <(_ _)>...
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1793630983.077948
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1793717383.077948
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37077
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SolWisp + SWIDE by @AuraMonster | Stardance
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AuraMonster
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1
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16.0
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238
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T18:19:19Z", "hours": 16.0, "multiplier": 14.96, "payout": 238, "blessing": "neutral", "text": "This is SolWisp and SWIDE. SolWisp is a coding language made by me that is supposed to be a very close representation of the english language in code. SWIDE is the IDE that holds SolWisp and handles all the errors, inputs, and outputs.", "repo": "https://github.com/mdmutahhar24-pixel/SWIDE", "demo": "https://github.com/mdmutahhar24-pixel/SWIDE/releases"}]...
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[{"post_id": 47625, "ts": "202 [{"post_id": 47625, "ts": "2026-08-15T17:12:12Z", "hours": 1.9711, "text": "Fifth and Final Devlog for SolWisp + SWIDE (See More Info) More Info: This ship is going to be V0.1.0 of SolWisp and SWIDE. Most IDEs and Coding Languages start off small, so that is what I am doing. The docs will be a separate project, hence it is going to contain ton of information about SolWisp and SWIDE. Until then, the functions you want to see are going to be on my GitHub repository for this project. New Features: Error Handling Error Styling"}, {"post_id": 45552, "ts": "2026-08-12T03:42:35Z", "hours": 2.7622, "text": "Fourth Devlog for SolWisp + SWIDE New Features: IDE now Dark Themed IDE now made and has file editing (save/open/etc.) IDE has now syntax coloring IDE has a custom console IDE has a separate console just for inputs Changes: Interpreter turned from the Java Console into the IDE FUTURE commands/syntax: If/Otherwise (else if)/Else declareFunction (function) Graphics (maybe scrapped, maybe added in future, maybe added on release)"}, {"post_id": 44228, "ts": "2026-08-09T20:59:51Z", "hours": 4.2069, "text": "Third Devlog for SolWisp + SWIDE Here we go again… Just like my other projects I had to restart this one as well. What Changed due to restart? Primary language turned from Python to Java Now mostly build on raw Java (Except for graphics of course) Language was simplified Current Commands: Say/Ex: Say Hi/Args: (Say < Text >)/Similar to Print from Python Integer/Ex: Integer x = 0/Args: (Integer < VarName > = < Value >)/basic variable String/Ex: String x = hi/Args: (String < VarName > = < Value >)/basic variable Boolean/Ex: Boolean x = true/Args: (Boolean < VarName > = < Value >)/basic Variable Float/Ex: Float x = 5.232/ Args: (Float < VarName > = < Value >)/basic variable Input/Ex: String a. Input Hi! How are you? into a/Args: (Input < Prompt > into < VarName >)/Text Input In Progress: IDE Multi-line commands (Functions/If/loops/etc.)"}, {"post_id": 32101, "ts": "2026-07-21T01:04:41Z", "hours": 2.7469, "text": "Second Devlog for SolWisp + SWIDE In Progress: Syntax checker Upgrading from beginner project to a higher level project (I am learning as I code) New Features: None List of current commands: say(text, x, y) rectangle(x, y, width, height, (fill: optional) , (border: optional) ) circle(x, y, radius, (fill: optional) , (border: optional) ellipse(x, y, width, height, (fill: optional) , (border: optional) )"}, {"post_id": 31354, "ts": "2026-07-19T17:55:55Z", "hours": 4.2294, "text": "First Devlog for SolWisp + SWIDE What is SolWisp? SolWisp is a programming language made by me so that it easier for many coders. What is SWIDE? SWIDE is the custom IDE that is meant to host the SolWisp coding language Additional Information: Both SolWisp and SWIDE are coded in Python using Qt and PySide6. This is technically a two-in-one project, but I couldn’t separate these two projects. New Features: Explorer added Right click menu added and changes based on what you are clicking on New file feature added New Folder feature added Open Folder Feature added Save file feature added keep same folder open feature added Say function added (equivalent to print in python) (If you have any suggestions for any commands, please comment them) below is a demo of my project (Run was not working this time)"}]...
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Title: SolWisp + SWIDE by @AuraMonster | Stardance Title: SolWisp + SWIDE by @AuraMonster | Stardance
Devlogs:
First Devlog for SolWisp + SWIDE What is SolWisp? SolWisp is a programming language made by me so that it easier for many coders. What is SWIDE? SWIDE is the custom IDE that is meant to host the SolWisp coding language Additional Information: Both SolWisp and SWIDE are coded in Python using Qt and PySide6. This is technically a two-in-one project, but I couldn’t separate these two projects. New Features: Explorer added Right click menu added and changes based on what you are clicking on New file feature added New Folder feature added Open Folder Feature added Save file feature added keep same folder open feature added Say function added (equivalent to print in python) (If you have any suggestions for any commands, please comment them) below is a demo of my project (Run was not working this time)
Second Devlog for SolWisp + SWIDE In Progress: Syntax checker Upgrading from beginner project to a higher level project (I am learning as I code) New Features: None List of current commands: say(text, x, y) rectangle(x, y, width, height, (fill: optional) , (border: optional) ) circle(x, y, radius, (fill: optional) , (border: optional) ellipse(x, y, width, height, (fill: optional) , (border: optional) )
Third Devlog for SolWisp + SWIDE Here we go again… Just like my other projects I had to restart this one as well. What Changed due to restart? Primary language turned from Python to Java Now mostly build on raw Java (Except for graphics of course) Language was simplified Current Commands: Say/Ex: Say Hi/Args: (Say < Text >)/Similar to Print from Python Integer/Ex: Integer x = 0/Args: (Integer < VarName > = < Value >)/basic variable String/Ex: String x = hi/Args: (String < VarName > = < Value >)/basic variable Boolean/Ex: Boolean x = true/Args: (Boolean < VarName > = < Value >)/basic Variable Float/Ex: Float x = 5.232/ Args: (Float < VarName > = < Value >)/basic variable Input/Ex: String a. Input Hi! How are you? into a/Args: (Input < Prompt > into < VarName >)/Text Input In Progress: IDE Multi-line commands (Functions/If/loops/etc.)
Fourth Devlog for SolWisp + SWIDE New Features: IDE now Dark Themed IDE now made and has file editing (save/open/etc.) IDE has now syntax coloring IDE has a custom console IDE has a separate console just for inputs Changes: Interpreter turned from the Java Console into the IDE FUTURE commands/syntax: If/Otherwise (else if)/Else declareFunction (function) Graphics (maybe scrapped, maybe added in future, maybe added on release)
Fifth and Final Devlog for SolWisp + SWIDE (See More Info) More Info: This ship is going to be V0.1.0 of SolWisp and SWIDE. Most IDEs and Coding Languages start off small, so that is what I am doing. The docs will be a separate project, hence it is going to contain ton of information about SolWisp and SWIDE. Until then, the functions you want to see are going to be on my GitHub repository for this project. New Features: Error Handling Error Styling
Ships:
This is SolWisp and SWIDE. SolWisp is a coding language made by me that is supposed to be a very close representation of the english language in code. SWIDE is the IDE that holds SolWisp and handles all the errors, inputs, and outputs....
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1793630984.4779775
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1793717384.4779775
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42591
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The Savage Tab by @ronitserva | Stardance
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ronitserva
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2
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14.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T18:24:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried fixing the frequent appearance of error while loading the website. Also I rewrote the whole logic of my website to get rid of messy .then() and .catch() blocks of code by using async and await keywords. On the left can be seen the previous version of main.js and the right one is the refactored version", "repo": "https://github.com/Ronit-Serva/new-tab", "demo": "https://ronit-serva.github.io/APOD-Surprise/"}, {"ship_num": 2, "ts": "2026-08-07T15:06:41Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a website that displays the NASA Astronomy Picture of the Day (unique for each day), but in a cool and stylish way and also a feature to view the Picture of the Day for the date you were born. The mission guide was a very useful resource throughout the project however I used other sources to learn about a few different things that I needed to get my project working. Like I wanted a model to open up which will contain a form for collecting user’s birthdate once the button “Take me back…” was clicked. So I referred to google AI mode to help me do that. (especially because I wanted the modal to be centered). This was a very special learning experience: I learned finally how to make interactive websites instead of just static HTML files. Honestly, the difficult thing was to load every piece of code into my brain fresh every time I had to start a new code, because it’s difficult for me to write new code if I don’t understand what I previously wrote does. But here logic came to my aid where otherwise I would be intimidated seeing the complex code and trying to wrap my head around it. I really want you to experience my website to the fullest, thus based on what I’ve observed I would recommend the following: If the loading page doesn’t disappear or an error comes up, I request you to try to reload the page since the API sometimes takes too long and returns an error Please try to click at the “Take me Back…” button at the bottom of page which will lead you to a dialog to enter your birthdate and from there you can view the Picture of the day on the date you were born. Happy Review :)", "repo": "https://github.com/Ronit-Serva/new-tab", "demo": "https://ronit-serva.github.io/APOD-Surprise/"}]...
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[{"post_id": 43236, "ts": "202 [{"post_id": 43236, "ts": "2026-08-08T11:45:17Z", "hours": 2.5208, "text": "I tried fixing the frequent appearance of error while loading the website. Also I rewrote the whole logic of my website to get rid of messy .then() and .catch() blocks of code by using async and await keywords. On the left can be seen the previous version of main.js and the right one is the refactored version"}, {"post_id": 42670, "ts": "2026-08-07T14:54:06Z", "hours": 0.9975, "text": "Shipping the project I worked primarily on three things getting a website deployment issue sorted (using Codex) due to a name mismatch in the local vite.config.js file and the remote github repo name. Updating the README with complete project description, demo image, and website URL. Finally the website is deployed at: here"}, {"post_id": 42123, "ts": "2026-08-06T18:17:30Z", "hours": 1.8564, "text": "Hurray, Wrapped up the project I just did re-implement the final feature for it to be more visually appealing, but another thing is that I observed that the website took more time to reload and even had a few failed attempts to load the APOD. IDK why it’s happening, if any of you might please lemme know. Now I only have to complete the project info and ship it. Here’s how the new feature looks:"}, {"post_id": 41507, "ts": "2026-08-05T19:13:38Z", "hours": 1.9822, "text": "Added a custom feature for you to view the NASA APOD for the day you were born This took a little bit of time as I had to figure out how to add forms in HTML, how to connect them to my JS logic so that I can access their data, and write the event logic. I was able to do it without using any tutorial just using Google AI mode and Copilot. (I didn’t use them to write code for me) TLDR; added a small form you can fill out on the website to view the APOD for your birthdate. btw here’s the APOD for my birthdate:"}, {"post_id": 40864, "ts": "2026-08-04T17:39:27Z", "hours": 1.6278, "text": "Completed styling the website and started working on adding a cool feature (literally surprise ;) I styled my website using clip-path: property and added custom fonts for the explanation as well as the title. I then started the work on the feature and soon realized after a bit of experimenting I have to watch a JS learning tutorial to learn how to add forms/fields to my website and use the collected data."}, {"post_id": 40264, "ts": "2026-08-03T17:51:56Z", "hours": 1.8947, "text": "Completed the JS logic for the website and started work on styling the website. Majorly I worked on modifying main.js logic in order to handle occasional youtube video urls in the response and handle errors during the process using .error(...) After that I worked on styling my website: adding pseudo-elements and styling them. Now the website kinda looks like this:"}, {"post_id": 39535, "ts": "2026-08-02T15:42:08Z", "hours": 1.725, "text": "I worked on exploring the project guide to learn about JS syntax and did various tasks mentioned. I implemented the logic to fetch APOD data from NASA api then convert it into a JS object and then display the Title, Image and Explanation of the APOD on the website. Along the way I learnt to use the fetch(...) function, .then(...) methods and creating conditionals in JS as well as constructing strings with placeholders ${...} . TLDR; I worked primarily on writing the logic of my website in main.js."}, {"post_id": 38666, "ts": "2026-08-01T05:28:28Z", "hours": 0.8242, "text": "I am following the mission guide (Website Pulse) for this project. TLDR; This session was about setting up Vite in the project and automating the deployment and build workflow In the first session I worked on creating Vite in my project repo, setting up a remote github repo, and creating a deploy.yml file in the project root specifying the deployment workflow. Now whenever I push to the main branch of the repo, the workflow will be automatically triggered and the website will be built and deployed live. I also create and securely added the NASA API key in a .env file."}]...
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Title: The Savage Tab by @ronitserva | Stardance
Title: The Savage Tab by @ronitserva | Stardance
Devlogs:
I am following the mission guide (Website Pulse) for this project. TLDR; This session was about setting up Vite in the project and automating the deployment and build workflow In the first session I worked on creating Vite in my project repo, setting up a remote github repo, and creating a deploy.yml file in the project root specifying the deployment workflow. Now whenever I push to the main branch of the repo, the workflow will be automatically triggered and the website will be built and deployed live. I also create and securely added the NASA API key in a .env file.
I worked on exploring the project guide to learn about JS syntax and did various tasks mentioned. I implemented the logic to fetch APOD data from NASA api then convert it into a JS object and then display the Title, Image and Explanation of the APOD on the website. Along the way I learnt to use the fetch(...) function, .then(...) methods and creating conditionals in JS as well as constructing strings with placeholders ${...} . TLDR; I worked primarily on writing the logic of my website in main.js.
Completed the JS logic for the website and started work on styling the website. Majorly I worked on modifying main.js logic in order to handle occasional youtube video urls in the response and handle errors during the process using .error(...) After that I worked on styling my website: adding pseudo-elements and styling them. Now the website kinda looks like this:
Completed styling the website and started working on adding a cool feature (literally surprise ;) I styled my website using clip-path: property and added custom fonts for the explanation as well as the title. I then started the work on the feature and soon realized after a bit of experimenting I have to watch a JS learning tutorial to learn how to add forms/fields to my website and use the collected data.
Added a custom feature for you to view the NASA APOD for the day you were born This took a little bit of time as I had to figure out how to add forms in HTML, how to connect them to my JS logic so that I can access their data, and write the event logic. I was able to do it without using any tutorial just using Google AI mode and Copilot. (I didn’t use them to write code for me) TLDR; added a small form you can fill out on the website to view the APOD for your birthdate. btw here’s the APOD for my birthdate:
Hurray, Wrapped up the project I just did re-implement the final feature for it to be more visually appealing, but another thing is that I observed that the website took more time to reload and even had a few failed attempts to load the APOD. IDK why it’s happening, if any of you might please lemme know. Now I only have to complete the project info and ship it. Here’s how the new feature looks:
Shipping the project I worked primarily on three things getting a website deployment issue sorted (using Codex) due to a name mismatch in the local vite.config.js file and the remote github repo name. Updating the README with complete project description, demo image, and website URL. Finally the website is deployed at: here
I tried fixing the frequent appearance of error while loading the website. Also I rewrote the whole logic of my website to get rid of messy .then() and .catch() blocks of code by using async and await keywords. On the left can be seen the previous version of main.js and the right one is the refactored version
Ships:
I built a website that displays the NASA Astronomy Picture of the Day (unique for each day), but in a cool and stylish way and also a feature to view the Picture of the Day for the date you were born. The mission guide was a very useful resource throughout the project however I used other sources to learn about a few different things that I needed to get my project working. Like I wanted a model to open up which will contain a form for collecting user’s birthdate once the button “Take me back…” was clicked. So I referred to google AI mode to help me do that. (especially because I wanted the modal to be centered). This was a very special learning experience: I learned finally how to make interactive websites instead of just static HTML files. Honestly, the difficult thing was to load every piece of code into my brain fresh every time I had to start a new code, because it’s difficult for me to write new code if I don’t understand what I previously wrote does. But here logic came to my aid where otherwise I would be intimidated seeing the complex code and trying to wrap my head around it. I really want you to experience my website to the fullest, thus based on what I’ve observed I would recommend the following: If the loading page doesn’t disappear or an error comes up, I request you to try to reload the page since the API sometimes takes too long and returns an error Please try to click at the “Take me Back…” button at the bottom of page which will lead you to a dialog to enter your birthdate and from there you can view the Picture of the day on the date you were born. Happy Review :)
I tried fixing the frequent appearance of error while loading the website. Also I rewrote the whole logic of my website to get rid of messy .then() and .catch() blocks of code by using async and await keywords. On the left can be seen the previous version of main.js and the right one is the refactored version...
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1793630985.6557994
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1793717385.6557994
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42598
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MicroMania by @Dotdvn | Stardance
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Dotdvn
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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": "2026-08-04T13:26:33Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MicroMania is a retro-inspired mini-game collection built with Godot. The game features fast-paced challenges including coin parkour, falling bread survival, and reach the chest, all tied together with a bread-life system and countdown-based progression. It was created as a small arcade-style experience that is easy to pick up, fun to replay, and designed for quick gaming sessions.", "repo": "https://github.com/dotdvn/MicroMania", "demo": "https://dotdvn.itch.io/micromania"}]...
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[{"post_id": 40650, "ts": "202 [{"post_id": 40650, "ts": "2026-08-04T10:23:41Z", "hours": 1.2522, "text": "DevLoggggggggggg #3 Made 2 more minigames and implimented sound effects to this game."}, {"post_id": 38990, "ts": "2026-08-01T16:48:23Z", "hours": 3.0939, "text": "DevLoggggggggg #2 Made the game actually playable today. I built the first platformer mini-game where the goal is to reach the treasure chest before time runs out. I also added spikes that act as death zones, a bread-based lives system, and a HUD that shows the current level and remaining bread at the top of the screen."}, {"post_id": 38732, "ts": "2026-08-01T09:04:02Z", "hours": 0.3919, "text": "DevLogggggggggggg #1 I started building MicroMania, a WarioWare-inspired mini-game.Today I set up the project, created the title screen, and designed the basic menu with Start, Settings, and Quit buttons. Nxt stp is connecting the menu to the first minigame."}]...
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Title: MicroMania by @Dotdvn | Stardance
Devlogs: Title: MicroMania by @Dotdvn | Stardance
Devlogs:
DevLogggggggggggg #1 I started building MicroMania, a WarioWare-inspired mini-game.Today I set up the project, created the title screen, and designed the basic menu with Start, Settings, and Quit buttons. Nxt stp is connecting the menu to the first minigame.
DevLoggggggggg #2 Made the game actually playable today. I built the first platformer mini-game where the goal is to reach the treasure chest before time runs out. I also added spikes that act as death zones, a bread-based lives system, and a HUD that shows the current level and remaining bread at the top of the screen.
DevLoggggggggggg #3 Made 2 more minigames and implimented sound effects to this game.
Ships:
MicroMania is a retro-inspired mini-game collection built with Godot. The game features fast-paced challenges including coin parkour, falling bread survival, and reach the chest, all tied together with a bread-life system and countdown-based progression. It was created as a small arcade-style experience that is easy to pick up, fun to replay, and designed for quick gaming sessions....
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1793630986.8838634
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1793717386.8838634
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508
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Slime Simulator by @RespectableDot | Stardance
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RespectableDot
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1
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166.0
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3195
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T19:22:45Z", "hours": 166.0, "multiplier": 19.34, "payout": 3195, "blessing": "neutral", "text": "A simulator that is about making crazy slimes through natural selection, evolution, and genetic engineering. One thing that made this project challenging was the slime pathfinding. To solve this, I used the A* pathfinding technique. Something I am proud of is the art style. I worked very hard on it and I think it look good. To test my project, just click on the demo link. Thank you to the people who supported and suggested good ideas to the project!", "repo": "https://github.com/Aidnpatrick/Slime-Hub", "demo": "https://respectabledot.itch.io/slime-simulator"}]...
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[{"post_id": 41491, "ts": "202 [{"post_id": 41491, "ts": "2026-08-05T18:49:31Z", "hours": 3.4703, "text": "Sound! Devlog 35 This will be a short devlog because I don’t know what else to say. Sounds effects I added inside the game: Slime spawning Clicking on slime clicking on ui(button) Slime Noises ocean wind Slime Eating Planting Guns(Lasers, Regular bullets Passive slime noises Active slime noises Night(Crickets) Credit to qubodup and filippe for the slime sound effects."}, {"post_id": 39720, "ts": "2026-08-02T21:12:32Z", "hours": 6.6606, "text": "Optimization and Fixes Devlog 34 2nd to last devlog! Cant wait to ship Things I added: When you press escape or the gear icon at the bottom-right, you can enter the settings page. In here, you can disable or enable features to your likings. This can help run the game faster on lower-end PCs. Placing blocks, plants or effects shows a small special effect. Between and Night, there will be dusk and evening. They will make the sky orange for 15 seconds. There will be more farmers and less unemployed people. Big Fixes: Upgraded the pathfinding system for the slimes. Whenever they are hungry but can’t reach their food, they will find alternate food that is close to them."}, {"post_id": 37321, "ts": "2026-07-29T22:57:14Z", "hours": 7.0725, "text": "Another Batch of Updates Devlog 33 I dont know when to stop this project, I have a lot of things to add… Check out my game here! https://respectabledot.itch.io/slime-simulator Things I added: Day/Night Cycle! Every minute it switches from day to night or vice versa. When at night, slimes and buildings glow so they are easier to see. Also, it looks cool. (The light thing took a long time to figure out) There is a notification bar that tells you what is currently happening in the world. When guns fire, it will create a muzzle flash effect. New Items: FN SCAR: A powerful gun that hits hard. It is kind of inaccurate though. Laser Gun: Its bullets are faster than other guns. Does decent damage."}, {"post_id": 35337, "ts": "2026-07-26T17:35:05Z", "hours": 8.3517, "text": "More Mechanics and Items! Devlog 32 Things I added: Houses are a new building. Currently they don’t really do anything, but later on they can be used for slimes to sleep in. Doctors is a new ability that treats and heal slimes. Their item is a medkit. When you favorite a slime, a star icon will show up above them. This helps keep track of your favorite slimes. Added 8 new cosmetics! New Items! MP5: A submachine gun that fires really fast. Blue staff: A staff that is blue and shoots out 3 blue balls. Katana: The first melee weapon. Does a lot of damage. Medkit: Used by doctors to treat and heal other slimes. M1911: Originally called the pistol. AR-15: Originally called the Rifle. MP-133: Originally called the Shotgun. Things I will add: More cosmetics coming soon! Houses will have a function other than doing the embappe special Game link here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 33076, "ts": "2026-07-22T17:35:43Z", "hours": 9.6567, "text": "Items and Slime sizes Devlog 31 I forgot to devlog again :( Items and Equipment Slimes can now have items. Items can help them complete tasks or give them a buff. To see what item the slime has, check in the slime stats. Items currently in the game: Hammer: Used for constructing buildings. Hoe: Used by farmers to farm. Pistol: For killing slimes. Rifle: For killing slimes. Slime characteristics and stuff Instead of slimes being the same size, they can be big or small. This makes it more realistic, I guess. Slimes can pass down their family name. If the two parents have different family names, the offspring chooses one of them. UI Changes The section for terrain editing got a small upgrade. Next to the text, there is an image of the block to show you what it looks like. At the top-right corner of the slime statistics page, there is the X button that closes the UI. You can check what equipment the slime is using by going to the slime UI & statistics Other Waves can appear outside of the editing zone so it looks more natural."}, {"post_id": 31412, "ts": "2026-07-19T19:17:11Z", "hours": 2.9606, "text": "Spells! Devlog 30 Check out my game here: https://respectabledot.itch.io/slime-simulator Spells control and influence a slime mentally and physically. Currently, there are only 4 spells. I will plan to add more of them in later updates."}, {"post_id": 30419, "ts": "2026-07-17T22:56:36Z", "hours": 7.5947, "text": "UI Revamp and cosmetics Devlog 29 I am currently working on another update but I forgot to post a devlog, so I will post a devlog for the things I finished then post the ones I haven’t finished yet. Things I added: After taking some feedback, I changed some stuff inside the slime UI. Instead of just plain text, I added pictures and icons to make reading a slime’s information much easier. I also replaced most of the transparent boxes with some better ones that are drawn. For the cosmetics, I added around 10 new hats."}, {"post_id": 29034, "ts": "2026-07-15T18:03:17Z", "hours": 6.9889, "text": "Kingdoms and Colonies👑🔥👑🔥 Devlog 28 Slimes can establish kingdoms if there aren’t any or are far enough away from other kingdoms. If a slime is spawned by the user, the slime will head to the cllosest kingdom(If close enough). But if a slime came from another slime, they will automatically be part of the kingdom. A slime can create a settlement if they are already in a kingdom and is far enough away from it. If a slime has one parent from a kingdom and another from another kingdom, then they will random choose which to live in. A slime farmer can only work in the kingdom’s fields. Things I will add next time: War and Economy will be my next priority. Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 27515, "ts": "2026-07-13T04:30:28Z", "hours": 11.2606, "text": "Another big update but isn’t as tiring Devlog 27 Things I added: Violence is a lot more encouraged between the slimes. There is too much peace. Added lettuce. Instead of the slimes growing meat, they grow lettuce. This is a lot more normal. Slimes have a Walking Animation, which is just them expanding and shrinking constantly. Food generation in farms is reduced because this encourages them to explore the world more. Bug fixes Buttons in the bottom bar will not activate when users are cancelling them. In planting mode, blockable objects like trees will destroy items beneath them. In building mode, changing a tile will cause things that are stuck on top of them to disappear. Things I will add next time: There will be a list of effects. These effects buff or weaken a slime’s body or influence the way it acts. An example could be make it faster, have more health, or make it more prone to attacking other slimes. Clans and kingdoms is already being worked on. Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 26625, "ts": "2026-07-11T15:32:53Z", "hours": 7.8944, "text": "100 HOURS LETS GO Farms. Devlog 26 This is the most tiring update ever. This update is a test, so a lot of things can be broken. Things I added: Added roles. Some slimes get assigned task, like constructing buildings or farming. Added farms. Slimes can plant and produe their own food. All they have to do is place farming soil near windmills that are set up by constructors. The soil will automatically generate crops, which is meat. Made the art for the windmill. It even has an animation! Slimes interacting with other slimes is encouraged. Food spawning is greatly reduced because slimes can now produce their own food. Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 26089, "ts": "2026-07-10T17:53:13Z", "hours": 3.8569, "text": "Miscellaneous Updates Devlog 25 Things I added: Made a sprite for when the slimes die. It looks like a splat. When a slime dies, their family member and friends get sad. You can press “h” to hide UI. Bug Fixes: Fixed a bug where the slimes get stuck after doing eating or interacting. Fixed the tutorial-skipping button. Slimes don’t lose their color anymore Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 25634, "ts": "2026-07-10T01:18:16Z", "hours": 2.4928, "text": "Introduction Update Devlog 24 Made a simple intro. It contains the game’s logo and unity’s logo. Made a tutorial for the start of the game. It teaches you how to spawn slimes. If you have already played, there will be an option to skip. Check out my game: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 25102, "ts": "2026-07-09T02:57:24Z", "hours": 2.9383, "text": "Cosmetics Update Devlog 23 I added 10 kinds of hats that can spawn on the slimes. They don’t affect the slimes, it’s just for appearance. My project is now on itch.io, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 24389, "ts": "2026-07-07T22:19:12Z", "hours": 5.8222, "text": "Random Good Updates Devlog 22 Sorry for not devlogging more Made a new button where you can plant weeds and trees. I don’t know what else to say but this took me so long. Reworked the violence behavior in slimes. Before the update, slimes would attack the nearest person when they get upset and hungry (Hangry). But now, slimes may choose to slime out someone nearby OR someone who they already don’t like in their relationships list. This makes it more realistic to real life. Reworked equation for slime violence weight: tasks[2] = distanceSlime > 18 ? 0 : (100 - stats[2] * 0.6f - stats[0] * 0.85f) / 50 + angryBias + baseTasks[2]; When slimes sleep, they will have their own special sprite for that. Also, they will have the “zzz” icon above them. Still working on the issue where slimes get stuck after doing some task. It seems to be fixed though, for now. My project is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 23626, "ts": "2026-07-06T18:08:25Z", "hours": 1.6611, "text": "Misc. Update Devlog 21 Added palm trees. They act like normal tree but spawn on sand. Also, they generate coconuts. Made a system where the slime’s pathfinding algorithm is a lot more efficient. Whenever they find a place where it’s impossible to go, they will make a mental note of that. This reduces possessing power. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 23264, "ts": "2026-07-06T03:28:23Z", "hours": 5.8814, "text": "Emotion Update 😀😢😡 Devlog 20 I have something else that I worked on but there is still a little more work to go. I will post it in another devlog. For this update, I added emotion to the slimes. Slimes will get happy when they eat food or when they talk to their friends. They get sad overtime when they don’t do anything or they get attacked. You will know when they get upset when a emoji shows up above them. Emojis will show up for other things too, like when eating, fighting, or interacting with others. I will post the other part in the next devlog. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 22259, "ts": "2026-07-04T17:10:08Z", "hours": 2.6747, "text": "Miscellaneous Update Devlog 19 My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator — Things I added: Added a crosschair. THis makes it a lot easier to see what you are hovering over. The crosschair can highlight on tiles and slimes. Made an about and instructions page. Go to the top-left and you will see the buttons that will take you to the pages. Fixed slime behavior. Sometimes the slimes get stuck after eating so I hope I fixed the issue."}, {"post_id": 21595, "ts": "2026-07-03T17:07:39Z", "hours": 3.0675, "text": "Taking Feedback Devlog 18 Font Change When I showed my project to people asking for some suggestions, they said I should change the font. So I decided to change the font to more of a pixel style, called “Pixel Operator”. It took a while to set up due to my lack of experience. Slime Violence Slime will now be able to attack each other. It starts from them being sad or angry, and being hungry. Then they unleashed their fury onto other slimes. When they hit other slimes, the slimes that are hit lose health. Other Stuff Slime can now slowly regenerate health when they are fed and have energy. Fixed a bug where rocks wont spawn in world editing mode."}, {"post_id": 20544, "ts": "2026-07-02T04:58:51Z", "hours": 3.8733, "text": "Visual Update Devlog 16 Check out my game here: https://respectabledot.itch.io/slime-simulator Particles Water used to look bad because it’s just blue and nothing else, so I added waves for the movement. Leaves now fall off trees. Other graphics When near land(Sand, Grass, rocks), the water becomes more shallow. It is indicated by the water being more light than the others. Added more grass when starting the game. Clouds appear a lot less due to it sometimes blocking the user’s vision. Bug fixes Fixed a bug where slimes were not spawning, caused by a poor algorithm. Temporarily removed the buggy walking animation for the slimes. I also added apples🍎"}, {"post_id": 20090, "ts": "2026-07-01T16:38:46Z", "hours": 6.3022, "text": "World Building Update Devlog 15 Terrain Editing You can now edit your world. All of the blocks will be available. To use this feature, click on the button with the blocks. All of the blocks: Water, Grass, Sand, Rock Programming took a bit longer than I thought, but testing was surprisingly easy. Next time, I could add things other than blocks, maybe like trees and grass. Other stuff There is now world age so you know how old your world is. Small changes in some of the UI"}, {"post_id": 18659, "ts": "2026-06-29T20:59:19Z", "hours": 5.4806, "text": "Map Update Devlog 14 Terrain Generation After implementing A* pathfinding, I added obstacles and other things for the map. I used to perlin noise to make the mountains and rivers feel more real. float noise = Mathf.PerlinNoise(i * 0.05f+ offsetX, j * 0.05f + offsetY); Added trees. I can make them useful for the slimes in later updates. Art I made the sprites for the rocks and water. It didn’t take that long because it didn’t need much detail. Made the art for the “kill slime” button, which is a knife. Bug fixing Fixed a ton of bugs because adding in the new pathfinding messed a lot of things up. A lot of problems came up when making terrain generation, like the slimes behaving weirdly. Future Updates I might add clans and tribes to make things more interesting. Violence will be added very soon. Check out my game here: https://respectabledot.itch.io/slime-simulator"}, {"post_id": 17664, "ts": "2026-06-28T15:31:41Z", "hours": 5.295, "text": "Big Update Devlog 13 Favorites tab You can now favorite slimes. This is for when you like one of them or find one interesting. To use, just click on one of the slimes. Kill tab If you want to get rid of a slime, go to the kill tab and click on the slime. I will add the death animation next time. New pathfinding Replaced the old AI reinforcement learning with the A* pathfinding method. This is because the new system can avoid obstacles and doesn’t take much computing power. UI revamp Made the UI better. Most of the buttons and panels have art and stuff. Things I will add in the future Terrain: You will be able to customize the terrain to make the world more interesting Animations: When walking, the slime will have animation."}, {"post_id": 16090, "ts": "2026-06-26T04:47:00Z", "hours": 6.1744, "text": "A title Devlog 12 Things I implemented Slimes don’t mixed up colors equally anymore. This is because mixing them up equally makes them more dull and grey over time. To stop this, I had to mix the colors up unevenly to maintain the vibrant colors. To track and follow a slime, click on them and press the “Track” button. The slime UI got a major upgrade. It’s now easier to read and more sorted out. You can now spawn food for the slimes. To do it, go to the bar at the bottom. Above the bar, there is a text that tells you what you have selected inside the bar. Clouds have been implemented. Right now they don’t do anything, but they will be able to drop food."}, {"post_id": 15381, "ts": "2026-06-25T00:34:38Z", "hours": 5.0311, "text": "Batch of Updates! Devlog 11 Slime genetics Slimes have more realistic natural genetic creation. Instead of only picking up one of their parent’s colors, they mix the two colors together. Speed and Health changes for an offspring is toned down. Implemented more slime mutations. These includes drastic color changes, faster or slow speeds, or health changes. When testing, I noticed that after a while, the colors started becoming black(I don’t know why). That’s why I made it so that an offspring may be given a bold color(Blue, Red, Green, etc.). UI Made a system where you can view slimes’ friends just by checking their friends list. By clicking on one of their friends or family, it will take you to the selected slime. I made the UIs a lot more responsive and clean."}, {"post_id": 13969, "ts": "2026-06-22T22:33:23Z", "hours": 4.535, "text": "More Mechanics! Devlog 10 Small UI Update The slime information and slime population text boxes are separated. There is now a bar that is gonna contain some button. Right now the only button I added is adding more slimes, but there are gonna be more in the future. Other Things I added Slimes can now have multiple babies instead of only one. I added some grass to make it less barren."}, {"post_id": 12908, "ts": "2026-06-21T04:19:17Z", "hours": 3.1158, "text": "Update Devlog 9 Traits Slimes now have traits! Traits are minor tweaks on the brain of a slime. This brings out personality and characteristics. For now, traits are only obtainable at birth. Slimes aren’t able to pass down traits to their offspring. Other stuff I finished working on the background and is preparing to work on the art of the food. Things I will do next time I will start working on the UI because that makes it easier for people to test my simulator. I will work on more traits, so far I have 7-8 of them."}, {"post_id": 12810, "ts": "2026-06-20T23:26:52Z", "hours": 7.8597, "text": "Big Fat Update 🔨🔨🔥🔥 Devlog 8 I don’t use AI to write any of my devlogs. Relationships Slimes can interact with one another. To do so, they just have to be next to each other. After an interaction, if they haven’t known each other before, they will have an updated friends list. If they have already met each other, then what they think of each other goes up. If two slime’s relationship value go up to a certain number like 30, then they can have babies. DNA and Genes Each Slime have their own characteristics. This includes speed, health, and species. They pass down their genes to their offspring. Offspring’s traits will be slightly changed to maintain diversity and natural selection. For example, a slime with a fast genes will be able to get to a food quicker than the ones that are slow. The faster slime will get to survive and make babies. Color 🔥🔥(My fav update) Slimes have multiple kinds of traits, and that includes color. They can pass down their color to their offspring(Though their offspring’s color may be slightly different). This addition makes the game look a lot better. Problems 😢😢😢 While doing some tests, I noticed that some slimes were dying. This was weird because there were definitely enough food for everyone. When I looked closer, I realized that there was a bug where some slimes get stuck and become braindead. This problem is and still very difficult to fix."}, {"post_id": 11703, "ts": "2026-06-19T02:03:09Z", "hours": 2.3189, "text": "Art! 🔥🔥🔥🔥 Devlog 7 Made a sprite for the slimes. The default color is white because it supposed to be changed into other colors. The movement of slimes is now smooth instead of teleporting to the nearest block. A lot easier ot tell what’s going on. Things I will add later: Better UI will be implemented later. Because right now it’s just a piece of text that tells you the stats of a slime. Demo will be released soon because I need some feedback. Slimes will be able to kill each other. 💀💀💀"}, {"post_id": 11574, "ts": "2026-06-18T21:13:40Z", "hours": 4.0161, "text": "More mechanics! Devlog 6 In this update I added a basic social structure and generations. Things added in this update: When two slimes meet, they gather some information. If one slime’s mental value is bad while meeting, then they will have a bad meeting. If they have a good meeting and keep it up for multiple interactions, then they can have babies. There are a lot less bugs when slimes are interacting with each other. They don’t glitch out nor do they just stop moving. Food now constantly generates, so the slimes can live and thrive. Things I will add later: Parents will soon be able to pass down genes and DNA to their offspring. There will be a more advanced social structure so it doesn’t seem too robotic. Art will be implemented later on. I might put this on itch.io for people to test. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator"}, {"post_id": 11017, "ts": "2026-06-18T01:23:04Z", "hours": 3.3789, "text": "Relationships!😀😀😀😀 Devlog 5 This update is mainly focused on relationships. Slimes can now interact with each other. How it works: ⚙️⚙️⚙️ Slime number 1 will look for another slime within a certain radius. If found, slime number 1 will go to that slime (Slime number 2) and have some sort of interaction. If slime number two is already in the list of contact of slime number one, their bond will go up. Formula for the value of interacting: (100 - stats[2]) / 100 - Vector3.Distance(FindClosest(otherSlimes, Mathf.Infinity, \"pluh\").transform.position, transform.position) / 20; Later updates: 🔨🔨🔨🔨 Big fixes: Sometimes after an interaction, slime glitches out and has a seizure. The seizure is temporary but I still want to fix this issue. Slime mating: If slimes have a very high bond, they can have baby slimes. (Baby slimes will have the genes and DNA of their parents)"}, {"post_id": 10413, "ts": "2026-06-17T03:20:04Z", "hours": 2.1417, "text": "4th Devlog Like & Sub for good payouts (Legit and proved) Things I added: ⭐🐵 Slimes now has an idling state. This mean that when they dont have anything to do, they will just wander around to nearby places or stand still. This mechanic is to make the slimes feel more alive. Made it so that whenever a slime finishes a task, they will have a cooldown for around 2 seconds. Then they can do their thing again. Fixed bugs, like the UI not working right and the slime tweaking out whenever they finish pathfinding. Thing I will add later: 🔨🔨🔨 Slimes will soon have relationships with other slimes. They can be friends or enemies. Since I already coded the pathfinding, it should be easy. Slimes who are enemies will attack each other. DNA and Genes will be added later on. Parents will be able to pass their genes to their offsprings."}, {"post_id": 9735, "ts": "2026-06-16T05:02:30Z", "hours": 2.0414, "text": "Devlog 3.😩😩😩 Things I added: Slimes now have color! There is a statistic text at the top-left. Whenever you click on a slime, it will show the stats of that slime. Fixed a bug where slimes stop whenever they collect food."}, {"post_id": 9560, "ts": "2026-06-15T22:42:40Z", "hours": 0.8458, "text": "Du Bist Gut Genug 🥵🥵 (Ball knowledge) Devlog 3 Things I added: I wanted to make each slime have a unique name, so I added a name generator. How this works is a script will put random words from a text file that contains nouns. Slimes now has different movement speed. The average speed of all of them should be around 0.7 block/sec. (Lowest speed: 1 b/s, Highest speed: 0.4 b/s) Slimes now have hit points. If the hit points go to 0 they will die. (Lowest hitpoint: 70, Highest hitpoint: 140) If the slime has 0 hunger or is too tired, they will slowly start to lose health and die. Made the github repo, so people can see my cool code."}, {"post_id": 9498, "ts": "2026-06-15T21:03:54Z", "hours": 2.3692, "text": "2nd Devlog🥵🥵🥵 Note: Still no github repo for you Things I added: I put together the slime, so now it can walk around and do things slimes do. The slime now has a food source, so the slimes can now walk around and collect some nutrients. Things I will add in the future: Slimes will be able to do more things, and they will be able to interact. They can do things like talk or kill each other."}, {"post_id": 8918, "ts": "2026-06-14T20:53:50Z", "hours": 1.3481, "text": "1st Devlog! Note: No repo yet, I will add it later. Things I added: Made the structure of a slimes’ brain and mechanic. Made my own AI pathfinding thingy. Right now it doesn’t support obstacles, but it will soon. How the slime’s brain works: There was many variables inside. Each variable represents a stat, like hunger points or energy level. Once in a while the brain chooses the highest variable and will act accordingly. ex. If the hunger variable is the highest then the brain will find something to eat. Updates for later: I will actually put everything together and maybe make the repo. The slimes will be seperated into different species. The the much later future, you can influence the slime’s dna and stuff."}]...
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Title: Slime Simulator by @RespectableDot | Starda Title: Slime Simulator by @RespectableDot | Stardance
Devlogs:
1st Devlog! Note: No repo yet, I will add it later. Things I added: Made the structure of a slimes’ brain and mechanic. Made my own AI pathfinding thingy. Right now it doesn’t support obstacles, but it will soon. How the slime’s brain works: There was many variables inside. Each variable represents a stat, like hunger points or energy level. Once in a while the brain chooses the highest variable and will act accordingly. ex. If the hunger variable is the highest then the brain will find something to eat. Updates for later: I will actually put everything together and maybe make the repo. The slimes will be seperated into different species. The the much later future, you can influence the slime’s dna and stuff.
2nd Devlog🥵🥵🥵 Note: Still no github repo for you Things I added: I put together the slime, so now it can walk around and do things slimes do. The slime now has a food source, so the slimes can now walk around and collect some nutrients. Things I will add in the future: Slimes will be able to do more things, and they will be able to interact. They can do things like talk or kill each other.
Du Bist Gut Genug 🥵🥵 (Ball knowledge) Devlog 3 Things I added: I wanted to make each slime have a unique name, so I added a name generator. How this works is a script will put random words from a text file that contains nouns. Slimes now has different movement speed. The average speed of all of them should be around 0.7 block/sec. (Lowest speed: 1 b/s, Highest speed: 0.4 b/s) Slimes now have hit points. If the hit points go to 0 they will die. (Lowest hitpoint: 70, Highest hitpoint: 140) If the slime has 0 hunger or is too tired, they will slowly start to lose health and die. Made the github repo, so people can see my cool code.
Devlog 3.😩😩😩 Things I added: Slimes now have color! There is a statistic text at the top-left. Whenever you click on a slime, it will show the stats of that slime. Fixed a bug where slimes stop whenever they collect food.
4th Devlog Like & Sub for good payouts (Legit and proved) Things I added: ⭐🐵 Slimes now has an idling state. This mean that when they dont have anything to do, they will just wander around to nearby places or stand still. This mechanic is to make the slimes feel more alive. Made it so that whenever a slime finishes a task, they will have a cooldown for around 2 seconds. Then they can do their thing again. Fixed bugs, like the UI not working right and the slime tweaking out whenever they finish pathfinding. Thing I will add later: 🔨🔨🔨 Slimes will soon have relationships with other slimes. They can be friends or enemies. Since I already coded the pathfinding, it should be easy. Slimes who are enemies will attack each other. DNA and Genes will be added later on. Parents will be able to pass their genes to their offsprings.
Relationships!😀😀😀😀 Devlog 5 This update is mainly focused on relationships. Slimes can now interact with each other. How it works: ⚙️⚙️⚙️ Slime number 1 will look for another slime within a certain radius. If found, slime number 1 will go to that slime (Slime number 2) and have some sort of interaction. If slime number two is already in the list of contact of slime number one, their bond will go up. Formula for the value of interacting: (100 - stats[2]) / 100 - Vector3.Distance(FindClosest(otherSlimes, Mathf.Infinity, "pluh").transform.position, transform.position) / 20; Later updates: 🔨🔨🔨🔨 Big fixes: Sometimes after an interaction, slime glitches out and has a seizure. The seizure is temporary but I still want to fix this issue. Slime mating: If slimes have a very high bond, they can have baby slimes. (Baby slimes will have the genes and DNA of their parents)
More mechanics! Devlog 6 In this update I added a basic social structure and generations. Things added in this update: When two slimes meet, they gather some information. If one slime’s mental value is bad while meeting, then they will have a bad meeting. If they have a good meeting and keep it up for multiple interactions, then they can have babies. There are a lot less bugs when slimes are interacting with each other. They don’t glitch out nor do they just stop moving. Food now constantly generates, so the slimes can live and thrive. Things I will add later: Parents will soon be able to pass down genes and DNA to their offspring. There will be a more advanced social structure so it doesn’t seem too robotic. Art will be implemented later on. I might put this on itch.io for people to test. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator
Art! 🔥🔥🔥🔥 Devlog 7 Made a sprite for the slimes. The default color is white because it supposed to be changed into other colors. The movement of slimes is now smooth instead of teleporting to the nearest block. A lot easier ot tell what’s going on. Things I will add later: Better UI will be implemented later. Because right now it’s just a piece of text that tells you the stats of a slime. Demo will be released soon because I need some feedback. Slimes will be able to kill each other. 💀💀💀
Big Fat Update 🔨🔨🔥🔥 Devlog 8 I don’t use AI to write any of my devlogs. Relationships Slimes can interact with one another. To do so, they just have to be next to each other. After an interaction, if they haven’t known each other before, they will have an updated friends list. If they have already met each other, then what they think of each other goes up. If two slime’s relationship value go up to a certain number like 30, then they can have babies. DNA and Genes Each Slime have their own characteristics. This includes speed, health, and species. They pass down their genes to their offspring. Offspring’s traits will be slightly changed to maintain diversity and natural selection. For example, a slime with a fast genes will be able to get to a food quicker than the ones that are slow. The faster slime will get to survive and make babies. Color 🔥🔥(My fav update) Slimes have multiple kinds of traits, and that includes color. They can pass down their color to their offspring(Though their offspring’s color may be slightly different). This addition makes the game look a lot better. Problems 😢😢😢 While doing some tests, I noticed that some slimes were dying. This was weird because there were definitely enough food for everyone. When I looked closer, I realized that there was a bug where some slimes get stuck and become braindead. This problem is and still very difficult to fix.
Update Devlog 9 Traits Slimes now have traits! Traits are minor tweaks on the brain of a slime. This brings out personality and characteristics. For now, traits are only obtainable at birth. Slimes aren’t able to pass down traits to their offspring. Other stuff I finished working on the background and is preparing to work on the art of the food. Things I will do next time I will start working on the UI because that makes it easier for people to test my simulator. I will work on more traits, so far I have 7-8 of them.
More Mechanics! Devlog 10 Small UI Update The slime information and slime population text boxes are separated. There is now a bar that is gonna contain some button. Right now the only button I added is adding more slimes, but there are gonna be more in the future. Other Things I added Slimes can now have multiple babies instead of only one. I added some grass to make it less barren.
Batch of Updates! Devlog 11 Slime genetics Slimes have more realistic natural genetic creation. Instead of only picking up one of their parent’s colors, they mix the two colors together. Speed and Health changes for an offspring is toned down. Implemented more slime mutations. These includes drastic color changes, faster or slow speeds, or health changes. When testing, I noticed that after a while, the colors started becoming black(I don’t know why). That’s why I made it so that an offspring may be given a bold color(Blue, Red, Green, etc.). UI Made a system where you can view slimes’ friends just by checking their friends list. By clicking on one of their friends or family, it will take you to the selected slime. I made the UIs a lot more responsive and clean.
A title Devlog 12 Things I implemented Slimes don’t mixed up colors equally anymore. This is because mixing them up equally makes them more dull and grey over time. To stop this, I had to mix the colors up unevenly to maintain the vibrant colors. To track and follow a slime, click on them and press the “Track” button. The slime UI got a major upgrade. It’s now easier to read and more sorted out. You can now spawn food for the slimes. To do it, go to the bar at the bottom. Above the bar, there is a text that tells you what you have selected inside the bar. Clouds have been implemented. Right now they don’t do anything, but they will be able to drop food.
Big Update Devlog 13 Favorites tab You can now favorite slimes. This is for when you like one of them or find one interesting. To use, just click on one of the slimes. Kill tab If you want to get rid of a slime, go to the kill tab and click on the slime. I will add the death animation next time. New pathfinding Replaced the old AI reinforcement learning with the A* pathfinding method. This is because the new system can avoid obstacles and doesn’t take much computing power. UI revamp Made the UI better. Most of the buttons and panels have art and stuff. Things I will add in the future Terrain: You will be able to customize the terrain to make the world more interesting Animations: When walking, the slime will have animation.
Map Update Devlog 14 Terrain Generation After implementing A* pathfinding, I added obstacles and other things for the map. I used to perlin noise to make the mountains and rivers feel more real. float noise = Mathf.PerlinNoise(i * 0.05f+ offsetX, j * 0.05f + offsetY); Added trees. I can make them useful for the slimes in later updates. Art I made the sprites for the rocks and water. It didn’t take that long because it didn’t need much detail. Made the art for the “kill slime” button, which is a knife. Bug fixing Fixed a ton of bugs because adding in the new pathfinding messed a lot of things up. A lot of problems came up when making terrain generation, like the slimes behaving weirdly. Future Updates I might add clans and tribes to make things more interesting. Violence will be added very soon. Check out my game here: https://respectabledot.itch.io/slime-simulator
World Building Update Devlog 15 Terrain Editing You can now edit your world. All of the blocks will be available. To use this feature, click on the button with the blocks. All of the blocks: Water, Grass, Sand, Rock Programming took a bit longer than I thought, but testing was surprisingly easy. Next time, I could add things other than blocks, maybe like trees and grass. Other stuff There is now world age so you know how old your world is. Small changes in some of the UI
Visual Update Devlog 16 Check out my game here: https://respectabledot.itch.io/slime-simulator Particles Water used to look bad because it’s just blue and nothing else, so I added waves for the movement. Leaves now fall off trees. Other graphics When near land(Sand, Grass, rocks), the water becomes more shallow. It is indicated by the water being more light than the others. Added more grass when starting the game. Clouds appear a lot less due to it sometimes blocking the user’s vision. Bug fixes Fixed a bug where slimes were not spawning, caused by a poor algorithm. Temporarily removed the buggy walking animation for the slimes. I also added apples🍎
Taking Feedback Devlog 18 Font Change When I showed my project to people asking for some suggestions, they said I should change the font. So I decided to change the font to more of a pixel style, called “Pixel Operator”. It took a while to set up due to my lack of experience. Slime Violence Slime will now be able to attack each other. It starts from them being sad or angry, and being hungry. Then they unleashed their fury onto other slimes. When they hit other slimes, the slimes that are hit lose health. Other Stuff Slime can now slowly regenerate health when they are fed and have energy. Fixed a bug where rocks wont spawn in world editing mode.
Miscellaneous Update Devlog 19 My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator — Things I added: Added a crosschair. THis makes it a lot easier to see what you are hovering over. The crosschair can highlight on tiles and slimes. Made an about and instructions page. Go to the top-left and you will see the buttons that will take you to the pages. Fixed slime behavior. Sometimes the slimes get stuck after eating so I hope I fixed the issue.
Emotion Update 😀😢😡 Devlog 20 I have something else that I worked on but there is still a little more work to go. I will post it in another devlog. For this update, I added emotion to the slimes. Slimes will get happy when they eat food or when they talk to their friends. They get sad overtime when they don’t do anything or they get attacked. You will know when they get upset when a emoji shows up above them. Emojis will show up for other things too, like when eating, fighting, or interacting with others. I will post the other part in the next devlog. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator
Misc. Update Devlog 21 Added palm trees. They act like normal tree but spawn on sand. Also, they generate coconuts. Made a system where the slime’s pathfinding algorithm is a lot more efficient. Whenever they find a place where it’s impossible to go, they will make a mental note of that. This reduces possessing power. My game is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator
Random Good Updates Devlog 22 Sorry for not devlogging more Made a new button where you can plant weeds and trees. I don’t know what else to say but this took me so long. Reworked the violence behavior in slimes. Before the update, slimes would attack the nearest person when they get upset and hungry (Hangry). But now, slimes may choose to slime out someone nearby OR someone who they already don’t like in their relationships list. This makes it more realistic to real life. Reworked equation for slime violence weight: tasks[2] = distanceSlime > 18 ? 0 : (100 - stats[2] * 0.6f - stats[0] * 0.85f) / 50 + angryBias + baseTasks[2]; When slimes sleep, they will have their own special sprite for that. Also, they will have the “zzz” icon above them. Still working on the issue where slimes get stuck after doing some task. It seems to be fixed though, for now. My project is now on itch, go check it out! https://respectabledot.itch.io/slime-simulator
Cosmetics Update Devlog 23 I added 10 kinds of hats that can spawn on the slimes. They don’t affect the slimes, it’s just for appearance. My project is now on itch.io, go check it out! https://respectabledot.itch.io/slime-simulator
Introduction Update Devlog 24 Made a simple intro. It contains the game’s logo and unity’s logo. Made a tutorial for the start of the game. It teaches you how to spawn slimes. If you have already played, there will be an option to skip. Check out my game: https://respectabledot.itch.io/slime-simulator
Miscellaneous Updates Devlog 25 Things I added: Made a sprite for when the slimes die. It looks like a splat. When a slime dies, their family member and friends get sad. You can press “h” to hide UI. Bug Fixes: Fixed a bug where the slimes get stuck after doing eating or interacting. Fixed the tutorial-skipping button. Slimes don’t lose their color anymore Check out my game here: https://respectabledot.itch.io/slime-simulator
100 HOURS LETS GO Farms. Devlog 26 This is the most tiring update ever. This update is a test, so a lot of things can be broken. Things I added: Added roles. Some slimes get assigned task, like constructing buildings or farming. Added farms. Slimes can plant and produe their own food. All they have to do is place farming soil near windmills that are set up by constructors. The soil will automatically generate crops, which is meat. Made the art for the windmill. It even has an animation! Slimes interacting with other slimes is encouraged. Food spawning is greatly reduced because slimes can now produce their own food. Check out my game here: https://respectabledot.itch.io/slime-simulator
Another big update but isn’t as tiring Devlog 27 Things I added: Violence is a lot more encouraged between the slimes. There is too much peace. Added lettuce. Instead of the slimes growing meat, they grow lettuce. This is a lot more normal. Slimes have a Walking Animation, which is just them expanding and shrinking constantly. Food generation in farms is reduced because this encourages them to explore the world more. Bug fixes Buttons in the bottom bar will not activate when users are cancelling them. In planting mode, blockable objects like trees will destroy items beneath them. In building mode, changing a tile will cause things that are stuck on top of them to disappear. Things I will add next time: There will be a list of effects. These effects buff or weaken a slime’s body or influence the way it acts. An example could be make it faster, have more health, or make it more prone to attacking other slimes. Clans and kingdoms is already being worked on. Check out my game here: https://respectabledot.itch.io/slime-simulator
Kingdoms and Colonies👑🔥👑🔥 Devlog 28 Slimes can establish kingdoms if there aren’t any or are far enough away from other kingdoms. If a slime is spawned by the user, the slime will head to the cllosest kingdom(If close enough). But if a slime came from another slime, they will automatically be part of the kingdom. A slime can create a settlement if they are already in a kingdom and is far enough away from it. If a slime has one parent from a kingdom and another from another kingdom, then they will random choose which to live in. A slime farmer can only work in the kingdom’s fields. Things I will add next time: War and Economy will be my next priority. Check out my game here: https://respectabledot.itch.io/slime-simulator
UI Revamp and cosmetics Devlog 29 I am currently working on another update but I forgot to post a devlog, so I will post a devlog for the things I finished then post the ones I haven’t finished yet. Things I added: After taking some feedback, I changed some stuff inside the slime UI. Instead of just plain text, I added pictures and icons to make reading a slime’s information much easier. I also replaced most of the transparent boxes with some better ones that are drawn. For the cosmetics, I added around 10 new hats.
Spells! Devlog 30 Check out my game here: https://respectabledot.itch.io/slime-simulator Spells control and influence a slime mentally and physically. Currently, there are only 4 spells. I will plan to add more of them in later updates.
Items and Slime sizes Devlog 31 I forgot to devlog again :( Items and Equipment Slimes can now have items. Items can help them complete tasks or give them a buff. To see what item the slime has, check in the slime stats. Items currently in the game: Hammer: Used for constructing buildings. Hoe: Used by farmers to farm. Pistol: For killing slimes. Rifle: For killing slimes. Slime characteristics and stuff Instead of slimes being the same size, they can be big or small. This makes it more realistic, I guess. Slimes can pass down their family name. If the two parents have different family names, the offspring chooses one of them. UI Changes The section for terrain editing got a small upgrade. Next to the text, there is an image of the block to show you what it looks like. At the top-right corner of the slime statistics page, there is the X button that closes the UI. You can check what equipment the slime is using by going to the slime UI & statistics Other Waves can appear outside of the editing zone so it looks more natural.
More Mechanics and Items! Devlog 32 Things I added: Houses are a new building. Currently they don’t really do anything, but later on they can be used for slimes to sleep in. Doctors is a new ability that treats and heal slimes. Their item is a medkit. When you favorite a slime, a star icon will show up above them. This helps keep track of your favorite slimes. Added 8 new cosmetics! New Items! MP5: A submachine gun that fires really fast. Blue staff: A staff that is blue and shoots out 3 blue balls. Katana: The first melee weapon. Does a lot of damage. Medkit: Used by doctors to treat and heal other slimes. M1911: Originally called the pistol. AR-15: Originally called the Rifle. MP-133: Originally called the Shotgun. Things I will add: More cosmetics coming soon! Houses will have a function other than doing the embappe special Game link here: https://respectabledot.itch.io/slime-simulator
Another Batch of Updates Devlog 33 I dont know when to stop this project, I have a lot of things to add… Check out my game here! https://respectabledot.itch.io/slime-simulator Things I added: Day/Night Cycle! Every minute it switches from day to night or vice versa. When at night, slimes and buildings glow so they are easier to see. Also, it looks cool. (The light thing took a long time to figure out) There is a notification bar that tells you what is currently happening in the world. When guns fire, it will create a muzzle flash effect. New Items: FN SCAR: A powerful gun that hits hard. It is kind of inaccurate though. Laser Gun: Its bullets are faster than other guns. Does decent damage.
Optimization and Fixes Devlog 34 2nd to last devlog! Cant wait to ship Things I added: When you press escape or the gear icon at the bottom-right, you can enter the settings page. In here, you can disable or enable features to your likings. This can help run the game faster on lower-end PCs. Placing blocks, plants or effects shows a small special effect. Between and Night, there will be dusk and evening. They will make the sky orange for 15 seconds. There will be more farmers and less unemployed people. Big Fixes: Upgraded the pathfinding system for the slimes. Whenever they are hungry but can’t reach their food, they will find alternate food that is close to them.
Sound! Devlog 35 This will be a short devlog because I don’t know what else to say. Sounds effects I added inside the game: Slime spawning Clicking on slime clicking on ui(button) Slime Noises ocean wind Slime Eating Planting Guns(Lasers, Regular bullets Passive slime noises Active slime noises Night(Crickets) Credit to qubodup and filippe for the slime sound effects.
Ships:
A simulator that is about making crazy slimes through natural selection, evolution, and genetic engineering. One thing that made this project challenging was the slime pathfinding. To solve this, I used the A* pathfinding technique. Something I am proud of is the art style. I worked very hard on it and I think it look good. To test my project, just click on the demo link. Thank you to the people who supported and suggested good ideas to the project!...
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MATH-Warefare by @Lalith | Stardance
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Lalith
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1
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8.77
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T16:52:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a speed math game for speed and pratice for exams", "repo": "https://github.com/Hustlenix/math-warfare", "demo": "https://hustlenix.github.io/math-warfare/"}]...
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[{"post_id": 78717, "ts": "202 [{"post_id": 78717, "ts": "2026-10-11T12:05:43Z", "hours": 5.7681, "text": "I got a feedback saying that this game is not gat good and stuff. so as you guys know that i recently bought few itch.io assets from itch.io obviosly. with that i used them to make 100s of characters in minutes effort lessly, and to elivate the whole game and flip it, i game few great changes in these 5-6 hours, like adding my fav heisengurg in the game+ adding 100s of characters+ added many villagers and more!"}, {"post_id": 43387, "ts": "2026-08-08T16:21:23Z", "hours": 1.0556, "text": "I know that this project and idea is not good………… as they are mostly about basic math and calucluations , I tried to make it more interactive and fun by adding more tougher questions and memes in middle to cool you down, let me know if you have some suggestions GNG, and do check out my website"}, {"post_id": 43246, "ts": "2026-08-08T12:17:18Z", "hours": 1.6953, "text": "After pushing all of the code to github i got some help from a LLM and tried deploying it by myself but it is harder that it looks, and i accidantally push the .env file too for no reason🐬🐬😭. Stay hard gng"}, {"post_id": 42686, "ts": "2026-08-07T15:20:20Z", "hours": 0.4631, "text": "While studying for my exams, I realized something frustrating - even though I can now prove if triangles are similar or not, I still forget simple basic math during exams and tests. This is eating up a lot of time since I have to calculate everything from scratch.So I decided to build a speed math thing based on grade level and difficulty, plus the methods we’re going to practice. I know this might sound boring for exam prep, but my goal here is to make it as fun as I can and share it with you guys.For now, I’ve created the basics of the game - it still needs improvement and it’s only about 20 minutes long."}]...
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Title: MATH-Warefare by @Lalith | Stardance
Devlo Title: MATH-Warefare by @Lalith | Stardance
Devlogs:
While studying for my exams, I realized something frustrating - even though I can now prove if triangles are similar or not, I still forget simple basic math during exams and tests. This is eating up a lot of time since I have to calculate everything from scratch.So I decided to build a speed math thing based on grade level and difficulty, plus the methods we’re going to practice. I know this might sound boring for exam prep, but my goal here is to make it as fun as I can and share it with you guys.For now, I’ve created the basics of the game - it still needs improvement and it’s only about 20 minutes long.
After pushing all of the code to github i got some help from a LLM and tried deploying it by myself but it is harder that it looks, and i accidantally push the .env file too for no reason🐬🐬😭. Stay hard gng
I know that this project and idea is not good………… as they are mostly about basic math and calucluations , I tried to make it more interactive and fun by adding more tougher questions and memes in middle to cool you down, let me know if you have some suggestions GNG, and do check out my website
I got a feedback saying that this game is not gat good and stuff. so as you guys know that i recently bought few itch.io assets from itch.io obviosly. with that i used them to make 100s of characters in minutes effort lessly, and to elivate the whole game and flip it, i game few great changes in these 5-6 hours, like adding my fav heisengurg in the game+ adding 100s of characters+ added many villagers and more!
Ships:
Made a speed math game for speed and pratice for exams...
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1793717389.4864125
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45076
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skyStart by @skyFonix | Stardance
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skyFonix
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2
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12.0
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18
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T18:09:33Z", "hours": 6.0, "multiplier": 2.33, "payout": 18, "blessing": "neutral", "text": "I added a synchronization feature across multiple devices with a centralized backend!", "repo": "https://github.com/FonixPython/skyStart", "demo": "https://skystart.cigoria.eu"}, {"ship_num": 2, "ts": "2026-08-08T19:24:01Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a start page in React, with a customizable search engine optional background blur for the photos fetched from the APOD api from NASA an unlimited amount of shortcuts collapse-able sticky notes with synchronization across tabs and windows!", "repo": "https://github.com/FonixPython/skyStart", "demo": "https://skystart.cigoria.eu"}]...
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[{"post_id": 63086, "ts": "202 [{"post_id": 63086, "ts": "2026-09-06T17:57:09Z", "hours": 3.8553, "text": "After quite a lot of work, syncing settings and notes between devices is finally done! It’s accomplished with generated uuid, that can be shared between clients!"}, {"post_id": 61766, "ts": "2026-09-04T20:37:16Z", "hours": 1.7011, "text": "Been a while! School started so I’ve been pretty busy with that ig. I wanted to continue working on the coffeeTracker, but I’m a bit bored of that currently so I decided to work a bit more on skystart. I’ve wanted to add syncs from the begging and even tried, but ultimately gave up on in. But I’m giving it another shot! Already moved the project to typescript and initialized PrismaORM with sqlite! Next up are the endpoints! This feature will be pretty useful for me!"}, {"post_id": 43544, "ts": "2026-08-08T21:31:43Z", "hours": 0.7861, "text": "Added snap to grid and middle click to add sticky notes!"}, {"post_id": 43423, "ts": "2026-08-08T17:31:36Z", "hours": 2.1342, "text": "Added collapseable sticky notes that have a relative position to the screen so they can’t move out of sight! Also added option for background blur! I think it’s pretty much finished I just need to deploy it!"}, {"post_id": 43333, "ts": "2026-08-08T15:10:15Z", "hours": 2.7244, "text": "Changes: I connected my site to the APOD api, for the background, but directly accessing the api every time, was slow, so I made a cache for it Added a settings panel, so now the search engine can be changed, along with the shortcuts!"}, {"post_id": 42715, "ts": "2026-08-07T15:56:23Z", "hours": 1.5472, "text": "searching and shortcuts work now, next is the wallpaper from apod and maybe better shortcut icons"}]...
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Title: skyStart by @skyFonix | Stardance
Devlogs: Title: skyStart by @skyFonix | Stardance
Devlogs:
searching and shortcuts work now, next is the wallpaper from apod and maybe better shortcut icons
Changes: I connected my site to the APOD api, for the background, but directly accessing the api every time, was slow, so I made a cache for it Added a settings panel, so now the search engine can be changed, along with the shortcuts!
Added collapseable sticky notes that have a relative position to the screen so they can’t move out of sight! Also added option for background blur! I think it’s pretty much finished I just need to deploy it!
Added snap to grid and middle click to add sticky notes!
Been a while! School started so I’ve been pretty busy with that ig. I wanted to continue working on the coffeeTracker, but I’m a bit bored of that currently so I decided to work a bit more on skystart. I’ve wanted to add syncs from the begging and even tried, but ultimately gave up on in. But I’m giving it another shot! Already moved the project to typescript and initialized PrismaORM with sqlite! Next up are the endpoints! This feature will be pretty useful for me!
After quite a lot of work, syncing settings and notes between devices is finally done! It’s accomplished with generated uuid, that can be shared between clients!
Ships:
I made a start page in React, with a customizable search engine optional background blur for the photos fetched from the APOD api from NASA an unlimited amount of shortcuts collapse-able sticky notes with synchronization across tabs and windows!
I added a synchronization feature across multiple devices with a centralized backend!...
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1793630990.706784
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1793717390.706784
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55487
|
Warrior IQ by @stavrou | Stardance
|
stavrou
|
1
|
1.47
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T12:19:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Warrior IQ, an AI-powered combat sports analysis website that analyzes fight footage and tracks actions such as punches, kicks, landed shots, misses, blocks, and evasions. It also creates fight statistics and performance feedback. The most challenging part was making the analysis work reliably with real fight footage and connecting the AI/video processing to the website without making everything too slow. I’m proud that I turned it into a real working web app that people can actually open online instead of only running it locally on my computer. To test it, open the demo, upload a fight video, choose the fighters/settings, and start an analysis. Some AI analysis features may take a while because the public demo is running on limited hosting resources.", "repo": "https://github.com/stavroutheo50/WarriorIQ", "demo": "https://warrioriq.eu"}]...
|
[{"post_id": 57309, "ts": "202 [{"post_id": 57309, "ts": "2026-08-29T12:56:45Z", "hours": 0.4703, "text": "Trying to fix a bug on the Fighter Selection tab with almighty Codex"}, {"post_id": 57215, "ts": "2026-08-29T10:02:04Z", "hours": 1.2064, "text": "Trying to upgarde the UI and maybe redesigning the whole website"}]...
|
Title: Warrior IQ by @stavrou | Stardance
Devlogs Title: Warrior IQ by @stavrou | Stardance
Devlogs:
Trying to upgarde the UI and maybe redesigning the whole website
Trying to fix a bug on the Fighter Selection tab with almighty Codex
Ships:
I built Warrior IQ, an AI-powered combat sports analysis website that analyzes fight footage and tracks actions such as punches, kicks, landed shots, misses, blocks, and evasions. It also creates fight statistics and performance feedback. The most challenging part was making the analysis work reliably with real fight footage and connecting the AI/video processing to the website without making everything too slow. I’m proud that I turned it into a real working web app that people can actually open online instead of only running it locally on my computer. To test it, open the demo, upload a fight video, choose the fighters/settings, and start an analysis. Some AI analysis features may take a while because the public demo is running on limited hosting resources....
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1793630991.9374113
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1793717391.9374113
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|
45082
|
Testinggg by @Amcoo | Stardance
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Amcoo
|
1
|
61.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T13:39:41Z", "hours": 61.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I AM JUST TESTINGG SOFTWARE THAT I DONT WANT TO PUT HERE BUT I WILL LATER AND I NEED HOURS LOGGED SO THAT IS WHY I SHIP THIS :)", "repo": "https://github.com/Amertos/playground", "demo": "https://amerbiberovic-portfolio.netlify.app/"}]...
|
[{"post_id": 42630, "ts": "202 [{"post_id": 42630, "ts": "2026-08-07T13:36:30Z", "hours": 61.1244, "text": "TESTING SOMETHING DONT CHECK THIS I HAVE TO KEEP MY HOURSE LOOGED"}]...
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Title: Testinggg by @Amcoo | Stardance
Devlogs:
T Title: Testinggg by @Amcoo | Stardance
Devlogs:
TESTING SOMETHING DONT CHECK THIS I HAVE TO KEEP MY HOURSE LOOGED
Ships:
I AM JUST TESTINGG SOFTWARE THAT I DONT WANT TO PUT HERE BUT I WILL LATER AND I NEED HOURS LOGGED SO THAT IS WHY I SHIP THIS :)...
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1793630993.1173782
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1793717393.1173782
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|
46303
|
Pong by @ish | Stardance
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ish
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T09:31:14Z", "hours": 1.0, "multiplier": 1.04, "payout": 1, "blessing": "neutral", "text": "See previous Dev log for info about the game but the game is FULLY playable and shouldn’t have any bugs. Please contact if you find any (:", "repo": "https://github.com/Ish-in/Pong", "demo": "https://ish-in.github.io/Pong/"}]...
|
[{"post_id": 44497, "ts": "202 [{"post_id": 44497, "ts": "2026-08-10T09:28:25Z", "hours": 1.0231, "text": "Finished v1 It works! play best of 5 with 2 players or control both sides with each hand. in the future will be working on a CPU and also allowing the player to choose the max point for a game (:"}]...
|
Title: Pong by @ish | Stardance
Devlogs:
Finished Title: Pong by @ish | Stardance
Devlogs:
Finished v1 It works! play best of 5 with 2 players or control both sides with each hand. in the future will be working on a CPU and also allowing the player to choose the max point for a game (:
Ships:
See previous Dev log for info about the game but the game is FULLY playable and shouldn’t have any bugs. Please contact if you find any (:...
|
1793630994.0456126
|
1793717394.0456126
|
|
46304
|
Telegram Bot for school by @otiliamuntean48 | Star Telegram Bot for school by @otiliamuntean48 | Stardance...
|
otiliamuntean48
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T21:22:04Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a fully-functional telegram bot that serves as an useful tool for students to find more information in an easy way about upcoming events, announcements, deadlines, etc… The most challanging was the token’s configuration code, because there raised lots of unexpected errors. I enjoyed the process and to test both my patience and my critical thinking.", "repo": "https://github.com/otiliamuntean/School_telegram_bot", "demo": "https://lapse.hackclub.com/timelapse/ZcZ_uxXuK70r"}]...
|
[{"post_id": 44631, "ts": "202 [{"post_id": 44631, "ts": "2026-08-10T15:03:46Z", "hours": 0.7089, "text": "I’m working on a functional telegram bot that serves on informational pourpose to help students reach out in a easy way all the useful information. Here is a peek look"}]...
|
Title: Telegram Bot for school by @otiliamuntean48 Title: Telegram Bot for school by @otiliamuntean48 | Stardance
Devlogs:
I’m working on a functional telegram bot that serves on informational pourpose to help students reach out in a easy way all the useful information. Here is a peek look
Ships:
I made a fully-functional telegram bot that serves as an useful tool for students to find more information in an easy way about upcoming events, announcements, deadlines, etc… The most challanging was the token’s configuration code, because there raised lots of unexpected errors. I enjoyed the process and to test both my patience and my critical thinking....
|
1793630995.2103343
|
1793717395.2103343
|
|
38637
|
nova desktop by @sanjaybinayak778 | Stardance
|
sanjaybinayak778
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T18:16:12Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a desktop ai that has a wake word ( altough it is hey_jarvis instead of hay_nova because I had to train a model to make my own and i just used existing but I just remembered another method i can use. I build this ai entirely on python. I created voice recognition and text to speech module using pythons speechrecognition pyttsx3. Then I added some custom commands like open WhatsApp, You tube and close itself. Then I added Groq’s llama 3.1 model for casual conversation. Finally i improved it’s speech recognition system by replacing it’s model with faster_whisper, and added a wake word using faster_whisper how to use Just download it’s zip folder extract it, install requirements get and fill your groq api key in a .env file and run it.", "repo": "https://github.com/SanjayBinayak/nova-desktop", "demo": "https://github.com/SanjayBinayak/nova-desktop/releases/tag/stardance"}]...
|
[{"post_id": 45320, "ts": "202 [{"post_id": 45320, "ts": "2026-08-11T18:14:08Z", "hours": 0.7836, "text": "I finally fixed all of it’s bugs. although the wake word is a bit annoying I will ship it for now"}, {"post_id": 33932, "ts": "2026-07-24T07:46:08Z", "hours": 0.9308, "text": "MY ai speaks ! First i created voice recognition and text to speech module using pythons speechrecognition pyttsx3. Then I added some custom commands like open WhatsApp, You tube and close itself. Then I added Groq’s llama 3.1 model for casual conversation. Finally i improved it’s speech recognition system by replacing it’s model with faster_whisper, and added a wake word using faster_whisper"}]...
|
Title: nova desktop by @sanjaybinayak778 | Stardan Title: nova desktop by @sanjaybinayak778 | Stardance
Devlogs:
MY ai speaks ! First i created voice recognition and text to speech module using pythons speechrecognition pyttsx3. Then I added some custom commands like open WhatsApp, You tube and close itself. Then I added Groq’s llama 3.1 model for casual conversation. Finally i improved it’s speech recognition system by replacing it’s model with faster_whisper, and added a wake word using faster_whisper
I finally fixed all of it’s bugs. although the wake word is a bit annoying I will ship it for now
Ships:
I created a desktop ai that has a wake word ( altough it is hey_jarvis instead of hay_nova because I had to train a model to make my own and i just used existing but I just remembered another method i can use. I build this ai entirely on python. I created voice recognition and text to speech module using pythons speechrecognition pyttsx3. Then I added some custom commands like open WhatsApp, You tube and close itself. Then I added Groq’s llama 3.1 model for casual conversation. Finally i improved it’s speech recognition system by replacing it’s model with faster_whisper, and added a wake word using faster_whisper how to use Just download it’s zip folder extract it, install requirements get and fill your groq api key in a .env file and run it....
|
1793630996.3698914
|
1793717396.3698914
|
|
4074
|
Project Luminescence by @vindognz | Stardance
|
vindognz
|
1
|
5.45
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T23:04:15Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom heart-shaped PCB with 10 LEDs and 3 modes (ON, breathing, OFF). It’s a birthday gift for my girlfriend! Making the trimpot voltage divider took some iteration, but breadboard testing saved me big time. I’m super proud of the entire architecture, as this is my first completed hardware project. Thanks for voting!", "repo": "https://github.com/vindognz/project-luminescence", "demo": ""}]...
|
[{"post_id": 80102, "ts": "202 [{"post_id": 80102, "ts": "2026-10-16T07:11:24Z", "hours": 1.4517, "text": "[Friday, Oct 16] - Tweaks before review Almost exactly two months since my last devlog.. I spent this entire devlog polishing my README, reorganising, reformatting my BOM.csv, etc. to ensure Project Luminescence is ready for review!"}, {"post_id": 29945, "ts": "2026-07-17T04:06:01Z", "hours": 0.4667, "text": "[Friday, July 17] - Hardware Assembly Complete Okay so… it’s been a month since my last devlog. I ordered the PCBs June 16th, and they arrived while I was on holiday, but we’re finally back to building! The PCBs arrived absolutely beautiful. The heart shape clean, and the blue solder mask + white silkscreen looks fabulous. Soldering was a journey… I got every component on except the battery holder with relative ease (forgot to track the time 🫠). I tested the complete board using an Arduino as a PSU and everything worked perfectly! There was a lot of residual flux left around the joints (looked like someone sneezed on my board) which I cleaned with an old toothbrush and some hand sanitiser 💀 Next: Solder battery holder, cut the LED legs, then ship!"}, {"post_id": 12846, "ts": "2026-06-21T01:07:36Z", "hours": 0.8319, "text": "[Tuesday, Jun 16] - Analog Brightness + PCB Finalized Firmware is DONE! Got trimpot brightness control working - turn the knob, watch the LED respond beautifully. Hardware: Rerouted the whole back to fit the trimpot voltage divider properly, added a power switch to toggle it on/off (goodbye battery drain anxiety!). PCB is ready to manufacture! After many firmware bugs, all three pieces are finally working together: smooth fading firmware + trimpot brightness control + clean power management. Next: Export Gerbers and ship this to JLCPCB!"}, {"post_id": 9572, "ts": "2026-06-15T23:00:36Z", "hours": 0.4061, "text": "[Tuesday, Jun 16] - Smooth fading and PCB polishing. Firmware: I got the smooth PWM fading working with gamma corrected brightness. The breathing effect is absolutely GORGEOUS and way better than the old blinking. Hardware: Did some PCB cleaning up. Rescaled the silkscreen text to be bigger and more readable, and repositioned everything to look cleaner on the front. Both parts are coming together nicely! Firmware is almost done (just need trimpot brightness control), and the PCB design is ready to order soon! Next up: Integrate analog brightness control from the trimpot."}, {"post_id": 3228, "ts": "2026-06-06T01:49:43Z", "hours": 0.8261, "text": "[Saturday, Jun 6th] - Mode cycling and debouncing. Core firmware structure updated. Button debouncing is solid (50ms), and mode cycling is working cleanly through OFF, ON and FADE. Right now, the fade is just blinking, but that’s next on the list. Once I add smooth PWM fading with gamma correction, the breathing effect will be 🤌 Git log (attached) shows my iteration. We’re getting close to ordering our PCBs!"}, {"post_id": 3085, "ts": "2026-06-05T23:55:03Z", "hours": 0.4589, "text": "[Saturday, Jun 6th] - Core Firmware. Got the basic firmware working. Just simple button press turns LED on/off. Nothing fancy yet, but big things are in the near future. Next up: Debouncing, mode cycling (off, on, breathe), and trimpot brightness control. But for now, the core loop works and proves my ATtiny85 isn’t fried lol."}, {"post_id": 2716, "ts": "2026-06-05T13:17:46Z", "hours": 1.0261, "text": "[Friday, Jun 5th] - PCB Designed. My first devlog! I got my first prototype of the board completed, designed so all the ugly components are on the back. This design features: ATTINY85 microcontroller A CR2032 battery holder 10x 5mm red LEDs A trimmer potentiometer from Aliexpress 💀 A button for switching modes"}]...
|
Title: Project Luminescence by @vindognz | Stardan Title: Project Luminescence by @vindognz | Stardance
Devlogs:
[Friday, Jun 5th] - PCB Designed. My first devlog! I got my first prototype of the board completed, designed so all the ugly components are on the back. This design features: ATTINY85 microcontroller A CR2032 battery holder 10x 5mm red LEDs A trimmer potentiometer from Aliexpress 💀 A button for switching modes
[Saturday, Jun 6th] - Core Firmware. Got the basic firmware working. Just simple button press turns LED on/off. Nothing fancy yet, but big things are in the near future. Next up: Debouncing, mode cycling (off, on, breathe), and trimpot brightness control. But for now, the core loop works and proves my ATtiny85 isn’t fried lol.
[Saturday, Jun 6th] - Mode cycling and debouncing. Core firmware structure updated. Button debouncing is solid (50ms), and mode cycling is working cleanly through OFF, ON and FADE. Right now, the fade is just blinking, but that’s next on the list. Once I add smooth PWM fading with gamma correction, the breathing effect will be 🤌 Git log (attached) shows my iteration. We’re getting close to ordering our PCBs!
[Tuesday, Jun 16] - Smooth fading and PCB polishing. Firmware: I got the smooth PWM fading working with gamma corrected brightness. The breathing effect is absolutely GORGEOUS and way better than the old blinking. Hardware: Did some PCB cleaning up. Rescaled the silkscreen text to be bigger and more readable, and repositioned everything to look cleaner on the front. Both parts are coming together nicely! Firmware is almost done (just need trimpot brightness control), and the PCB design is ready to order soon! Next up: Integrate analog brightness control from the trimpot.
[Tuesday, Jun 16] - Analog Brightness + PCB Finalized Firmware is DONE! Got trimpot brightness control working - turn the knob, watch the LED respond beautifully. Hardware: Rerouted the whole back to fit the trimpot voltage divider properly, added a power switch to toggle it on/off (goodbye battery drain anxiety!). PCB is ready to manufacture! After many firmware bugs, all three pieces are finally working together: smooth fading firmware + trimpot brightness control + clean power management. Next: Export Gerbers and ship this to JLCPCB!
[Friday, July 17] - Hardware Assembly Complete Okay so… it’s been a month since my last devlog. I ordered the PCBs June 16th, and they arrived while I was on holiday, but we’re finally back to building! The PCBs arrived absolutely beautiful. The heart shape clean, and the blue solder mask + white silkscreen looks fabulous. Soldering was a journey… I got every component on except the battery holder with relative ease (forgot to track the time 🫠). I tested the complete board using an Arduino as a PSU and everything worked perfectly! There was a lot of residual flux left around the joints (looked like someone sneezed on my board) which I cleaned with an old toothbrush and some hand sanitiser 💀 Next: Solder battery holder, cut the LED legs, then ship!
[Friday, Oct 16] - Tweaks before review Almost exactly two months since my last devlog.. I spent this entire devlog polishing my README, reorganising, reformatting my BOM.csv, etc. to ensure Project Luminescence is ready for review!
Ships:
I made a custom heart-shaped PCB with 10 LEDs and 3 modes (ON, breathing, OFF). It’s a birthday gift for my girlfriend! Making the trimpot voltage divider took some iteration, but breadboard testing saved me big time. I’m super proud of the entire architecture, as this is my first completed hardware project. Thanks for voting!...
|
1793630997.5923965
|
1793717397.5923965
|
|
46347
|
My first slack bot by @Tyo | Stardance
|
Tyo
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T23:47:42Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally did it, I made a Slack bot that responds to my commands. This is probably the fastest I’ve ever finished a project and the hardest part was waiting for approval to use nest and the problem to pulling from the repo after it was created (Which I’ve learned is just “git pull origin main” <3). This was pretty fun for the time I spent on it. I’ll probably come back to it whenever I have free time or when I get a brand new idea I wanna try!", "repo": "https://github.com/SteelyxEpic/My-First-Slack-Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 44898, "ts": "202 [{"post_id": 44898, "ts": "2026-08-10T23:11:07Z", "hours": 0.4628, "text": "I finished my slack bot! Honestly the process that took the longest was waiting for approval to use nest, other than that it was surprisingly straight forward! If anyone is reading this and hasn’t tried making a slack bot yet, I encourage you to try and make one, It’s fun I promise!"}]...
|
Title: My first slack bot by @Tyo | Stardance
Dev Title: My first slack bot by @Tyo | Stardance
Devlogs:
I finished my slack bot! Honestly the process that took the longest was waiting for approval to use nest, other than that it was surprisingly straight forward! If anyone is reading this and hasn’t tried making a slack bot yet, I encourage you to try and make one, It’s fun I promise!
Ships:
I finally did it, I made a Slack bot that responds to my commands. This is probably the fastest I’ve ever finished a project and the hardest part was waiting for approval to use nest and the problem to pulling from the repo after it was created (Which I’ve learned is just “git pull origin main” <3). This was pretty fun for the time I spent on it. I’ll probably come back to it whenever I have free time or when I get a brand new idea I wanna try!...
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1793631000.0263226
|
1793717400.0263226
|
|
24992
|
dotsong by @te | Stardance
|
te
|
1
|
29.51
|
44
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T02:41:15Z", "hours": 9.0, "multiplier": 4.96, "payout": 44, "blessing": "neutral", "text": "dotsong in its current state supports discord rich presence and scrobbling to last.fm, libre.fm, and any listenbrainz-compatible scrobbler. it can pick up tracks from any music player that interfaces with the system media center (i.e. MediaRemote on macOS, the media control thing on Windows that i always forget the name of, and MPRIS on linux). on the todo list is: better browser detection (might end up defaulting to off) scrobble retries optimization image uploading", "repo": "https://github.com/thrzl/dotsong", "demo": "https://github.com/thrzl/dotsong/releases/latest"}]...
|
[{"post_id": 42062, "ts": "202 [{"post_id": 42062, "ts": "2026-08-06T16:54:01Z", "hours": 2.9975, "text": "detecting browsers is annoying i discovered the issue when dotsong was trying to scrobble “Instagram”. i had to design this weird detection logic that runs if the process name matches a list of known browsers: is allow_browsers even enabled in settings? could we find it on deezer this feels a bit shoddy because for more niche tracks (which is totally possible if you’re playing them from a browser) it probably won’t be found. this makes me think i should lookup on musicbrainz instead. i also don’t want to rely on a private API, metabrainz seems more trustworthy especially considering spotify’s latest API changes also: i think i want to add a few custom discord apps for certain common players, like apple music and spotify so it can be “Listening to Apple Music” and stuff yk?"}, {"post_id": 21795, "ts": "2026-07-03T22:18:48Z", "hours": 4.4486, "text": "started rewriting the entire pipeline. main changes: complete MediaCenter::process_event rewrite rewritten completely from scratch. now takes up 40 less lines, skips invalid tracks earlier, and is much simpler to understand ticking logic improvement the app used to tick every 5 s to check track duration, which means 12/min. instead, i now calculate how far the 50% mark is and sleep for only that long; when we’re past it, it’ll just idle until the next track. the app now only wakes once per event, rather than 12 times/min use unicase crate to avoid unnecessary allocations most of the String allocations i make in the program are to_lowercase() calls for comparisons. the unicase crate allows me to make case-insensitive comparisons without extra allocations. all of this SHOULD mean less CPU and memory usage (i’m a bit obsessed with that, if you can’t tell yet), but i havent benched anything yet this PR edits like 500 lines but there’s only like 20 lines more than there were originally lol"}, {"post_id": 21295, "ts": "2026-07-03T04:32:00Z", "hours": 0.7556, "text": "i had been initializing a whole new last.fm/libre.fm client on every now playing request/scrobble, which was unnecessary and clunky. so i now: store a static CLIENT_POOL: LazyLock<DashMap<String, Client>> where the keys are the Scrobbler ids get the client for this scrobbler or create a new one and store it. this only runs on new requests, so we don’t unnecessarily create client. remove the client when the scrobbler is dropped, e.g. when the config is updated i’ve never used drop logic before but i think its like the coolest thing ever, so i was excuted about that"}, {"post_id": 20890, "ts": "2026-07-02T16:51:10Z", "hours": 5.135, "text": "originally, i had written two completely separate track detection pipelines for macOS and windows/linux, but i realized that it resulted in a lot of redundant logic, and making changes to that logic required testing on both macOS and windows for things that shouldnt have (e.g. cover art uploading), so i decided to unify it into one processing pipeline, and the platform-specific parts are just getting it to be a MediaInfo type as soon as possible. by the end of it, there were only 20 more lines than there were before, but there is now only one processing pipeline which is a huge help for implementing stuff in the future! also, some more tangible things: dark mode UI dotsong will do its best to filter out tracks from browsers instead of just taking it with no questions arm64 builds for linux now!"}, {"post_id": 17915, "ts": "2026-06-28T21:03:56Z", "hours": 1.7003, "text": "finally merged the cover art uploading feature! works on all platforms (linux is untested, but… we’ll get there)"}, {"post_id": 16727, "ts": "2026-06-27T05:22:26Z", "hours": 0.7731, "text": "fixed a really obnoxious bug i’ve been dealing with pretty much the whole time. on macOS apple music, when you pick a new track, it’ll broadcast a pause event and THEN a play event immediately after. for whatever reason, pause events always LOSE the race against the play event, and therefore overwrite the play event. it probably has to do with deezer caching. the fix was just short circuiting; check early if this is a pause event and we alr have the info; if so, dont worry about processing anything else"}, {"post_id": 16694, "ts": "2026-06-27T03:56:21Z", "hours": 2.8658, "text": "published another two versions today! first update contained a lot of those optimization fixes from before, but the second one was me testing with a user on windows (i normally use macOS, so testing on windows isn’t the easiest) now i’m doing testing on debian which is not working in any way at all </3"}, {"post_id": 16081, "ts": "2026-06-26T04:22:02Z", "hours": 0.7939, "text": "created a litterbox mock api with bun so i can test against image uploading against it compliant-ish. enough that it only accepts valid parameters and returns realistic URL responses. and its only 57 lines! i <3 bun forever the source is here https://gist.github.com/thrzl/22cde52746d4febf2c513b7fc7b829eb"}, {"post_id": 15509, "ts": "2026-06-25T06:26:35Z", "hours": 0.5628, "text": "more subtle improvements in this session, i removed some unnecessary ui elements (like a redundant separator and useless buttons) the more interesting thing is i fixed a bug where i was loading stale states, which cause it to spam now, i’m about to test AppImage builds, whenever i feel comfortable enough to put out another release"}, {"post_id": 15474, "ts": "2026-06-25T05:00:04Z", "hours": 0.4772, "text": "spent a LOT longer than 20 minutes trying to debug this weird memory leak that happens whenever i even ACCEPT image data on track events i literally gain a whole 200 MB PER EVENT, an “event” being any time the track info doesn’t stay the same. so if you pause it, play it, or the track changes for any reason, that’s an event, and it stacks so its totally unreasonable rn for me to get the images cus bro?? and i know its not in my code because i didn’t even add the handling yet i literally just accept the image data and it does that so i just filed an issue in the upstream crate pray for me guys"}, {"post_id": 15409, "ts": "2026-06-25T01:34:27Z", "hours": 0.9381, "text": "today i was trying to implement scrobble retries but i ended up not liking the current shape. i was gonna write to a file and send scrobbles later next time the host succeeds, but that was super annoying to implement i think i might end up trying a threads based approach where i just spawn a new thread whenever a scrobble fails; but that wouldnt handle network conditions as well. i think ima take a break from that and look at getting image support working tomorrow. that needs me to fix the upstream media-remote crate to fix a memory leak, first and foremost; then i’d want to lazy load images cus 70 MB just for getting a track is absurd"}, {"post_id": 14813, "ts": "2026-06-24T01:45:22Z", "hours": 7.9556, "text": "lots of code cleanup learned today that you can’t just use Arc<Mutex<...>> everywhere (well you can but its not necessarily a good thing) so i’m now using RwLock and ArcSwap which makes things a lot easier. i ended up changing tons of internal stuff in basically every file and still my PR only added like 30 something lines"}]...
|
Title: dotsong by @te | Stardance
Devlogs:
lots o Title: dotsong by @te | Stardance
Devlogs:
lots of code cleanup learned today that you can’t just use Arc<Mutex<...>> everywhere (well you can but its not necessarily a good thing) so i’m now using RwLock and ArcSwap which makes things a lot easier. i ended up changing tons of internal stuff in basically every file and still my PR only added like 30 something lines
today i was trying to implement scrobble retries but i ended up not liking the current shape. i was gonna write to a file and send scrobbles later next time the host succeeds, but that was super annoying to implement i think i might end up trying a threads based approach where i just spawn a new thread whenever a scrobble fails; but that wouldnt handle network conditions as well. i think ima take a break from that and look at getting image support working tomorrow. that needs me to fix the upstream media-remote crate to fix a memory leak, first and foremost; then i’d want to lazy load images cus 70 MB just for getting a track is absurd
spent a LOT longer than 20 minutes trying to debug this weird memory leak that happens whenever i even ACCEPT image data on track events i literally gain a whole 200 MB PER EVENT, an “event” being any time the track info doesn’t stay the same. so if you pause it, play it, or the track changes for any reason, that’s an event, and it stacks so its totally unreasonable rn for me to get the images cus bro?? and i know its not in my code because i didn’t even add the handling yet i literally just accept the image data and it does that so i just filed an issue in the upstream crate pray for me guys
more subtle improvements in this session, i removed some unnecessary ui elements (like a redundant separator and useless buttons) the more interesting thing is i fixed a bug where i was loading stale states, which cause it to spam now, i’m about to test AppImage builds, whenever i feel comfortable enough to put out another release
created a litterbox mock api with bun so i can test against image uploading against it compliant-ish. enough that it only accepts valid parameters and returns realistic URL responses. and its only 57 lines! i <3 bun forever the source is here https://gist.github.com/thrzl/22cde52746d4febf2c513b7fc7b829eb
published another two versions today! first update contained a lot of those optimization fixes from before, but the second one was me testing with a user on windows (i normally use macOS, so testing on windows isn’t the easiest) now i’m doing testing on debian which is not working in any way at all </3
fixed a really obnoxious bug i’ve been dealing with pretty much the whole time. on macOS apple music, when you pick a new track, it’ll broadcast a pause event and THEN a play event immediately after. for whatever reason, pause events always LOSE the race against the play event, and therefore overwrite the play event. it probably has to do with deezer caching. the fix was just short circuiting; check early if this is a pause event and we alr have the info; if so, dont worry about processing anything else
finally merged the cover art uploading feature! works on all platforms (linux is untested, but… we’ll get there)
originally, i had written two completely separate track detection pipelines for macOS and windows/linux, but i realized that it resulted in a lot of redundant logic, and making changes to that logic required testing on both macOS and windows for things that shouldnt have (e.g. cover art uploading), so i decided to unify it into one processing pipeline, and the platform-specific parts are just getting it to be a MediaInfo type as soon as possible. by the end of it, there were only 20 more lines than there were before, but there is now only one processing pipeline which is a huge help for implementing stuff in the future! also, some more tangible things: dark mode UI dotsong will do its best to filter out tracks from browsers instead of just taking it with no questions arm64 builds for linux now!
i had been initializing a whole new last.fm/libre.fm client on every now playing request/scrobble, which was unnecessary and clunky. so i now: store a static CLIENT_POOL: LazyLock<DashMap<String, Client>> where the keys are the Scrobbler ids get the client for this scrobbler or create a new one and store it. this only runs on new requests, so we don’t unnecessarily create client. remove the client when the scrobbler is dropped, e.g. when the config is updated i’ve never used drop logic before but i think its like the coolest thing ever, so i was excuted about that
started rewriting the entire pipeline. main changes: complete MediaCenter::process_event rewrite rewritten completely from scratch. now takes up 40 less lines, skips invalid tracks earlier, and is much simpler to understand ticking logic improvement the app used to tick every 5 s to check track duration, which means 12/min. instead, i now calculate how far the 50% mark is and sleep for only that long; when we’re past it, it’ll just idle until the next track. the app now only wakes once per event, rather than 12 times/min use unicase crate to avoid unnecessary allocations most of the String allocations i make in the program are to_lowercase() calls for comparisons. the unicase crate allows me to make case-insensitive comparisons without extra allocations. all of this SHOULD mean less CPU and memory usage (i’m a bit obsessed with that, if you can’t tell yet), but i havent benched anything yet this PR edits like 500 lines but there’s only like 20 lines more than there were originally lol
detecting browsers is annoying i discovered the issue when dotsong was trying to scrobble “Instagram”. i had to design this weird detection logic that runs if the process name matches a list of known browsers: is allow_browsers even enabled in settings? could we find it on deezer this feels a bit shoddy because for more niche tracks (which is totally possible if you’re playing them from a browser) it probably won’t be found. this makes me think i should lookup on musicbrainz instead. i also don’t want to rely on a private API, metabrainz seems more trustworthy especially considering spotify’s latest API changes also: i think i want to add a few custom discord apps for certain common players, like apple music and spotify so it can be “Listening to Apple Music” and stuff yk?
Ships:
dotsong in its current state supports discord rich presence and scrobbling to last.fm, libre.fm, and any listenbrainz-compatible scrobbler. it can pick up tracks from any music player that interfaces with the system media center (i.e. MediaRemote on macOS, the media control thing on Windows that i always forget the name of, and MPRIS on linux). on the todo list is: better browser detection (might end up defaulting to off) scrobble retries optimization image uploading...
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1793631001.2145317
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1793717401.2145317
|
|
53149
|
Isaac Oracle by @Finity | Stardance
|
Finity
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T23:46:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A Slack bot based on the popular roguelike game, The Binding of Isaac! You can ask it to generate runs, give you facts about items, and play item trivia! The last two features are made possible thanks to the open-source “The Finding of Isaac”( https://github.com/MehYam/thefindingofisaac ) project. Hope you like it!", "repo": "https://github.com/Finity16/isaac-oracle-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 53570, "ts": "202 [{"post_id": 53570, "ts": "2026-08-24T05:05:38Z", "hours": 0.4825, "text": "Added two new commands, one which tells you facts about a random item, and another that starts a little minigame and lets you guess the item based off clues. All this is made possible because I added a large isaac item dataset from the open-source “The Finding of Isaac” project, so I don’t have to manually type everything. This was a quick one, the dataset made things quite easy."}, {"post_id": 53430, "ts": "2026-08-23T23:37:52Z", "hours": 0.6161, "text": "Added a command that generates a random run with random requirements, such as a character, a boss to beat, and two rules to spice things up."}]...
|
Title: Isaac Oracle by @Finity | Stardance
Devlog Title: Isaac Oracle by @Finity | Stardance
Devlogs:
Added a command that generates a random run with random requirements, such as a character, a boss to beat, and two rules to spice things up.
Added two new commands, one which tells you facts about a random item, and another that starts a little minigame and lets you guess the item based off clues. All this is made possible because I added a large isaac item dataset from the open-source “The Finding of Isaac” project, so I don’t have to manually type everything. This was a quick one, the dataset made things quite easy.
Ships:
A Slack bot based on the popular roguelike game, The Binding of Isaac! You can ask it to generate runs, give you facts about items, and play item trivia! The last two features are made possible thanks to the open-source “The Finding of Isaac”( https://github.com/MehYam/thefindingofisaac ) project. Hope you like it!...
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1793631002.4832916
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1793717402.4832916
|
|
31717
|
SlateLite by @FencingLefty3 | Stardance
|
FencingLefty3
|
2
|
27.0
|
70
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T15:08:51Z", "hours": 15.0, "multiplier": 1.99, "payout": 29, "blessing": "neutral", "text": "Slate Ship 2 Slate is ready for ship 2! After adding a new UI overhaul, and rolling 30 day productivity score, Slate is ready for release.", "repo": "https://github.com/FencingLefty3/SlateLite", "demo": "https://fencinglefty3.github.io/SlateLite/"}, {"ship_num": 2, "ts": "2026-08-09T20:00:00Z", "hours": 12.0, "multiplier": 3.26, "payout": 41, "blessing": "neutral", "text": "‘Slate Lite is a lightweight note/task taking application I built for quick offline jotting or reminders. It works across all platforms as a PWA or in the browser.’", "repo": "https://github.com/FencingLefty3/SlateLite", "demo": "https://fencinglefty3.github.io/SlateLite/"}]...
|
[{"post_id": 80398, "ts": "202 [{"post_id": 80398, "ts": "2026-10-17T14:53:29Z", "hours": 2.3353, "text": "Final Dev Log before ship 2. Finished rolling 30 day productivity score. New UI for productivity score, mobile and desktop."}, {"post_id": 78360, "ts": "2026-10-10T15:38:54Z", "hours": 2.2467, "text": "Working on the Elo system and some UI improvements. Fixed date select not showing on iOS. Added Index Elo score to side bar and toggle in settings page. Need to: Finish 30 day rotating Elo/ index math. Ship 2"}, {"post_id": 74168, "ts": "2026-09-26T20:25:41Z", "hours": 1.1286, "text": "Back at it with some more work during this rainy weekend; New Stuff, Fixed date selector not working on iOS. Fixed search returning 404 and now functioning as intended. settings for theme and Elo. Other general UI improvements. On the docket, finishing Elo system, task sync, Ship 2."}, {"post_id": 73747, "ts": "2026-09-25T20:43:41Z", "hours": 9.0233, "text": "Been working slowly a couple minutes every other day for the past couple weeks. Didn’t think there was enough for a post. (I also didn’t realize how long it’s been.) What’s new? Desktop UI is redone for vertical sidebar. Created point (tasks) completable. Changed tags to include text for easier identification. Added new settings page. Added theme selection. What’s Next, Completing flagship feature; Elo. Some sync functionality. Ship 2."}, {"post_id": 42995, "ts": "2026-08-08T00:45:48Z", "hours": 0.7817, "text": "Slate lite Log 5 Gist: A lightweight notes and task app. Added: task editing readme Future: Data Export/Backup. Settings/themes."}, {"post_id": 42862, "ts": "2026-08-07T20:22:23Z", "hours": 4.0806, "text": "Slate lite Log 4 Gist: A lightweight notes and task app. Added: Updates html for better UI. Added tag filters and collapsible bar for mobile. Added tags to tasks and updated task creator UI. Future: Data Export/Backup. Editing of tasks. Settings/themes."}, {"post_id": 40454, "ts": "2026-08-03T23:43:43Z", "hours": 0.4261, "text": "Slate lite Log 3 Gist: A lightweight notes and task app. Added: Updates SW for more offline compatibility and update responsiveness. Fixed proper UI not showing and descriptions and dates not appearing on point and line cards. Future: Data Export/Backup. Editing of tasks. Settings/themes."}, {"post_id": 40422, "ts": "2026-08-03T22:22:20Z", "hours": 3.8183, "text": "Slate lite Log 2 Gist: A lightweight notes and task app. Added: Progressive web app so It can be used on all platforms, including iPhone. Some offline capabilities. Future: Data Export."}, {"post_id": 24190, "ts": "2026-07-07T16:22:58Z", "hours": 3.375, "text": "Slate lite Log 1 Gist: A lightweight notes and task app. Added: Html & css files for main page. JavaScript for creating and saving tasks/notes. database.js file for saving using dexie/IndexedDB Creating and deleting Writes & Lists (Notes & Tasks) Future: Create systems for Progressive web app so It can be used on all platforms, including iphone."}]...
|
Title: SlateLite by @FencingLefty3 | Stardance
De Title: SlateLite by @FencingLefty3 | Stardance
Devlogs:
Slate lite Log 1 Gist: A lightweight notes and task app. Added: Html & css files for main page. JavaScript for creating and saving tasks/notes. database.js file for saving using dexie/IndexedDB Creating and deleting Writes & Lists (Notes & Tasks) Future: Create systems for Progressive web app so It can be used on all platforms, including iphone.
Slate lite Log 2 Gist: A lightweight notes and task app. Added: Progressive web app so It can be used on all platforms, including iPhone. Some offline capabilities. Future: Data Export.
Slate lite Log 3 Gist: A lightweight notes and task app. Added: Updates SW for more offline compatibility and update responsiveness. Fixed proper UI not showing and descriptions and dates not appearing on point and line cards. Future: Data Export/Backup. Editing of tasks. Settings/themes.
Slate lite Log 4 Gist: A lightweight notes and task app. Added: Updates html for better UI. Added tag filters and collapsible bar for mobile. Added tags to tasks and updated task creator UI. Future: Data Export/Backup. Editing of tasks. Settings/themes.
Slate lite Log 5 Gist: A lightweight notes and task app. Added: task editing readme Future: Data Export/Backup. Settings/themes.
Been working slowly a couple minutes every other day for the past couple weeks. Didn’t think there was enough for a post. (I also didn’t realize how long it’s been.) What’s new? Desktop UI is redone for vertical sidebar. Created point (tasks) completable. Changed tags to include text for easier identification. Added new settings page. Added theme selection. What’s Next, Completing flagship feature; Elo. Some sync functionality. Ship 2.
Back at it with some more work during this rainy weekend; New Stuff, Fixed date selector not working on iOS. Fixed search returning 404 and now functioning as intended. settings for theme and Elo. Other general UI improvements. On the docket, finishing Elo system, task sync, Ship 2.
Working on the Elo system and some UI improvements. Fixed date select not showing on iOS. Added Index Elo score to side bar and toggle in settings page. Need to: Finish 30 day rotating Elo/ index math. Ship 2
Final Dev Log before ship 2. Finished rolling 30 day productivity score. New UI for productivity score, mobile and desktop.
Ships:
‘Slate Lite is a lightweight note/task taking application I built for quick offline jotting or reminders. It works across all platforms as a PWA or in the browser.’
Slate Ship 2 Slate is ready for ship 2! After adding a new UI overhaul, and rolling 30 day productivity score, Slate is ready for release....
|
1793631003.6947322
|
1793717403.6947322
|
|
33608
|
Asterism by @AidenHammy | Stardance
|
AidenHammy
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T18:51:38Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "a NASA APOD (Astronomy Picture of the Day) viewer, built plain HTML/CSS/JS + Vite because I like typing npm run dev and feeling official. Now, you might be asking, what does it do? pick any date since June 1995 and see the actual picture NASA published that day plus the write-up! You can flip day by day, jump to today, hit random and get flung somewhere in the archive or browse a full month at once instead of clicking next-day forever. There’s an “on this day” strip that pulls the same date across past years too which turned out cooler than I expected when I first sketched it. And a logbook so you can save entries you like, persisted in local storage. No account, no backend, just sitting quietly in your browser! not perfect yet, still stuff I’d like to poke at but it works, atleast it does what it says it does!", "repo": "https://github.com/AidenHammy/asterism", "demo": "https://aidenhammy.github.io/asterism/"}]...
|
[{"post_id": 46971, "ts": "202 [{"post_id": 46971, "ts": "2026-08-14T15:40:22Z", "hours": 0.5008, "text": "Devlog #4 There’s not much coming to my mind on where to go from here so instead I went in to style.css to fix text truncation. Well.. I accidentally ended up tweaking basically everything. I added new easing functions, cleaned up button styling and fixed a stupid transition typo. While I was at it I gave the media box a custom cursor and added some hover/scale/rotation animations. I also polished the logbook, lightbox and gave the archive cards a little more life! Also fixed a few tiny compatibility and sizing things while I was there. DIdn’t do much but that’s something. Probably my final devlog before shipping"}, {"post_id": 44773, "ts": "2026-08-10T19:31:15Z", "hours": 6.52, "text": "Devlog #3 Okay so update from the last one where I was basically just doing CSS and hoping for the best. Turns out trusting the process was, in fact, the move because somehow I went from “vague brass and navy colors on a div” to an entire working site. I genuinely didn’t expect to get here especially with college still eating my whole week. The NASA API stuff is finally hooked up and actually works now not just “works in theory” but actually pulling real pictures for real dates. Prev/next day, jumping to today, random date, all of it fetches properly. There’s a whole archive view now too where you can browse a full month at once instead of clicking one day at a time forever and an “on this day” strip that shows the same date from past years which honestly turned out way cooler than I expected! Also added a logbook thing so you can save entries you like and they stick around in localStorage. No backend, no login, just quietly sitting in your browser. Feels good having something that persists without having to build a whole account system for a side project. ALso uh, I spent an embarrassing amount of time on tiny details that probably nobody will consciously notice but me.. a little reticle cursor over the image instead of the default pointer, a custom loading animation instead of a plain spinner, a weird little rotated stamp on the corner of each plate that just says “field log” because I thought it was cute. None of it needed to exist BUT all of it exists anyway. Still caught a genuinely embarrassing amount of bugs going through it though. Had a straight up syntax error sitting in my object literal for who knows how long, had the archive endpoint pointed at a fetch() call instead of an actual url string and had a whole render function that hid the plate right after trying to show it so nothing ever displayed and I could not figure out why for a long time. Felt very smart once I found each one and very stupid for how long it took. Still following the “learn it from a tutorial not from AI” thing I keep telling myself and it’s actually paying off! I can explain almost every part of this now instead of just going “uh, it works, don’t ask me why” Not fully done yet, still want to poke at a couple things. That’s it for this one. Back to pretending I don’t have an assignment due tomorrow (I actually have 3). Also, quick note on why this is one giant entry instead of three; most of this stretch was JS work and the CSS barely moved while I was doing it. Didn’t feel like there was a real “here’s a visual update” moment to split off on its own so instead of forcing three thin entries out of what was really one continuous push on the JS side, I just let it be one entry that covers all of it, hope that makes sense!"}, {"post_id": 34141, "ts": "2026-07-24T17:20:22Z", "hours": 1.3194, "text": "Devlog 2 - Tiny Progress is Still Progress College has been eating up most of my time lately so I haven’t been able to work on Asterism as much as I’d like. Still, I’ve been squeezing in about 5–10 minutes whenever I can. It doesn’t sound like much but I keep telling myself that something is better than nothing. Hopefully that’s true in my case too. Most of the progress has been on the CSS. Nothing groundbreaking yet but it’s taking shape, I think..? It’s still very much a work in progress and honestly… I’m kind of figuring things out as I go. I’m not entirely sure where this project is heading aesthetically but I’m trusting the process. Sometimes you just have to keep building until everything starts clicking into place. That’s pretty much it for this devlog. I wish I had more exciting things to share but college has completely drained me. I’m absolutely exhausted and my brain has officially stopped producing coherent thoughts. Hopefully the next update will have more than just CSS tweaks and maybe even some NASA API magic (hopefully x2)"}, {"post_id": 31899, "ts": "2026-07-20T17:42:35Z", "hours": 2.3369, "text": "Devlog 1 - Getting something on the page Renamed the project to Asterism mostly because I didn’t want to keep looking at “apod-site” in my file tree. I spent way longer than I expected just laying out the HTML. I kept going back and forth on whether to build the archive/logbook or wait until I actually need them and ended up just doing all of it upfront so I’m not restructuring divs later while also trying to debug JS. Not sure that was the right call, it means I have a full page of markup and literally none of it does anything YET The JS side was easy actually. I wanted to just check the NASA API actually returns what I think it returns before touching the real page so I hacked together a quick fetch on a totally separate. #datepicker / #app that isn’t even in my real HTML. I mean it previously did. And It worked, sort of. Proved the concept but now I have to go rip it out and rewire it to the actual elements. Also just noticed I left a require(\"jspdf\") at the top of the file that I don’t even use. I must’ve grabbed it off some snippet while I was googling something else and forgot to delete it. That’s not going to work anyway since this is Vite/ES modules and not Node. I didn’t get to do styling at all beyond the reset so right now it’s just there. Black text on white, nothing scoped, no theme variables defined just yet"}]...
|
Title: Asterism by @AidenHammy | Stardance
Devlog Title: Asterism by @AidenHammy | Stardance
Devlogs:
Devlog 1 - Getting something on the page Renamed the project to Asterism mostly because I didn’t want to keep looking at “apod-site” in my file tree. I spent way longer than I expected just laying out the HTML. I kept going back and forth on whether to build the archive/logbook or wait until I actually need them and ended up just doing all of it upfront so I’m not restructuring divs later while also trying to debug JS. Not sure that was the right call, it means I have a full page of markup and literally none of it does anything YET The JS side was easy actually. I wanted to just check the NASA API actually returns what I think it returns before touching the real page so I hacked together a quick fetch on a totally separate. #datepicker / #app that isn’t even in my real HTML. I mean it previously did. And It worked, sort of. Proved the concept but now I have to go rip it out and rewire it to the actual elements. Also just noticed I left a require("jspdf") at the top of the file that I don’t even use. I must’ve grabbed it off some snippet while I was googling something else and forgot to delete it. That’s not going to work anyway since this is Vite/ES modules and not Node. I didn’t get to do styling at all beyond the reset so right now it’s just there. Black text on white, nothing scoped, no theme variables defined just yet
Devlog 2 - Tiny Progress is Still Progress College has been eating up most of my time lately so I haven’t been able to work on Asterism as much as I’d like. Still, I’ve been squeezing in about 5–10 minutes whenever I can. It doesn’t sound like much but I keep telling myself that something is better than nothing. Hopefully that’s true in my case too. Most of the progress has been on the CSS. Nothing groundbreaking yet but it’s taking shape, I think..? It’s still very much a work in progress and honestly… I’m kind of figuring things out as I go. I’m not entirely sure where this project is heading aesthetically but I’m trusting the process. Sometimes you just have to keep building until everything starts clicking into place. That’s pretty much it for this devlog. I wish I had more exciting things to share but college has completely drained me. I’m absolutely exhausted and my brain has officially stopped producing coherent thoughts. Hopefully the next update will have more than just CSS tweaks and maybe even some NASA API magic (hopefully x2)
Devlog #3 Okay so update from the last one where I was basically just doing CSS and hoping for the best. Turns out trusting the process was, in fact, the move because somehow I went from “vague brass and navy colors on a div” to an entire working site. I genuinely didn’t expect to get here especially with college still eating my whole week. The NASA API stuff is finally hooked up and actually works now not just “works in theory” but actually pulling real pictures for real dates. Prev/next day, jumping to today, random date, all of it fetches properly. There’s a whole archive view now too where you can browse a full month at once instead of clicking one day at a time forever and an “on this day” strip that shows the same date from past years which honestly turned out way cooler than I expected! Also added a logbook thing so you can save entries you like and they stick around in localStorage. No backend, no login, just quietly sitting in your browser. Feels good having something that persists without having to build a whole account system for a side project. ALso uh, I spent an embarrassing amount of time on tiny details that probably nobody will consciously notice but me.. a little reticle cursor over the image instead of the default pointer, a custom loading animation instead of a plain spinner, a weird little rotated stamp on the corner of each plate that just says “field log” because I thought it was cute. None of it needed to exist BUT all of it exists anyway. Still caught a genuinely embarrassing amount of bugs going through it though. Had a straight up syntax error sitting in my object literal for who knows how long, had the archive endpoint pointed at a fetch() call instead of an actual url string and had a whole render function that hid the plate right after trying to show it so nothing ever displayed and I could not figure out why for a long time. Felt very smart once I found each one and very stupid for how long it took. Still following the “learn it from a tutorial not from AI” thing I keep telling myself and it’s actually paying off! I can explain almost every part of this now instead of just going “uh, it works, don’t ask me why” Not fully done yet, still want to poke at a couple things. That’s it for this one. Back to pretending I don’t have an assignment due tomorrow (I actually have 3). Also, quick note on why this is one giant entry instead of three; most of this stretch was JS work and the CSS barely moved while I was doing it. Didn’t feel like there was a real “here’s a visual update” moment to split off on its own so instead of forcing three thin entries out of what was really one continuous push on the JS side, I just let it be one entry that covers all of it, hope that makes sense!
Devlog #4 There’s not much coming to my mind on where to go from here so instead I went in to style.css to fix text truncation. Well.. I accidentally ended up tweaking basically everything. I added new easing functions, cleaned up button styling and fixed a stupid transition typo. While I was at it I gave the media box a custom cursor and added some hover/scale/rotation animations. I also polished the logbook, lightbox and gave the archive cards a little more life! Also fixed a few tiny compatibility and sizing things while I was there. DIdn’t do much but that’s something. Probably my final devlog before shipping
Ships:
a NASA APOD (Astronomy Picture of the Day) viewer, built plain HTML/CSS/JS + Vite because I like typing npm run dev and feeling official. Now, you might be asking, what does it do? pick any date since June 1995 and see the actual picture NASA published that day plus the write-up! You can flip day by day, jump to today, hit random and get flung somewhere in the archive or browse a full month at once instead of clicking next-day forever. There’s an “on this day” strip that pulls the same date across past years too which turned out cooler than I expected when I first sketched it. And a logbook so you can save entries you like, persisted in local storage. No account, no backend, just sitting quietly in your browser! not perfect yet, still stuff I’d like to poke at but it works, atleast it does what it says it does!...
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Hyper Slide by @MuhammadAayanMirza | Stardance
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MuhammadAayanMirza
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1
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46.0
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391
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T12:22:30Z", "hours": 46.0, "multiplier": 7.12, "payout": 391, "blessing": "neutral", "text": "This Is the first ever game I made, a simple sliding game where the player object is constantly moving forward, and has to avoid obstacles by moving left or right using the “A” and “D” keys. You can pause the game by pressing Spacebar. It has 3 levels; “Water Slide” which introduces you to the controls and feel of the game, then comes “Ice Slide” which acts as a filler level to lead you to the more challenging “Space Slide” level in which you there is an invisible floor so you have to stay close to the obstacles because that is where the floor exists but also not too close because colliding with the obstacles make the level restart. Have fun playing it!!", "repo": "https://github.com/MuhammadAayanMirza/Hyper-Slide/", "demo": "https://muhammadaayanmirza.itch.io/hyper-slide"}]...
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[{"post_id": 43716, "ts": "202 [{"post_id": 43716, "ts": "2026-08-09T03:58:00Z", "hours": 2.6356, "text": "I made the “Water Slide” and “Space Level” a bit longer and more enjoyable to play by adding more obstacles towards the end. The space level in my opinion is the best level for playing now because of the invisible floor and that you have to guess where to go. I also fixed a lot of bugs like for some reason when you started the space level, it would auto complete and take you to the end screen. Also now when you press “Select” in the character selection scene, it takes you to the main menu indicating that your character has been selecting. I’m quite happy with how the game turned out. Keep in mind this is my first game ever and there will be some bugs and things people might not like but I like to learn and I’m gonna keep going and making things better!"}, {"post_id": 43195, "ts": "2026-08-08T10:06:23Z", "hours": 2.5872, "text": "So, I know I said that I’m gonna make a UFO skin but I made a rocket skin instead…It is still pretty cool though, I think. Also importing this into unity and then making it a playable character was a nightmare!! the mesh collider was all weirded out then I added a box collider and added the rocket to the load characters script but for some reason it was spawning 10 metres behind the actual spawn location and the reason is because when I modelled it in fusion it was not modelled in the centre of the base plane so that was fiddling with all that. Also because the rocket ship is bigger than the cube and normal ship characters I had to adjust some of the obstacles aswell so the rocket could complete all of the levels. I also did a whole play through of the game because I thought the game was now finished and ready to publish but after playing it fully and testing every single thing, I have realised that the levels are too short and not fun enough to play so I’m gonna extend the map of the levels and make it more enjoyable to play not just a 2 minute game."}, {"post_id": 42618, "ts": "2026-08-07T13:10:34Z", "hours": 2.3889, "text": "Completed making the end screen for the game with a lot of iterations as I was not liking the earlier ones. Now I’m happy with this. Also made a very informative and useful Readme file on GitHub for the game which took some time. I corrected the obstacle placement for the space level aswell and now I’m looking forward to publishing this game on itch.io. The only thing I’m contemplating on is should I make a UFO Skin for the character or not."}, {"post_id": 41954, "ts": "2026-08-06T14:12:18Z", "hours": 2.3772, "text": "I completed the Space-level with the invisible ground and some ramps in the middle that are visible. The player has to stay close to the obstacles to guess where the path is but also be careful at the same time to not collide with the obstacles. I think it is a fun concept for the game. I think I’m gonna leave the game with only these three levels and if the response after the release of the game is good then I will make the game better and add even more levels with cooler mechanics!! for now I think I’m gonna start putting the finishing touches and make the end screen."}, {"post_id": 41368, "ts": "2026-08-05T15:17:01Z", "hours": 1.8667, "text": "Made a Skybox for the space level by using blender. I made it a starry sky using blender shader options and nodes. I also decided to make the ground invisible in the space level becuase it looked way better and it makes the player think more and makes the player to stay with the obstacles because they are where the ground is but also away from them because they are still obstacles, only the ramp in the middle of the path is visible. I don’t know if this is a good decision but I currently like the idea of an invisible floor so I’m sticking with it for now."}, {"post_id": 40834, "ts": "2026-08-04T16:45:42Z", "hours": 1.6717, "text": "I learned Blender “geometry nodes” they are really complex ad you have to use like a million math nodes to make a good asteroid model, which I did. I am extremely happy how it turned out. The space level finally feels more ‘spacey’. I also added a ramp to go over a pitfall in this level so the game doesn’t feel repititive or boring after the first two levels."}, {"post_id": 40076, "ts": "2026-08-03T13:32:47Z", "hours": 1.7331, "text": "Started working on Level 3. I’m making it space themed and I 3D modelled asteroids for the obstacles but I didn’t quite like how they turned out so I remodelled them thrice but something still feels off. I am using them here as place holders for something better. I also created a layout for the obstacles using them but I am still thinking how to make em better."}, {"post_id": 39390, "ts": "2026-08-02T10:30:39Z", "hours": 1.0333, "text": "Updated the Menu Screen’s background image to the water level as it seemed cooler and I have changed the level order. So, now the first level is the water level with an easy obstacle course which I also made in this session. Second level will be the snowy level I made previously. I tried to vary the sizes and positioning of the obstacles so that they don’t feel repititive. Onto the next level!!"}, {"post_id": 39295, "ts": "2026-08-02T05:29:12Z", "hours": 1.4133, "text": "Making the second level interesting by making the whole terrain water and and adding a pebble border on the side so you don’t escape the obstacle course. I used the capsule 3d object to make the pebbles and stones for the obstacles. Now I have to create a nice layout for the obstacles which is fun to play with."}, {"post_id": 39010, "ts": "2026-08-01T17:37:52Z", "hours": 0.6667, "text": "Learning Shaders to create a water ripple effect for the second level as it will be a Beach Themed level. When I made the shader it looked perfect in the shader window to me but when I attached it to the “Ground” object the Moroni shader effect streched and I didn’t know how to fix it, I searched up online and found out that I have to add nodes like position and swizzle and set swizzle to xz and connect that to the uv element of the voronoi and it worked!! Now I have cool looking moving water effect. yayyayaya!!"}, {"post_id": 38901, "ts": "2026-08-01T14:12:09Z", "hours": 0.6281, "text": "Just learned about particle systems and made these subtle snowish particles for the first level and also adjusted the obstacle layout. Now the level feels pretty complete so I think I’ll move on to the next level. (Also changed the pause key to Spacebar as it felt more natural to use)"}, {"post_id": 38801, "ts": "2026-08-01T11:18:07Z", "hours": 1.2722, "text": "Made the obstacles layout in the first level more interesting and slightly harder so it makes the player more engaged and have more fun playing. Also corrected the game manager script because sometimes when you collided with the last obstacle and flew a bit forwards you would also collide with the “finish line’ object and it would display a “level complete” canvas which is wrong as you have collided with the last obstacle so I changed the script and added an if statement for the finish line to check if player has collided with the obstacle or not."}, {"post_id": 38670, "ts": "2026-08-01T05:31:15Z", "hours": 2.3906, "text": "I made hilly Terrain for The First Level, corrected tree placement, added an Icy Texture to the Sliding Floor and made a Snow Mound 3D Model as The Obstacles For This Level. I found it quite hard to morph Terrain to my liking but in the end it worked out. The 3D model of the Snow Mounds wasn’t making a good Mesh Collider so I went back in Blender and added a solidify modifier to the model and then the mesh collider worked very well."}, {"post_id": 38194, "ts": "2026-07-31T14:02:35Z", "hours": 2.3772, "text": "I Made The Menu Screen Look Way Better And Corrected The Trees Placement In The Scene Of Level 1. I Really Like How it Turned Out!! I Even Downloaded Fonts For The Menu Screen, I Played Around With Lighting And Fog Settings Aswell To Get A Nice Scene!!"}, {"post_id": 38051, "ts": "2026-07-31T07:23:18Z", "hours": 0.9342, "text": "Still Working on The Terrain, Trying To Give The First Level A Snowy Vibe With Varying Height Of The Terrain And Adding The Trees. Still Not Happy With The Layout, I’m In The Experimentation Phase With This Right Now. What Else Could I Add?"}, {"post_id": 38033, "ts": "2026-07-31T05:55:38Z", "hours": 1.2469, "text": "I’m Working On Making The Terrain Better In The Game, I Don’t Use Blender A lot But It Seemed The Best Option For Visual 3d Models So, I Made A Tree!! Also Did Some Bug Fixes In Unity. Rate My Tree…"}, {"post_id": 37580, "ts": "2026-07-30T12:32:42Z", "hours": 0.8, "text": "Experimenting A lot With Skyboxes And Terrains, I’m Finding It Difficult To Make The Game Look Good!!"}, {"post_id": 37528, "ts": "2026-07-30T10:31:02Z", "hours": 1.9181, "text": "The Camera Following Finally Works!!! It Only Took 3 Tutorials, 2 Hours, Lots Of C# Script Changes And Some Juice :D Also The Ship Model Now Loads In With Its Correctly Rotated Position And The Distance Tracker At The Top Works Well Too Now!! The Character Selection Still Has a Weird bug That It Keeps Going Back To The Cube, Will Fix That And Then It Would Be Time For Aesthetics!!! (Making The Game Look A lot Better hehe.)"}, {"post_id": 37451, "ts": "2026-07-30T06:26:19Z", "hours": 3.0731, "text": "It Took Me Ages To Get The Character Selection To Work And To Write The Code For It. It Was Very Challenging!! But Now My Camera Is Broken As It Had A Fixed Object To Follow Before But Now It Has To Follow Newly Spawned Object. I Also Have To Make The Screen More Aesthetically Pleasing But Coding When You Don’t Know What You Are Doin Is Very Hard!!"}, {"post_id": 37148, "ts": "2026-07-29T17:17:38Z", "hours": 1.5983, "text": "Successfully Added A Pause Feature Using The “P” Key. Also There Was A Bug Regarding The Collison Of The Ship 3D Model With Obstacle Which Was Fixed In This Session And Now I Want To Change The Base Ground To Water So It Looks Cooler!! Hopefully That Will Look Good!"}, {"post_id": 36855, "ts": "2026-07-29T05:29:41Z", "hours": 0.7333, "text": "Imported The 3D Model Into Unity But Colours Were Not Showing So I Tried Different Mesh Files And “.Fbx” Worked For Me It Imported With Colours Thankfully. I Added All The Components Required For The Ship Model So It Can Be A Playable Skin, It Is Quite Fun!! Now I Have To Figure Out A Method On How To Change The Skins In Game"}, {"post_id": 36473, "ts": "2026-07-28T16:39:30Z", "hours": 0.8833, "text": "I Published The Game On Itch.io After Creating Its Build And Stuff. After Publishing I Am Now Working on The 3D Models For The Skins Of The Cube. First One I Made Right Now Is A Ship!! Do You Like It?"}, {"post_id": 35720, "ts": "2026-07-27T10:30:09Z", "hours": 2.3728, "text": "I Completed The Core Game, It Has 3 Levels, A Menu And End Screen, Cool Layouts For The Levels, And A Cool Distance Tracker At The Top. Now I’m Getting Ready To Publish It Online!!"}, {"post_id": 35118, "ts": "2026-07-26T10:54:24Z", "hours": 1.7664, "text": "Just Completed One Whole Level, If You Hit An Obstacle You Reset. Also Created A Cool Looking level Complete Screen With An Animation. I’m Having A Ton Of Fun Making This Game And Also Play Testing It. Took Me A Few Tries To Complete The First level. Gonna Hopefull Make New Levels Now And See How To Go From One Level To Another Using Code!!"}, {"post_id": 35077, "ts": "2026-07-26T08:22:23Z", "hours": 2.1989, "text": "Created A Short Level To Test The Speed Of The Player And Added Game Manager Which Currently Tells The Console When Game Is Over. Added Fog To The Environment So That It Gives A Polished Look To The Game, At The Top It Says How Much Distance You Have Travelled For Now But I Soon Wanna Replace It With No. Of Attempts Or No. Of Deaths."}, {"post_id": 35006, "ts": "2026-07-26T04:50:52Z", "hours": 0.7533, "text": "I Added The First Obstacle In The Game, Made The Player Body Stop When It Collides With The Obstacle Body, Made The Camera Follow The Player Body, Created A Tag For Obstacles To Reference In The Code Files, And Made A Material For The Obstacle."}, {"post_id": 34966, "ts": "2026-07-26T03:06:27Z", "hours": 0.9558, "text": "I Finally Figured Out How To Make The If Command Work In Unity To Get A Key, I’m Following A Brackeys Tutorial For This And He Was Writing Old Code Which Now In Default Unity Doesn’t Work You Have To Change The Active Input Handling Setting To “Both” Instead Of “Input System Package (New)”. That Took A While To Figure Out!! Now My A And D Keys Work As Left And Right Keys, Finally!!!"}, {"post_id": 34142, "ts": "2026-07-24T17:22:16Z", "hours": 0.6925, "text": "In This Session I Connected My Unity With VS Code, And I Tried To Display A Simple Message Which Did Not Work Sadly But After Trial And Error It Finally Did And Now I’m Adding Physics And Forces To The Cube!!"}, {"post_id": 33994, "ts": "2026-07-24T11:56:59Z", "hours": 0.7667, "text": "It Is My First Time Making A Game And Using Unity. I Am Following A Tutorial And As Of Now I have Learned How To Create A 3D Object Like This Cube, Learned How To Add Materials To The Objects And How To Change The Camera Angle, etc."}]...
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Title: Hyper Slide by @MuhammadAayanMirza | Starda Title: Hyper Slide by @MuhammadAayanMirza | Stardance
Devlogs:
It Is My First Time Making A Game And Using Unity. I Am Following A Tutorial And As Of Now I have Learned How To Create A 3D Object Like This Cube, Learned How To Add Materials To The Objects And How To Change The Camera Angle, etc.
In This Session I Connected My Unity With VS Code, And I Tried To Display A Simple Message Which Did Not Work Sadly But After Trial And Error It Finally Did And Now I’m Adding Physics And Forces To The Cube!!
I Finally Figured Out How To Make The If Command Work In Unity To Get A Key, I’m Following A Brackeys Tutorial For This And He Was Writing Old Code Which Now In Default Unity Doesn’t Work You Have To Change The Active Input Handling Setting To “Both” Instead Of “Input System Package (New)”. That Took A While To Figure Out!! Now My A And D Keys Work As Left And Right Keys, Finally!!!
I Added The First Obstacle In The Game, Made The Player Body Stop When It Collides With The Obstacle Body, Made The Camera Follow The Player Body, Created A Tag For Obstacles To Reference In The Code Files, And Made A Material For The Obstacle.
Created A Short Level To Test The Speed Of The Player And Added Game Manager Which Currently Tells The Console When Game Is Over. Added Fog To The Environment So That It Gives A Polished Look To The Game, At The Top It Says How Much Distance You Have Travelled For Now But I Soon Wanna Replace It With No. Of Attempts Or No. Of Deaths.
Just Completed One Whole Level, If You Hit An Obstacle You Reset. Also Created A Cool Looking level Complete Screen With An Animation. I’m Having A Ton Of Fun Making This Game And Also Play Testing It. Took Me A Few Tries To Complete The First level. Gonna Hopefull Make New Levels Now And See How To Go From One Level To Another Using Code!!
I Completed The Core Game, It Has 3 Levels, A Menu And End Screen, Cool Layouts For The Levels, And A Cool Distance Tracker At The Top. Now I’m Getting Ready To Publish It Online!!
I Published The Game On Itch.io After Creating Its Build And Stuff. After Publishing I Am Now Working on The 3D Models For The Skins Of The Cube. First One I Made Right Now Is A Ship!! Do You Like It?
Imported The 3D Model Into Unity But Colours Were Not Showing So I Tried Different Mesh Files And “.Fbx” Worked For Me It Imported With Colours Thankfully. I Added All The Components Required For The Ship Model So It Can Be A Playable Skin, It Is Quite Fun!! Now I Have To Figure Out A Method On How To Change The Skins In Game
Successfully Added A Pause Feature Using The “P” Key. Also There Was A Bug Regarding The Collison Of The Ship 3D Model With Obstacle Which Was Fixed In This Session And Now I Want To Change The Base Ground To Water So It Looks Cooler!! Hopefully That Will Look Good!
It Took Me Ages To Get The Character Selection To Work And To Write The Code For It. It Was Very Challenging!! But Now My Camera Is Broken As It Had A Fixed Object To Follow Before But Now It Has To Follow Newly Spawned Object. I Also Have To Make The Screen More Aesthetically Pleasing But Coding When You Don’t Know What You Are Doin Is Very Hard!!
The Camera Following Finally Works!!! It Only Took 3 Tutorials, 2 Hours, Lots Of C# Script Changes And Some Juice :D Also The Ship Model Now Loads In With Its Correctly Rotated Position And The Distance Tracker At The Top Works Well Too Now!! The Character Selection Still Has a Weird bug That It Keeps Going Back To The Cube, Will Fix That And Then It Would Be Time For Aesthetics!!! (Making The Game Look A lot Better hehe.)
Experimenting A lot With Skyboxes And Terrains, I’m Finding It Difficult To Make The Game Look Good!!
I’m Working On Making The Terrain Better In The Game, I Don’t Use Blender A lot But It Seemed The Best Option For Visual 3d Models So, I Made A Tree!! Also Did Some Bug Fixes In Unity. Rate My Tree…
Still Working on The Terrain, Trying To Give The First Level A Snowy Vibe With Varying Height Of The Terrain And Adding The Trees. Still Not Happy With The Layout, I’m In The Experimentation Phase With This Right Now. What Else Could I Add?
I Made The Menu Screen Look Way Better And Corrected The Trees Placement In The Scene Of Level 1. I Really Like How it Turned Out!! I Even Downloaded Fonts For The Menu Screen, I Played Around With Lighting And Fog Settings Aswell To Get A Nice Scene!!
I made hilly Terrain for The First Level, corrected tree placement, added an Icy Texture to the Sliding Floor and made a Snow Mound 3D Model as The Obstacles For This Level. I found it quite hard to morph Terrain to my liking but in the end it worked out. The 3D model of the Snow Mounds wasn’t making a good Mesh Collider so I went back in Blender and added a solidify modifier to the model and then the mesh collider worked very well.
Made the obstacles layout in the first level more interesting and slightly harder so it makes the player more engaged and have more fun playing. Also corrected the game manager script because sometimes when you collided with the last obstacle and flew a bit forwards you would also collide with the “finish line’ object and it would display a “level complete” canvas which is wrong as you have collided with the last obstacle so I changed the script and added an if statement for the finish line to check if player has collided with the obstacle or not.
Just learned about particle systems and made these subtle snowish particles for the first level and also adjusted the obstacle layout. Now the level feels pretty complete so I think I’ll move on to the next level. (Also changed the pause key to Spacebar as it felt more natural to use)
Learning Shaders to create a water ripple effect for the second level as it will be a Beach Themed level. When I made the shader it looked perfect in the shader window to me but when I attached it to the “Ground” object the Moroni shader effect streched and I didn’t know how to fix it, I searched up online and found out that I have to add nodes like position and swizzle and set swizzle to xz and connect that to the uv element of the voronoi and it worked!! Now I have cool looking moving water effect. yayyayaya!!
Making the second level interesting by making the whole terrain water and and adding a pebble border on the side so you don’t escape the obstacle course. I used the capsule 3d object to make the pebbles and stones for the obstacles. Now I have to create a nice layout for the obstacles which is fun to play with.
Updated the Menu Screen’s background image to the water level as it seemed cooler and I have changed the level order. So, now the first level is the water level with an easy obstacle course which I also made in this session. Second level will be the snowy level I made previously. I tried to vary the sizes and positioning of the obstacles so that they don’t feel repititive. Onto the next level!!
Started working on Level 3. I’m making it space themed and I 3D modelled asteroids for the obstacles but I didn’t quite like how they turned out so I remodelled them thrice but something still feels off. I am using them here as place holders for something better. I also created a layout for the obstacles using them but I am still thinking how to make em better.
I learned Blender “geometry nodes” they are really complex ad you have to use like a million math nodes to make a good asteroid model, which I did. I am extremely happy how it turned out. The space level finally feels more ‘spacey’. I also added a ramp to go over a pitfall in this level so the game doesn’t feel repititive or boring after the first two levels.
Made a Skybox for the space level by using blender. I made it a starry sky using blender shader options and nodes. I also decided to make the ground invisible in the space level becuase it looked way better and it makes the player think more and makes the player to stay with the obstacles because they are where the ground is but also away from them because they are still obstacles, only the ramp in the middle of the path is visible. I don’t know if this is a good decision but I currently like the idea of an invisible floor so I’m sticking with it for now.
I completed the Space-level with the invisible ground and some ramps in the middle that are visible. The player has to stay close to the obstacles to guess where the path is but also be careful at the same time to not collide with the obstacles. I think it is a fun concept for the game. I think I’m gonna leave the game with only these three levels and if the response after the release of the game is good then I will make the game better and add even more levels with cooler mechanics!! for now I think I’m gonna start putting the finishing touches and make the end screen.
Completed making the end screen for the game with a lot of iterations as I was not liking the earlier ones. Now I’m happy with this. Also made a very informative and useful Readme file on GitHub for the game which took some time. I corrected the obstacle placement for the space level aswell and now I’m looking forward to publishing this game on itch.io. The only thing I’m contemplating on is should I make a UFO Skin for the character or not.
So, I know I said that I’m gonna make a UFO skin but I made a rocket skin instead…It is still pretty cool though, I think. Also importing this into unity and then making it a playable character was a nightmare!! the mesh collider was all weirded out then I added a box collider and added the rocket to the load characters script but for some reason it was spawning 10 metres behind the actual spawn location and the reason is because when I modelled it in fusion it was not modelled in the centre of the base plane so that was fiddling with all that. Also because the rocket ship is bigger than the cube and normal ship characters I had to adjust some of the obstacles aswell so the rocket could complete all of the levels. I also did a whole play through of the game because I thought the game was now finished and ready to publish but after playing it fully and testing every single thing, I have realised that the levels are too short and not fun enough to play so I’m gonna extend the map of the levels and make it more enjoyable to play not just a 2 minute game.
I made the “Water Slide” and “Space Level” a bit longer and more enjoyable to play by adding more obstacles towards the end. The space level in my opinion is the best level for playing now because of the invisible floor and that you have to guess where to go. I also fixed a lot of bugs like for some reason when you started the space level, it would auto complete and take you to the end screen. Also now when you press “Select” in the character selection scene, it takes you to the main menu indicating that your character has been selecting. I’m quite happy with how the game turned out. Keep in mind this is my first game ever and there will be some bugs and things people might not like but I like to learn and I’m gonna keep going and making things better!
Ships:
This Is the first ever game I made, a simple sliding game where the player object is constantly moving forward, and has to avoid obstacles by moving left or right using the “A” and “D” keys. You can pause the game by pressing Spacebar. It has 3 levels; “Water Slide” which introduces you to the controls and feel of the game, then comes “Ice Slide” which acts as a filler level to lead you to the more challenging “Space Slide” level in which you there is an invisible floor so you have to stay close to the obstacles because that is where the floor exists but also not too close because colliding with the obstacles make the level restart. Have fun playing it!!...
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UrStudyBuddy by @kow4566 | Stardance
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kow4566
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24.26
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427
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T06:51:22Z", "hours": 10.0, "multiplier": 18.49, "payout": 176, "blessing": "neutral", "text": "UrStudyBuddy - The Second Ship Im rlly proud to see i have made tis project and when through loads of fixes (even during my examss) and i hope ul try it and to yall whoever is trying tis project a huge thank youu. Now u can scroll down What is this project capable of? Dashboard – See your homework, study streaks, and study stats all in one place. AI Notes – Upload a PDF and use AI to turn it into useful study notes. AI Quiz Generator – Automatically generate quizzes based on your uploaded notes. Saved Notes – Save your generated notes and come back to them later. Email Notes – Send your notes directly to your email. Weekly Timetable – Plan and organise your schedule from Monday to Sunday. Download Timetable – Download your timetable to use outside the website. Homework Tracker – Add homework and keep track of what you need to finish. Pomodoro Timer – Use focus sessions to help you stay on task while studying. Study Room – A dedicated space made for focused studying. Lofi Music Player – Listen to background music while you study. Study Scenes – Change the atmosphere of your study room. Fidget Zone – Take a quick break from studying with some simple interactive activities. Dark Mode – Switch to a darker theme for studying at night. Accounts – Sign up and log in to keep your study stuff together. Study Streaks – Keep track of how consistently you’ve been studying. Study Stats – See your study progress over time. These are all that has happened for this ship and will soon try to make a v2 of UrStudyBuddy, and thats all, try the project to see the other features not listed here.", "repo": "https://github.com/koushikrajd2011-rgb/UrStudyBuddy", "demo": "https://urstudybuddy.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-10T13:25:27Z", "hours": 14.0, "multiplier": 17.82, "payout": 251, "blessing": "neutral", "text": "UrStudyBuddy Ship - The first version FINALLY it works, UrStudyBuddy has reached a good stage and is now gonna be prepared for a way better version by me soooon! I have added my pomodoro timer, the generating notes work - i used gemini for this one ( in the sense of api key ) and when uploading ur pdf, make sure it is typed text and not pictures or any unclear sources ur uploading. What it does Upload notes — upload a PDF, pick a style (bullet points, flashcards, Cornell notes, whatever fits how you study), and AI generates genuinely new notes plus a 5-question quiz from it. Homework list — add tasks, tick them off, see your progress right on the dashboard. Timetable — a full weekly grid, click any cell and just type into it. Stopwatch + Pomodoro timer — track a study session, or use the Work/Break Pomodoro cycle. Dashboard that actually shows something — today’s homework preview, your study streak, and how many hours people around the world have studied on the app. Dark mode , because obviously. Im pretty proud of spending loads of time on this project and im yet to make it wayyy better. Hope you like it, and thats all for this ship!", "repo": "https://github.com/koushikrajd2011-rgb/UrStudyBuddy", "demo": "https://urstudybuddy.vercel.app/"}]...
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[{"post_id": 69539, "ts": "202 [{"post_id": 69539, "ts": "2026-09-17T08:04:02Z", "hours": 0.2644, "text": "jst need to be edited again after sometime, cuz i mistakenly posted it"}, {"post_id": 69008, "ts": "2026-09-16T06:36:53Z", "hours": 0.8228, "text": "UrStudyBuddy Devlog 16 - Before the second shipp So this 16th devlog will be the last devlog before the second ship, or mostly my last ship before this project ends cuz i might get a lil busy. So i have finally added the best part of the urstudybuddy and infact the most useful resource out of the rest in the project - The Study Room . It was rlly a great thing ive made along with the help of ai for some parts like the background and bugs to fix. Ive also added a new color picker for your background. I felt like brown shldnt be the main one, so il leave the choice to u to choose what colour background u rlly like. Explore my project to try my other colourss too!! 🎨 So what is new this update New color picker for your background Study room In the study room u can choose background, 4 lofis and focus with the pomodoro timer And yep pretty short but this is all for this devlogg and ima shipp the very next second i upload all the 4 lofis into my folder"}, {"post_id": 68053, "ts": "2026-09-14T13:08:29Z", "hours": 4.4186, "text": "UrStudyBuddy Devlog 15 - The neww zoneeeee! !! 4 hrs and 25 min is a bit too long so lets say it was 3 hrs and 45 min mostly spent after the 14th devlog. I have worked on something quite impressive but wierd to think of what its doing in such a project. what i have made , ive used AI - claude to make a rlly interesting thing Its called the fidget zone. The fidget zone is not something i really thought of at first because its a study site. But i realised maybe why not add it, some might have fun with it and so i have got it in my project. Try it out hereeee:- https://urstudybuddy.vercel.app/ For this fidget zone i used AI to get over with some bugs and sounds which worked quite well and its w!! I have also improved other things like the:- Auto save feature, create an account using ur email or username, get yourself logged in and work with anything like notes. If you leave, it gets saved and u can come back anytime for it in ur digital folder. I am still working on it for the timetable because it quite difficult to get over with it. And check out my project and try out anything u like, im also taking in comments and ratings from slack so i can improve it to make it ideal for all So see yall for the next devloggg!!"}, {"post_id": 64150, "ts": "2026-09-08T11:05:53Z", "hours": 1.5575, "text": "UrStudyBuddy Devlog 14 - Sign in and Login page first lookss!! !! The project has finally got its sign up/ log in page. It took quite sometime and finally got the hold of it. Along with the sign up page i have added a lil cloud above the page where it reacts to whatever you type or do. Move your cursor around and see its eyes moving . And it goes red when you type a wrong password or the email is wrong. Signing up lets you save your tasks and notes incase you missed them (im still working on tis part). I have commited to github quite a lot this devlog. I have also come across many bugs especially with the database, a huge story that ruined the sign up page, but now its fine. So what was the bug about ❓ Im writing this because i believe it could be common problem for many people (and i hope it solves yours if you have a similar problem too- When creating a login and signup page, there should be a database created in your source of deployement, i use vercel. There was a major problem with creating accounts when trying the project out. The database (Upstash Redis) was connected to the project, but only for the “live” version — not for testing on my own laptop. So locally, my code was trying to communicate to a database it couldn’t actually find. Tis problem was found by checking vercel dev on my vs code terminal and it couldnt find database connections. So what did i do? - copied the actual API token and url values straight from Vercel’s Environment Variables page and pasted them into local .env. I have also committed this to github - Commit d53f1a0 (it can make it much easier) There might be still some problems so this feature wont be working right now (some will tho). So feel free to comment if you come across any bugs when tryin out tis project . And thats all for today, the next devlog i will surely bring in - Login page working Study room Better AI Model for making notes And more fun ideas So thats all, see you next devlogg"}, {"post_id": 60206, "ts": "2026-09-02T13:08:20Z", "hours": 2.1994, "text": "UrStudyBuddy Devlog 13 - Login page and more This devlog is about 2 hours but i have come back to this project after a very long timee. So i have decided to come back with some really good news - Login page has come into production and will soon begin the next devlog!!! I have acknowledged some reviews after proposing this project on slack and i have decided to fix the minor bugs and add some stuff. The project seems to be a lil boring with same color so the background so i will make the background customizable and changable (but the current theme will be set default unless you change it) What i have done so far I have started working on the login page (some buttons wont work for now) Created two new js files under API file for login page so the accounts are stored in the database Planned on the study room (its gonna look really great) So check out my github for the code source and feel free to add any idea or bugs u find in the comments. And thats all for todayy"}, {"post_id": 45053, "ts": "2026-08-11T09:34:31Z", "hours": 0.5439, "text": "UrStudyBuddy Devlog 12 - Color theme update and dashboard stuff!! Nothing much this update, but after long 14-15 hrs i have finally changed the theme of the project, its brown and its awesomeee to me!! As you can see the below screenshot, its the dark mode and i feel its great, I have also edited the buttons to have a 3D effect cuz i like these type of buttons and i have used it in other projects of mine aswll. I also have created a ripple effect on the dashboard page which u can try out, its jst rough for now and doesnt seem good but by next 2-3 devlogs it will evolve So whats next ? Background/theme switching Login streaks tied to real accounts Real account login, multi-device Real transactional email (To send AI Notes) And that’s all for this devlog!!"}, {"post_id": 44574, "ts": "2026-08-10T12:55:47Z", "hours": 0.7917, "text": "UrStudyBuddy Devlog 11 - Now runs on vercel Now it can finally run on vercel, and right now the project is quite ready to use but not all features yet but this devlog will be the last one before the 1st ship of this project and im proud of it. And i got the gemini workin on my project’s AI notes section, but there is a problem and i will fix it within the next ship. I got some help from claude and have commited to github too. Every 10 min you will get a motivational quote and i think it was fun getting the ideas too! Nothing much this devlog, i have around 29 github commits now (i dunno if its great or not, tried my best). And this time i added a new focus timer pomodoro - as said in the previous devlogs. I am also working with the UI and the fonts to make it way better. And thats all for this devlog, and will soon ship it tommorow!!!🚢 !! ig i shipped it early"}, {"post_id": 44459, "ts": "2026-08-10T06:50:07Z", "hours": 1.4786, "text": "UrStudyBuddy Devlog 10 - File debugging and AI notes For this devlog, i havent spent much time coding, tbh i spent debugging on git push errors again, and had some duplicated files which later was solved . I dont have things to talk about much this devlog but i have found some good lofi music which seems to be pretty good and more, im gonna put it in the virtual study room (which im planning to make it pixelated and its kinda short but so cool). This idea is just a rough concept but if i do have the time i can lock in and make it look insane, but il try my best to make a rlly good virtual study room. As you can see in the picture, it took loads of time for figuring out the duped files and now its clean and tidy. This is the current Upload your notes sector of the project. In this part, u can choose you u would like your notes to be, here is the code : - <select id=\"noteStyle\"> <option value=\"bullet\">Bullet points</option> <option value=\"paragraph\">Flowing paragraphs</option> <option value=\"flashcard\">Flashcard style</option> <option value=\"cornell\">Cornell notes (Cue+Summary)</option> </select> <select id=\"detailLevel\"> <option value=\"concise\">Concise summary</option> <option value=\"detailed\">Detailed explanation</option> <option value=\"eli5\">Explain like I'm new to this.</option> </select> <select id=\"tone\"> <option value=\"simple\">Simple, Everyday Language</option> <option value=\"exam\">Exam focused, Academic tone</option> </select> These r the features that lets u customize how u want ur notes and u can send these notes to any gmail or email soon! And yep thats all for this devlog, will come back for more!!!"}, {"post_id": 43864, "ts": "2026-08-09T09:43:33Z", "hours": 1.5417, "text": "UrStudyBuddy Devlog 9 - CSS/JS reworks and new features This time i have got some really great ideas to make this project look really attractive and cool, so i have taken some time to research rlly good fonts for a website and i have gotten it here as seen in the screenshot. I have used ‘AI for some bit of js’ to help me with the study streak cuz it was confusing, came over minor bugs and have commited to github quite a lot tis time ( i had an issue with this aswll (took me 10-15 min to push a commit). I have decided to use the theme of the project color to orange & brown, its a rlly good combination and hope to use it pretty well. I also have come up with some lofi music yt links so it can be changed in a section which will be added soon!! (feel free to send ur fav lofi music in the comment section if you want to). I have also changed some of the fonts to cursive as you can see and it has alrdy become on of my favourite parts of this project journey so far and i cant wait to use it more ! I have added features like the tasks preview, study streak (functional right now) and the number of hours everyone has spent in this website, will work on minutes being shown in this part aswell. I will soon be comin up with more stuff like - background changable virtual study room study methods like pomodoro timer etc And yep, thats all within tis update for now, now ima make it better and better !!!"}, {"post_id": 41922, "ts": "2026-08-06T13:24:41Z", "hours": 1.0703, "text": "UrStudyBuddy Devlog 8 - Darkmode toggle and dock update and new stuff!! So for this update i have gotten the dark mode working, quite a miracle after spending sometime fighting bugs. The dark mode had issues until i recoded and finally it works. Check the below screenshot - its the dark mode for now. I really cant decide which color i shuld set for the website. I have worked on the dock as well as you can see in the screenshot below. I will soon update the dock styling and add extra buttons to it. I am planning to add extra stuff to the project to make it really awesome : - Login Streak Login feature (excluding sign in using google for now) Preview of what you have done so far Motivational quotes every 10 min Lofi music for studying Im planning more stuff to be added to this project. So stay tunned for more! Thats all for tdy"}, {"post_id": 39487, "ts": "2026-08-02T13:51:33Z", "hours": 2.3522, "text": "UrStudyBuddy Devlog 7 - CSS rework & debugging It took loads of time in debugging, havent checked the output yet, and didnt code much but i did commit some commits in github this time. To be honest, within 2 hours i spent like an hour in css and the rest in debugging cuz i culdnt link java and css within the html as usual due to some bugs and kept switching browsers, and had an event recently so culdnt work much or wuldve gotten like 4-5 hrs this devlog. So pretty much what ive worked on this project is that i reworked my full css code cuz there were load of ideas in my mind and making some UI for the buttons to make it look cool for the website. Nothing much other than debugging for mins. Thats all for this devlog."}, {"post_id": 35042, "ts": "2026-07-26T06:18:25Z", "hours": 1.2261, "text": "UrStudyBuddy Devlog 6 - New settings, upper dock & digital clock This past hour i have worked on many ideas, i had to research a lot about downloading and stuff in js (i havent started and its gonna be lots of work inlcuding the ai generated notes). I have created a new setting and an upper dock in this project. It lets you use dark mode. Im gonna be setting the full project theme in purple for now and then change many things, the color theme isnt finalised yet and im deciding to make it light brown themed. I havent come across any bugs right now, the project is being functional and working well! For the above bar (dock) i have made buttons which are not functional yet but im going to add many things which will be useful. I have also made a digital clock for the website. 3-5 commits from the past 1 hr and 13 mins. Thats all for tdy!"}, {"post_id": 30624, "ts": "2026-07-18T10:46:35Z", "hours": 1.1258, "text": "UrStudyBuddy Devlog 5 - Combined HTML files & new features I have taken about 1 hour to update my main.js because there were new changes i want to make to my file. So first of all, it started with 4-5 html files each with different features and now i have combined them and commited to github repo. I have made about 2-3 github commits today. Now this project can store your name and save it in your browser and works everytime u comeback to login, and i have changed some behaviours of some buttons in this project. The picture below is the newly updated html file, its basically all 4 html files into one and it really didnt take that much time, even tho there were some bugs but easy to fix. In css, i learnt things like animation, i also learnt some parts of it from previous hours of working. Here is the code that is included in my project files - @keyframes slideUp { from { transform : translateY ( 20px ); opacity : 0 ; } to { transform : translateY ( 0 ); opacity : 1 ; } } Finally, i have decided to come up with fun features and dont wanna make this project rlly boring. Thats all i have done within 1 hour."}, {"post_id": 26998, "ts": "2026-07-12T03:57:07Z", "hours": 1.4486, "text": "UrStudyBuddy Devlog 4 - File arrangement & name input I had loads on problem about the files arrangement . They were duplicated and had errors and github commits were not kinda workin…so it took a long time to fix that aswll. So now github wont be updated with the current files and will soon make new commits. This pic below is the name input section where u gonna basically put ur name any way u like to and will be used throughout ur session. If web page is closed and reopened it wont most likely to safe ur name and i will be working on it towards the end of the update."}, {"post_id": 26954, "ts": "2026-07-12T01:27:11Z", "hours": 1.1394, "text": "UrStudyBuddy Devlog 3 - Homework HTML & stopwatch feature In this devlog i have worked a lot in javascript and started working on the html and a bit of css. There were loads of bugs with the main.js file and it took me like 10 to 15 minutes to get over it. I also made several github commits on the page. I have made the homework html and worked on the stopwatch feature (which shows time u have taken doing a hw) which was kinda complicated but easy to deal it. So within the next devlog i will try to somewhat make the timetable page better with features u can use. Later on the timetable will have the best features to customize it however you want and will make the download button after some time."}, {"post_id": 26309, "ts": "2026-07-11T01:12:03Z", "hours": 1.3217, "text": "UrStudyBuddy Devlog 2 - More HTML & dashboard updates So for about an hour and 15 min, i have added more html for different tasks in UrStudyBuddy so i dont put everything in the same html, and is quite easier for me aswll. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard."}, {"post_id": 25645, "ts": "2026-07-10T01:47:07Z", "hours": 0.5656, "text": "UrStudyBuddy Devlog 1 - Whats tis about? This is UrStudyBuddy. I made this project cuz i thought it would be useful for some people or more. So i have decided to add some features which will help. Here u can make ur own timetable, add ur homework and list it all, and more ideas to be added. So for now, i have made the starting screen and i am planning to completly run this project on vercel. I used npm create vite@latest and added the required files as shown on the image like the assets and all and this is what i have done so far. I am yet to make a good UI which will take loads of time and adding some things which im yet to learn about."}]...
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Title: UrStudyBuddy by @kow4566 | Stardance
Devlo Title: UrStudyBuddy by @kow4566 | Stardance
Devlogs:
UrStudyBuddy Devlog 1 - Whats tis about? This is UrStudyBuddy. I made this project cuz i thought it would be useful for some people or more. So i have decided to add some features which will help. Here u can make ur own timetable, add ur homework and list it all, and more ideas to be added. So for now, i have made the starting screen and i am planning to completly run this project on vercel. I used npm create vite@latest and added the required files as shown on the image like the assets and all and this is what i have done so far. I am yet to make a good UI which will take loads of time and adding some things which im yet to learn about.
UrStudyBuddy Devlog 2 - More HTML & dashboard updates So for about an hour and 15 min, i have added more html for different tasks in UrStudyBuddy so i dont put everything in the same html, and is quite easier for me aswll. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard.
UrStudyBuddy Devlog 3 - Homework HTML & stopwatch feature In this devlog i have worked a lot in javascript and started working on the html and a bit of css. There were loads of bugs with the main.js file and it took me like 10 to 15 minutes to get over it. I also made several github commits on the page. I have made the homework html and worked on the stopwatch feature (which shows time u have taken doing a hw) which was kinda complicated but easy to deal it. So within the next devlog i will try to somewhat make the timetable page better with features u can use. Later on the timetable will have the best features to customize it however you want and will make the download button after some time.
UrStudyBuddy Devlog 4 - File arrangement & name input I had loads on problem about the files arrangement . They were duplicated and had errors and github commits were not kinda workin…so it took a long time to fix that aswll. So now github wont be updated with the current files and will soon make new commits. This pic below is the name input section where u gonna basically put ur name any way u like to and will be used throughout ur session. If web page is closed and reopened it wont most likely to safe ur name and i will be working on it towards the end of the update.
UrStudyBuddy Devlog 5 - Combined HTML files & new features I have taken about 1 hour to update my main.js because there were new changes i want to make to my file. So first of all, it started with 4-5 html files each with different features and now i have combined them and commited to github repo. I have made about 2-3 github commits today. Now this project can store your name and save it in your browser and works everytime u comeback to login, and i have changed some behaviours of some buttons in this project. The picture below is the newly updated html file, its basically all 4 html files into one and it really didnt take that much time, even tho there were some bugs but easy to fix. In css, i learnt things like animation, i also learnt some parts of it from previous hours of working. Here is the code that is included in my project files - @keyframes slideUp { from { transform : translateY ( 20px ); opacity : 0 ; } to { transform : translateY ( 0 ); opacity : 1 ; } } Finally, i have decided to come up with fun features and dont wanna make this project rlly boring. Thats all i have done within 1 hour.
UrStudyBuddy Devlog 6 - New settings, upper dock & digital clock This past hour i have worked on many ideas, i had to research a lot about downloading and stuff in js (i havent started and its gonna be lots of work inlcuding the ai generated notes). I have created a new setting and an upper dock in this project. It lets you use dark mode. Im gonna be setting the full project theme in purple for now and then change many things, the color theme isnt finalised yet and im deciding to make it light brown themed. I havent come across any bugs right now, the project is being functional and working well! For the above bar (dock) i have made buttons which are not functional yet but im going to add many things which will be useful. I have also made a digital clock for the website. 3-5 commits from the past 1 hr and 13 mins. Thats all for tdy!
UrStudyBuddy Devlog 7 - CSS rework & debugging It took loads of time in debugging, havent checked the output yet, and didnt code much but i did commit some commits in github this time. To be honest, within 2 hours i spent like an hour in css and the rest in debugging cuz i culdnt link java and css within the html as usual due to some bugs and kept switching browsers, and had an event recently so culdnt work much or wuldve gotten like 4-5 hrs this devlog. So pretty much what ive worked on this project is that i reworked my full css code cuz there were load of ideas in my mind and making some UI for the buttons to make it look cool for the website. Nothing much other than debugging for mins. Thats all for this devlog.
UrStudyBuddy Devlog 8 - Darkmode toggle and dock update and new stuff!! So for this update i have gotten the dark mode working, quite a miracle after spending sometime fighting bugs. The dark mode had issues until i recoded and finally it works. Check the below screenshot - its the dark mode for now. I really cant decide which color i shuld set for the website. I have worked on the dock as well as you can see in the screenshot below. I will soon update the dock styling and add extra buttons to it. I am planning to add extra stuff to the project to make it really awesome : - Login Streak Login feature (excluding sign in using google for now) Preview of what you have done so far Motivational quotes every 10 min Lofi music for studying Im planning more stuff to be added to this project. So stay tunned for more! Thats all for tdy
UrStudyBuddy Devlog 9 - CSS/JS reworks and new features This time i have got some really great ideas to make this project look really attractive and cool, so i have taken some time to research rlly good fonts for a website and i have gotten it here as seen in the screenshot. I have used ‘AI for some bit of js’ to help me with the study streak cuz it was confusing, came over minor bugs and have commited to github quite a lot tis time ( i had an issue with this aswll (took me 10-15 min to push a commit). I have decided to use the theme of the project color to orange & brown, its a rlly good combination and hope to use it pretty well. I also have come up with some lofi music yt links so it can be changed in a section which will be added soon!! (feel free to send ur fav lofi music in the comment section if you want to). I have also changed some of the fonts to cursive as you can see and it has alrdy become on of my favourite parts of this project journey so far and i cant wait to use it more ! I have added features like the tasks preview, study streak (functional right now) and the number of hours everyone has spent in this website, will work on minutes being shown in this part aswell. I will soon be comin up with more stuff like - background changable virtual study room study methods like pomodoro timer etc And yep, thats all within tis update for now, now ima make it better and better !!!
UrStudyBuddy Devlog 10 - File debugging and AI notes For this devlog, i havent spent much time coding, tbh i spent debugging on git push errors again, and had some duplicated files which later was solved . I dont have things to talk about much this devlog but i have found some good lofi music which seems to be pretty good and more, im gonna put it in the virtual study room (which im planning to make it pixelated and its kinda short but so cool). This idea is just a rough concept but if i do have the time i can lock in and make it look insane, but il try my best to make a rlly good virtual study room. As you can see in the picture, it took loads of time for figuring out the duped files and now its clean and tidy. This is the current Upload your notes sector of the project. In this part, u can choose you u would like your notes to be, here is the code : - <select id="noteStyle"> <option value="bullet">Bullet points</option> <option value="paragraph">Flowing paragraphs</option> <option value="flashcard">Flashcard style</option> <option value="cornell">Cornell notes (Cue+Summary)</option> </select> <select id="detailLevel"> <option value="concise">Concise summary</option> <option value="detailed">Detailed explanation</option> <option value="eli5">Explain like I'm new to this.</option> </select> <select id="tone"> <option value="simple">Simple, Everyday Language</option> <option value="exam">Exam focused, Academic tone</option> </select> These r the features that lets u customize how u want ur notes and u can send these notes to any gmail or email soon! And yep thats all for this devlog, will come back for more!!!
UrStudyBuddy Devlog 11 - Now runs on vercel Now it can finally run on vercel, and right now the project is quite ready to use but not all features yet but this devlog will be the last one before the 1st ship of this project and im proud of it. And i got the gemini workin on my project’s AI notes section, but there is a problem and i will fix it within the next ship. I got some help from claude and have commited to github too. Every 10 min you will get a motivational quote and i think it was fun getting the ideas too! Nothing much this devlog, i have around 29 github commits now (i dunno if its great or not, tried my best). And this time i added a new focus timer pomodoro - as said in the previous devlogs. I am also working with the UI and the fonts to make it way better. And thats all for this devlog, and will soon ship it tommorow!!!🚢 !! ig i shipped it early
UrStudyBuddy Devlog 12 - Color theme update and dashboard stuff!! Nothing much this update, but after long 14-15 hrs i have finally changed the theme of the project, its brown and its awesomeee to me!! As you can see the below screenshot, its the dark mode and i feel its great, I have also edited the buttons to have a 3D effect cuz i like these type of buttons and i have used it in other projects of mine aswll. I also have created a ripple effect on the dashboard page which u can try out, its jst rough for now and doesnt seem good but by next 2-3 devlogs it will evolve So whats next ? Background/theme switching Login streaks tied to real accounts Real account login, multi-device Real transactional email (To send AI Notes) And that’s all for this devlog!!
UrStudyBuddy Devlog 13 - Login page and more This devlog is about 2 hours but i have come back to this project after a very long timee. So i have decided to come back with some really good news - Login page has come into production and will soon begin the next devlog!!! I have acknowledged some reviews after proposing this project on slack and i have decided to fix the minor bugs and add some stuff. The project seems to be a lil boring with same color so the background so i will make the background customizable and changable (but the current theme will be set default unless you change it) What i have done so far I have started working on the login page (some buttons wont work for now) Created two new js files under API file for login page so the accounts are stored in the database Planned on the study room (its gonna look really great) So check out my github for the code source and feel free to add any idea or bugs u find in the comments. And thats all for todayy
UrStudyBuddy Devlog 14 - Sign in and Login page first lookss!! !! The project has finally got its sign up/ log in page. It took quite sometime and finally got the hold of it. Along with the sign up page i have added a lil cloud above the page where it reacts to whatever you type or do. Move your cursor around and see its eyes moving . And it goes red when you type a wrong password or the email is wrong. Signing up lets you save your tasks and notes incase you missed them (im still working on tis part). I have commited to github quite a lot this devlog. I have also come across many bugs especially with the database, a huge story that ruined the sign up page, but now its fine. So what was the bug about ❓ Im writing this because i believe it could be common problem for many people (and i hope it solves yours if you have a similar problem too- When creating a login and signup page, there should be a database created in your source of deployement, i use vercel. There was a major problem with creating accounts when trying the project out. The database (Upstash Redis) was connected to the project, but only for the “live” version — not for testing on my own laptop. So locally, my code was trying to communicate to a database it couldn’t actually find. Tis problem was found by checking vercel dev on my vs code terminal and it couldnt find database connections. So what did i do? - copied the actual API token and url values straight from Vercel’s Environment Variables page and pasted them into local .env. I have also committed this to github - Commit d53f1a0 (it can make it much easier) There might be still some problems so this feature wont be working right now (some will tho). So feel free to comment if you come across any bugs when tryin out tis project . And thats all for today, the next devlog i will surely bring in - Login page working Study room Better AI Model for making notes And more fun ideas So thats all, see you next devlogg
UrStudyBuddy Devlog 15 - The neww zoneeeee! !! 4 hrs and 25 min is a bit too long so lets say it was 3 hrs and 45 min mostly spent after the 14th devlog. I have worked on something quite impressive but wierd to think of what its doing in such a project. what i have made , ive used AI - claude to make a rlly interesting thing Its called the fidget zone. The fidget zone is not something i really thought of at first because its a study site. But i realised maybe why not add it, some might have fun with it and so i have got it in my project. Try it out hereeee:- https://urstudybuddy.vercel.app/ For this fidget zone i used AI to get over with some bugs and sounds which worked quite well and its w!! I have also improved other things like the:- Auto save feature, create an account using ur email or username, get yourself logged in and work with anything like notes. If you leave, it gets saved and u can come back anytime for it in ur digital folder. I am still working on it for the timetable because it quite difficult to get over with it. And check out my project and try out anything u like, im also taking in comments and ratings from slack so i can improve it to make it ideal for all So see yall for the next devloggg!!
UrStudyBuddy Devlog 16 - Before the second shipp So this 16th devlog will be the last devlog before the second ship, or mostly my last ship before this project ends cuz i might get a lil busy. So i have finally added the best part of the urstudybuddy and infact the most useful resource out of the rest in the project - The Study Room . It was rlly a great thing ive made along with the help of ai for some parts like the background and bugs to fix. Ive also added a new color picker for your background. I felt like brown shldnt be the main one, so il leave the choice to u to choose what colour background u rlly like. Explore my project to try my other colourss too!! 🎨 So what is new this update New color picker for your background Study room In the study room u can choose background, 4 lofis and focus with the pomodoro timer And yep pretty short but this is all for this devlogg and ima shipp the very next second i upload all the 4 lofis into my folder
jst need to be edited again after sometime, cuz i mistakenly posted it
Ships:
UrStudyBuddy Ship - The first version FINALLY it works, UrStudyBuddy has reached a good stage and is now gonna be prepared for a way better version by me soooon! I have added my pomodoro timer, the generating notes work - i used gemini for this one ( in the sense of api key ) and when uploading ur pdf, make sure it is typed text and not pictures or any unclear sources ur uploading. What it does Upload notes — upload a PDF, pick a style (bullet points, flashcards, Cornell notes, whatever fits how you study), and AI generates genuinely new notes plus a 5-question quiz from it. Homework list — add tasks, tick them off, see your progress right on the dashboard. Timetable — a full weekly grid, click any cell and just type into it. Stopwatch + Pomodoro timer — track a study session, or use the Work/Break Pomodoro cycle. Dashboard that actually shows something — today’s homework preview, your study streak, and how many hours people around the world have studied on the app. Dark mode , because obviously. Im pretty proud of spending loads of time on this project and im yet to make it wayyy better. Hope you like it, and thats all for this ship!
UrStudyBuddy - The Second Ship Im rlly proud to see i have made tis project and when through loads of fixes (even during my examss) and i hope ul try it and to yall whoever is trying tis project a huge thank youu. Now u can scroll down What is this project capable of? Dashboard – See your homework, study streaks, and study stats all in one place. AI Notes – Upload a PDF and use AI to turn it into useful study notes. AI Quiz Generator – Automatically generate quizzes based on your uploaded notes. Saved Notes – Save your generated notes and come back to them later. Email Notes – Send your notes directly to your email. Weekly Timetable – Plan and organise your schedule from Monday to Sunday. Download Timetable – Download your timetable to use outside the website. Homework Tracker – Add homework and keep track of what you need to finish. Pomodoro Timer – Use focus sessions to help you stay on task while studying. Study Room – A dedicated space made for focused studying. Lofi Music Player – Listen to background music while you study. Study Scenes – Change the atmosphere of your study room. Fidget Zone – Take a quick break from studying with some simple interactive activities. Dark Mode – Switch to a darker theme for studying at night. Accounts – Sign up and log in to keep your study stuff together. Study Streaks – Keep track of how consistently you’ve been studying. Study Stats – See your study progress over time. These are all that has happened for this ship and will soon try to make a v2 of UrStudyBuddy, and thats all, try the project to see the other features not listed here....
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Extract - Chrome Colour Picker by @Shaarav4795 | S Extract - Chrome Colour Picker by @Shaarav4795 | Stardance...
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Shaarav4795
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1
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6.0
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26
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T08:12:35Z", "hours": 6.0, "multiplier": 8.36, "payout": 26, "blessing": "neutral", "text": "I made Extract, a simple Chrome extension that lets users select a colour anywhere and copy its HEX, RGB, HSV and CMYK values. Overall, this is a really simple project hence the little amount of devlogs and I only spent 6hrs on this… (it would have been around 5 but the damned eyedropper took soo long) Normally I wouldn’t even make a project as simple as this, but I felt the need for such an extension so I built my own and submitted it here. Hope you guys like it :)", "repo": "https://github.com/Shaarav4795/Extract", "demo": "https://github.com/Shaarav4795/Extract/releases/download/v1.0.0/Extract.zip"}]...
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[{"post_id": 45615, "ts": "202 [{"post_id": 45615, "ts": "2026-08-12T07:03:34Z", "hours": 0.6883, "text": "I made the README.md and I made the Github Release as well (as a ZIP file of course)… There’s not much else to say here except how are my last 2 devlogs the same time??? like lol what are the chances of that ._."}, {"post_id": 45118, "ts": "2026-08-11T12:16:57Z", "hours": 2.7147, "text": "I made the colour picker actually work now…. so for some reason this took wayyy longer than it shouldve because the eyedropper API was so annoying to use and I gebuinely felt like trying another approach…. but after making that work, and also making dark mode work (including inverting the extension icon in the header) I also got the recent colour list working and I used the colour conversion logic from Formatly (my previous project) to convert between different formats of colours via I finally got the colour picker working. For some reason this took way longer than it should have, because the Eyedropper API was so annoying to use, and I genuinely felt like trying another approach. After getting that working, and also implementing dark mode(including inverting the extension icon in the header bcz it looked bad without it ngl)I also got the recent colour list working. I used the colour conversion logic from Formatly to convert between different colour formats via a dropdown (yes yes excellent UX frfr)"}, {"post_id": 44461, "ts": "2026-08-10T07:04:35Z", "hours": 2.7053, "text": "I initialised a React +vite project (normally I use Next.js, but it felt overkill for such a simple tool) and then scaffolded the UI and made the extension’s icon. To make the icon I decided to use Canva, as it was an easy process, and I exported it as an svg so I can manipulate it easily. As for the UI, I decided to use elements and styling from my previous project (Formatly), as people really liked it, but I also added a dark mode button because that was some feedback I had gotten."}]...
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Title: Extract - Chrome Colour Picker by @Shaarav4 Title: Extract - Chrome Colour Picker by @Shaarav4795 | Stardance
Devlogs:
I initialised a React +vite project (normally I use Next.js, but it felt overkill for such a simple tool) and then scaffolded the UI and made the extension’s icon. To make the icon I decided to use Canva, as it was an easy process, and I exported it as an svg so I can manipulate it easily. As for the UI, I decided to use elements and styling from my previous project (Formatly), as people really liked it, but I also added a dark mode button because that was some feedback I had gotten.
I made the colour picker actually work now…. so for some reason this took wayyy longer than it shouldve because the eyedropper API was so annoying to use and I gebuinely felt like trying another approach…. but after making that work, and also making dark mode work (including inverting the extension icon in the header) I also got the recent colour list working and I used the colour conversion logic from Formatly (my previous project) to convert between different formats of colours via I finally got the colour picker working. For some reason this took way longer than it should have, because the Eyedropper API was so annoying to use, and I genuinely felt like trying another approach. After getting that working, and also implementing dark mode(including inverting the extension icon in the header bcz it looked bad without it ngl)I also got the recent colour list working. I used the colour conversion logic from Formatly to convert between different colour formats via a dropdown (yes yes excellent UX frfr)
I made the README.md and I made the Github Release as well (as a ZIP file of course)… There’s not much else to say here except how are my last 2 devlogs the same time??? like lol what are the chances of that ._.
Ships:
I made Extract, a simple Chrome extension that lets users select a colour anywhere and copy its HEX, RGB, HSV and CMYK values. Overall, this is a really simple project hence the little amount of devlogs and I only spent 6hrs on this… (it would have been around 5 but the damned eyedropper took soo long) Normally I wouldn’t even make a project as simple as this, but I felt the need for such an extension so I built my own and submitted it here. Hope you guys like it :)...
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A camera fed reflection effect on digital objects. A camera fed reflection effect on digital objects. by @satyampranjal | Stardance...
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satyampranjal
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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": "2026-08-14T19:51:44Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a camera-fed, basically a camera-used reflection method for UI and UX designing. This was a web-dev based UI/UX design in which I used silver surfer as the main object for the reflection. I mapped his body using HTML polygon mapping. Through that polygon I created a perfect architecture on the body of silver surfer, through which I outlined the shapes, then etched shades of it: different shades, different parts, circular, rectangular, oval part, different intensity of reflection with blur and glass morphism effects. the challenge was basically solving to integrate camera with reflection through polygon mapping. It wasn’t like I thought it would be, like just using chroma key but it was a lot different than that. I completed the project in a very short time. It didn’t take a lot of time. I am proud of it. It’s working fully functional. Just enter the website, allow the camera access, and see the magic.", "repo": "https://github.com/satyampranjall/Reflection-", "demo": "https://satyampranjall.github.io/Reflection-/"}]...
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[{"post_id": 33345, "ts": "202 [{"post_id": 33345, "ts": "2026-07-23T05:20:26Z", "hours": 0.3069, "text": "silver surfer is finalize to work as a refltive object,its body suits the theme and looks cool"}]...
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Title: A camera fed reflection effect on digital o Title: A camera fed reflection effect on digital objects. by @satyampranjal | Stardance
Devlogs:
silver surfer is finalize to work as a refltive object,its body suits the theme and looks cool
Ships:
I made a camera-fed, basically a camera-used reflection method for UI and UX designing. This was a web-dev based UI/UX design in which I used silver surfer as the main object for the reflection. I mapped his body using HTML polygon mapping. Through that polygon I created a perfect architecture on the body of silver surfer, through which I outlined the shapes, then etched shades of it: different shades, different parts, circular, rectangular, oval part, different intensity of reflection with blur and glass morphism effects. the challenge was basically solving to integrate camera with reflection through polygon mapping. It wasn’t like I thought it would be, like just using chroma key but it was a lot different than that. I completed the project in a very short time. It didn’t take a lot of time. I am proud of it. It’s working fully functional. Just enter the website, allow the camera access, and see the magic....
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1793631012.778031
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1793717412.778031
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8178
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GVK renderer by @gungu | Stardance
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gungu
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2
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60.0
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1009
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:22:35Z", "hours": 13.0, "multiplier": 19.44, "payout": 261, "blessing": "neutral", "text": "This is the second ship of my game engine / renderer. To explain, I like calling it a renderer instead of a game engine, because I purposefully tried to add as few bloat features as I could, I just wanted something that made rendering something that I don’t have to think about. More info on the README page, this isn’t a good explanation. Just know that it isn’t just a basic Vulkan abstraction, this is a full renderer with PBR, many post-processing effects, skyboxes, dynamic lights, rigged and animated meshes and frustrum culling ’cause why not. Changelog since the last ship: 2 new post-processing effects, pixelation and fog I also added a feature where shiny objects reflect the skybox, which isn’t realistic, but it adds a great sense of realism and I like to add it to my games. one of the largest changes was turning this into an actual library instead of an executable, which allows easier integration. I also made a full game as a tech demo for this project, it can be found at this link or under my stardance profile. It turned out really well, and I’m proud of myself, because I finally made a game engine that I can actually make games in easily. (The screenshot is from the game) and the smallest but still a significant change was rewriting the entire 2D rendering part of the engine for 2 reasons: it had a memory leak, and text rendering was buggy, slow and barely worked.", "repo": "https://github.com/gungugugungu/GVK-Engine", "demo": "https://github.com/gungugugungu/GVK-Engine/releases"}, {"ship_num": 2, "ts": "2026-08-17T20:15:46Z", "hours": 47.0, "multiplier": 15.86, "payout": 748, "blessing": "neutral", "text": "GVK (short for gungu vulkan) is my new renderer using the Vulkan graphics api. I miss the times when I worked with pygame and love2d, where rendering an image was one simple line of code, and I intend to bring that experience to 3D with this project. Everything is designed to be as easy as possible for the user, just writes gvk::draw_mesh(mesh, material, position, scale, rotation); and the mesh is where you want it, how you want it. But don’t mistake it, this is not a game engine, this is just a renderer, something you can build an engine on. I made this tool so my later projects have a graphical backbone to build on, but every game needs a different engine. Ever since I started graphics programming last year I knew that one day I had to learn Vulkan if I ever wanted a job in it in the future, and I’m very proud of myself for finally doing it. This was the greatest challenge I faced in programming so far, and I so glad I tackled it. And as for AI: This project was created so I could learn Vulkan, and if I copied everything from AI that would have been to effective. My goal was to use as little AI as I could, while still leaving out the headaches of development. Here’s what I used AI for: Many of the shaders were written by AI, but that’s because I haven’t learned any of the maths I need to know to write any of these shader. When a shader wasn’t too math heavy I wrote it myself, but there weren’t too many of those. The GLTF loading isn’t hard, it’s just a headache to work with it. GLTF is a horrible format for developers, but it’s the best I knew, so I rather had AI write the GLTF loading functions. I’m still glad I did that, I would have learned nothing from writing those.", "repo": "https://github.com/gungugugungu/GVK-Engine", "demo": "https://github.com/gungugugungu/GVK-Engine/releases"}]...
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[{"post_id": 63563, "ts": "202 [{"post_id": 63563, "ts": "2026-09-07T14:07:41Z", "hours": 0.4622, "text": "I made a few minor tweaks to fog, and I started debugging it, which I ended up completely stopping and reverting, as it was useless. To be honest I’m really trying to find where this 27 minutes appeared, because I don’t remember spending half an hour on this"}, {"post_id": 61085, "ts": "2026-09-03T20:06:12Z", "hours": 0.76, "text": "FOG Yeah I just added fog because I thought it would look cool in my game. Obviously it’s over the top in this image because I wanted to show it off. I’m pretty proud of this one, definitely one of the more complex post-processing effects."}, {"post_id": 60850, "ts": "2026-09-03T14:06:32Z", "hours": 0.2822, "text": "SKYBOX REFLECTIONS This is a neat trick I did in my last engine and I’m happy I recreated it in this one. Every single shiny surface reflects the skybox, which while isn’t realistic, it does make those surfaces look a lot more shiny than what they actually are, which is a great hack. It sure as hell looks better in the environments I make."}, {"post_id": 60834, "ts": "2026-09-03T13:41:51Z", "hours": 0.5078, "text": "Screen-space reflections would be a major challenge, but I learned that making the skybox reflect off of shiny surfaces is a pretty good way of making your renders seem much better. As of right now it technically works, but I came to realize that I wasn’t loading materials right, so if an image didn’t have a roughness texture, then it would end up completely shiny. I’m almost done fixing it."}, {"post_id": 59082, "ts": "2026-08-31T18:07:57Z", "hours": 0.5186, "text": "I also fixed a bug where the bloom’s blur looped around to the other side of the screen."}, {"post_id": 58887, "ts": "2026-08-31T13:42:45Z", "hours": 0.8592, "text": "PIXELATION POST-PROCESSING EFFECT I made my post-processing system so expandable that I just casually added it ‘cause I thought it would look cool in the game I’m making. I’m sure as hell right about that."}, {"post_id": 58002, "ts": "2026-08-30T10:41:46Z", "hours": 3.0525, "text": "I wasted so much time trying to optimize it all to lead to nothing, but I did end up optimizing some stuff with the Surfaces along with actual color blending for them. I did end up optimizing a bit, but that’s basically nothing. This is the most worthless update to this entire project, I don’t even know how I spent 3 hours on this."}, {"post_id": 52632, "ts": "2026-08-22T21:10:39Z", "hours": 1.3003, "text": "I completely rewrote the text rendering in the Surface class and also fixed a giant memory leak. Here’s a picture of it in use in my game."}, {"post_id": 51872, "ts": "2026-08-21T19:11:56Z", "hours": 0.6219, "text": "I rewrote the texture loading part of GLTF loading because it just plain didn’t work since I updated everything to tinygltf3, but I didn’t notice because it was after the demo. Anyways, it’s done now."}, {"post_id": 51319, "ts": "2026-08-20T22:03:59Z", "hours": 0.4669, "text": "I also rewrote the single mesh gltf loading function to return the material and the entire vertex and index arrays, because I’ll need them for a feature I’m making for my game. This is slowly turning into engine development and I kinda like it."}, {"post_id": 50898, "ts": "2026-08-20T11:18:10Z", "hours": 4.5806, "text": "I worked for over 4 hours, but the renderer finally works as a library!!! That’s right, just put it in as a git submodule, add it as a subdirectory to you CMake project, and there it is! Way too much work for something so simple, but I had to debug a whole lot of stuff. I also edited the README to feature usage instructions and also how to try the demo."}, {"post_id": 49166, "ts": "2026-08-17T20:06:43Z", "hours": 1.8336, "text": "THE GREAT DEBUGGING and A DEMO This is the final post as long as everything works as intended. I fixed every single validation layer error that occurred, so this project is officially bug-free (to my knowledge) . I also made a really simple demo that I uploaded to the github releases tab of the repository. I also finalized the readme, so now the project also has a fancy description. What a ride, I love this project."}, {"post_id": 47631, "ts": "2026-08-15T17:22:29Z", "hours": 0.6358, "text": "FINAL POLISHING (mostly just making the API more useable) I genuinely can’t believe this. I did it, I made a renderer in Vulkan. Well, I’m still not in the clear yet, but I’m very close. Changelog: updated Skin struct to include find_joint() function added Pose struct updated existing skinned mesh systems to work with the Pose struct added sample_clip(), compute_global_pose(), compute_skinning_matrices(), pose_set_local(), pose_set_global(), pose_get_global(), update_animation() and finalize_pose(). These are all helpers for making work with animated and rigged meshes a whole lot easier moved all of the functions inside the gvk namespace, because they were about half and half before."}, {"post_id": 47191, "ts": "2026-08-14T22:29:34Z", "hours": 3.0672, "text": "SKINNED MESHES AND RIGGING This renderer is extremely close to done. I just implemented fully rigged (and animated) meshes. They render properly and animations work too (although I didn’t really care enough to show an example) . Now I am at the last 2 steps of this renderer before starting work on a game in it: 1. Polish up all the API commands so it’s more user friendly. For example, skinned meshes work and can be adjusted manually, but I have a really good idea on how to make working with them super easy, so I’ll definitely implement that. 2. Make a demo that includes basically everything I have developed so far. This step also includes writing compatibility for multiple platforms, because so far I’ve only tested this project on Ubuntu, and I’ll definitely need a windows version too. And that’s it, the project is nearing it’s completion. I can’t wait to make a proper game in this, which I’ll document too of course. Also, I’m writing all of this while I’m on a vacation in Denmark, so I’m quite far from home, but I’m extremely motivated to get this project finished."}, {"post_id": 45337, "ts": "2026-08-11T18:43:26Z", "hours": 3.4436, "text": "SSAO (screen-space ambient occlusion) This one was fun. Ambient occlusion is just a little shadow thing at the edge of meshes. It is not realistic, technically it doesn’t exist in the real world, yet it looks so much better with it. To be honest I don’t have a lot to say about this, it’s done and it’s cool."}, {"post_id": 42894, "ts": "2026-08-07T21:01:17Z", "hours": 1.6756, "text": "SCENE LOADING I just got home from a 10 day adventure that’ll never forget, but I’m back to code, and to get myself to shake into the civilized world again I decided to do a simpler feature before shadow mapping, so I implemented full scene loading from GLTF files. It’s a pretty handy feature, I’m glad I finally made it. It doesn’t just load models and materials, but lights too, pretty handy."}, {"post_id": 35091, "ts": "2026-07-26T09:27:19Z", "hours": 0.3281, "text": "NORMAL MAPPING This was a really easy update, most of the shader changes were copied from my last engine, and the CPU side of things was just changing the vertex struct and loading the tangents in the mesh loading function. But it works."}, {"post_id": 34858, "ts": "2026-07-25T22:07:52Z", "hours": 3.8317, "text": "Well well well. Seems like it’s time for LIGHTING !!!!! finally This was not easy, and yet it was made so much easier by having done it once before last year. I added support for a directional light, a dynamic (aka not hard coded, so pratically infinite amount of) point lights and spot lights, full PBR, and I also made a little handy editor to go along with it, although that’s not in the renderer that’s just in the demo project. Anyways, this was an incredible journey filled with pain and suffering like never before, and I’m so glad I’m through it all. And if this was a challenge, I don’t know what shadow mapping is going to be, which is going to be basically right now, I’m going to add tanget space normal mapping and then it’s already shadowmapping. I’m mentally unprepared, but oh well what can I do?"}, {"post_id": 33983, "ts": "2026-07-24T11:18:42Z", "hours": 1.8858, "text": "This change is not too visible, but it is a major change in the engine MATERIALS Everybody who worked in any sort of 3D graphics knows what materials are. And those know, that the next step after this is lighting . This wouldn’t have been that big of a change, if not for one issue. I’m developing on linux, and every once in a while my GPU drivers uninstall themselves, so everything runs on the integrated graphics on the CPU. That happened, but I thought that the code just became really slow because I was sending 6 images to the GPU every single frame, and that slowed it down. So I spent a bunch of time making a large optimization, and it worked like a charm, it ran fast. Then I found out the entire thing was running on the CPU and I didn’t even need to optimize it. Anyway, it’s here, and it’s fast"}, {"post_id": 33448, "ts": "2026-07-23T12:32:42Z", "hours": 2.7142, "text": "POST-PROCESSING STACK and TONEMAPPING AND COLOR GRADING (post-processing effect 5) This is the finale to the post-processing saga, because I’m finished with tonemapping and color grading. Everything will look really good and cool and whatever, altough I’ve been coding non-stop for 2.5 hours and I don’t really care to give an explanation right now. I don’t have to explain color grading everybody knows that, and tonemapping is the process of mapping the internal HDR render image to an LDR (whatever it’s called) image that the display can actually render properly, how cool is that?"}, {"post_id": 32903, "ts": "2026-07-22T11:24:50Z", "hours": 1.3728, "text": "BLOOM (post-processing effect 4) I’m almost done with all of the post-processing effects, and this was by far the hardest of them all, but I managed to push through it. I’m really proud of myself, because I finally understand Vulkan enough where I didn’t need any sort of outside help to debug this error. I think I can finally call myself someone who understands Vulkan now. Anyway, now I just need to make tonemapping and the effects are done. After that I just make the simplest pipeline to composite it all, and I’m done with that as well."}, {"post_id": 32861, "ts": "2026-07-22T09:31:30Z", "hours": 1.115, "text": "VIGNETTE (post-processing effect 3) This was the most fun I’ve had debugging something in a while. This was really simple to implement, although I can’t really say a lot. The initialization was the same as the other effects, the actual logic of it was pretty similar, the shader wasn’t too hard to write too, but added up it was pretty bad. I accidentally left one of the push parameters in the CPU code as an int, but a float in the GPU code, which I ended up having to chase down for quite a while. The values are over the top on the image so it is more visible on the screenshot, of course I won’t leave it like this. Also, I have written a new readme for the github page. I just kinda wanted to, and thought why not?"}, {"post_id": 32630, "ts": "2026-07-21T22:19:26Z", "hours": 0.3061, "text": "BOX BLUR (post-processing effect 2) I have to admit this took 11 minutes, and the rest of the 5 minutes I spent in this devlog was spent debugging 3 new errors so I can make a post about this feature too. It took so little because I literally just copied and renamed the gaussian blur functions, and changed the shader. Still, I have box blur now. Actually, I think there’s quite a difference between the 2 blurs, quite cool. Of course now that I look at it it’s barely visible in the screenshots."}, {"post_id": 32617, "ts": "2026-07-21T22:00:32Z", "hours": 2.6194, "text": "I thought how cool would it be if I just did a whole 10 hour devlog with all of post-processing in it, but I realized I wouldn’t be able to show off all the cool stuff I’ve done, so I’m doing it effect by effect, anyway, GAUSSIAN BLUR (post-processing effect 1) But not just that, I also brainstormed out the entire post-processing system, and “implemented” it. I didn’t exactly implement it yet because I need to finish all the effects, but it’s there. I still have to finish: box blur, bloom, vignette and tonemapping, and I also want support for custom effects, but that’ll be really easy so I don’t want to put it on this list."}, {"post_id": 31844, "ts": "2026-07-20T15:30:20Z", "hours": 1.5975, "text": "MSAA !! (multisampled anti-aliasing) I always viewed anit-aliasing as this mystery thing that can make a game prettier and I’ll never know how it works. I have to say, it was way easier than expected, most of the time I spent was on some stupid bug or general debugging. You can’t really see the difference in a small screenshot, but it looks so much better full screen."}, {"post_id": 31201, "ts": "2026-07-19T12:30:48Z", "hours": 1.5542, "text": "2D rendering!! I have to admit this feature was kinda easy to implement, because most of it was ripped straight from my last game engine, but I did it because I think it is a really smart way of handling how a 2D system should work. Everything relies on the Surface class, the display itself is a surface, the loaded images are surfaces, and those surfaces can draw to eachother. This makes the system easy yet expandable. I think it’s kinda cool. It was heavily inspired by how pygame does things."}, {"post_id": 31151, "ts": "2026-07-19T10:09:03Z", "hours": 1.3306, "text": "And just like that, the next major update is done! SKYBOXES and other stuff Here’s a full changelog of the last 3 posts: I wrote a really handy shader compiler to make this update just a bit easier, now it automatically compiles all shaders at once I don’t have to do it one by one I wrote a compositing pass that finally has a use case as can be seen right now. The skybox and the objects are rendered separately to separate images, and the compositing pass combines them and renders them to the screen together. Might sound simple, and I have to admit if I understood Vulkan a bit better it might have been, but right now I’m really proud of myself for it. Of course the headline feature: The Skybox . This is most of what I’ve been working on for the last 3 updates. It’s done in a really cool way. The easy way of doing a skybox is to just render it as one giant object and then bim bam boom there it is, but sadly that has a couple of issues, the largest one is that this is extremely lazy. So I did it the smart way instead. What you’re seeing there is actually a cube a tad bit smaller than the monkey, but it’s rendered in a separate pass, where I only pass the camera’s rotation and not the position, and I also have the depth disabled. I render that to a separate image, use the compositing pass, and there it is, a beautiful, very stable and very professional skybox. I’m almost done rambling, but I have to mention one last feature, and that is the loading of equirectangular images into a cubemap texture . I think I’ve typed enough for this update, but if you care you can look it up or like look at my code. Next up: 2D rendering and I have some great ideas for it"}, {"post_id": 30908, "ts": "2026-07-18T21:44:56Z", "hours": 1.5617, "text": "This is a change that cannot be seen, but the composite pipeline is actually working. This is a really simple step in the graphics pipeline, it takes the images from the previous passes and combines them to make a final image. This will be useful for future features like 2D drawing, post-processing, the skybox, etc., so I’m happy I managed to implement it. It’s not something that can be seen with the naked eye, but believe me it’s there and I’m so happy for it. As always, this is next to some generic bugfixes here and there, but it’s been 1.5 hours and I forgot what I fixed and what I didn’t so if you happen to care enough this is open-source just like go and check it out."}, {"post_id": 30852, "ts": "2026-07-18T19:58:13Z", "hours": 1.6753, "text": "I’m well into developing the skybox system along with a compositing pass , but since I needed to write so many new shaders for this update, I decided to write a simple shader compiler, and I kinda want to show it off so it’s not lost in the giant list of changes that I’ll push in the next update. That’s it, I rest my case, that’s all I wanted until I’m finished."}, {"post_id": 30103, "ts": "2026-07-17T12:46:44Z", "hours": 2.2475, "text": "I finished frustum culling . You’ve probably seen this feature in some random wannabe gamedevs post on tiktok saying how they “optimized their game” by enabling frustum culling in Unity and calling themselves genius for it. Well it wasn’t as easy as pressing a button for me. Here’s how it works: I generate an axis aligned bounding box (AABB) for every object when loaded. Every frame I generate 6 planes for each boundary of the camera, the left, right, bottom, top, near and far planes. Then I also calculate the world position AABB for each mesh, which is just translating the original AABB and making a new one from that’s boundary. From that, it’s actually quite simple to compare if the box is inside the frustum or not, though it’s kinda hard to explain so I won’t bother, but I just run that for every object, and it basically makes it, so if an object is not inside the camera’s vision, then it just makes it disappear. I attached the majority of the logic in the second picture"}, {"post_id": 28824, "ts": "2026-07-15T10:08:18Z", "hours": 1.3122, "text": "I implemented a fully automatic mipmap system . Basically, mipmaps are lower quality version of a texture that appear the farther you are from an object. The image I attached is of mipmap layer 4, but of course this was set manually to showcase the system working."}, {"post_id": 28331, "ts": "2026-07-14T14:52:20Z", "hours": 0.6636, "text": "I wrote a giant list on what I want to implement into this framework to make it full. I’m pretty sure I’ll be done in about 150-200 hours, which I have about 40 days to make before the end of this thing. That is 3.75 - 5 hours of coding in a day. Anyway, here’s the list: TODO FEATURES: lighting gpu scene data uniform buffer ambient light directional light point lights tangent space normal mapping tangent generation in gltf loading dynamic light count proper api for handling lights shadow mapping depth-only pipeline shadow map image light space matrix shadow pass shadow sampling in the main fragment shader shadow bias PCF filtering material system material struct (albedo map, normal map, roughness map, emissive map, scalar tint and roughness and metallic factors) material descriptor layout default fallback textures gltf material loading draw_mesh api update emissive support in the shader creating and destroying materials for user-made materials mipmaps and proper sample management mipmap generation on upload mip count calculation sampler cache (so samplers are never duplicated) instanced rendering per-instance storage buffer draw_mesh_instanced api write the shader for it (gl_InstanceIndex) move to indirect drawing so the instance count can eventually come from gpu-side data skybox cubemap loading skybox pipeline skybox shader set_skybox api frustrum culling bounding sphere per mesh (compute in loading by finding the disctance from the centroid across all vectires) frustrum plane extraction (gribb-hartmann) cull loop stats readout post processing stack fullscreen traingle pipeline HDR tonemapping guassian blur api box blur api bloom vignette 2D rendering quad mesh 2D pipeline surface class default surface draw_surface draw_rect font atlas rendering MSAA multisample draw image resolve attachment configurable sample count"}, {"post_id": 28166, "ts": "2026-07-14T09:18:04Z", "hours": 0.8786, "text": "I have to admit I’m pretty proud of myself. I implemented the proper transformations for objects , I also made a good camera system , and I fixed the uv mapping of objects, so textures finally work properly. All this in under an hour."}, {"post_id": 19382, "ts": "2026-06-30T17:57:36Z", "hours": 1.0408, "text": "To be completely honest this engine development thing is going a lot more awful than I could have imagined. I tried to implement a proper camera and transformations for the objects, and now nothing works, yet I barely changed anything. I have been staring at this function for like 2 hours, I’ve tried everything, and nothing works."}, {"post_id": 18575, "ts": "2026-06-29T19:26:50Z", "hours": 1.0686, "text": "I finally finished the guide (🥳🥳🥳), so it’s time to make the game engine I want . My first improvement was adding a render queue, which basically means I can render anything in a much user friendly way."}, {"post_id": 18301, "ts": "2026-06-29T12:31:38Z", "hours": 0.8061, "text": "Thanks to the major rework of the allocation of descriptors, I have managed to implemented textures into rendering. I haven’t made texture loading yet, since it’ll be an engine feature and I’m working on project setup , so enjoy the beautiful pink-black checkerboard pattern on Suzie, the Blender monkey."}, {"post_id": 18277, "ts": "2026-06-29T11:27:47Z", "hours": 1.3389, "text": "I did a giant rework of the descriptor allocation to make handling textures a breeze in the future. Yes, I did mostly just follow the guide, but I am really getting the hang of how Vulkan works, and the guide is ending in a couple of chapers, and the rest will be up to me, and I already feel ready for the task. I have to admit it doesn’t exactly work yet, but I’m working on patching it, it shouldn’t be an issue."}, {"post_id": 18218, "ts": "2026-06-29T09:03:15Z", "hours": 0.4683, "text": "Mesh rendering is finally complete. This is a full 3D scene with a little monkey, rendered perfectly in perspective."}, {"post_id": 17917, "ts": "2026-06-28T21:08:40Z", "hours": 1.0294, "text": "So mesh loading and rendering works, although I haven’t gotten the world matrix and transformations quite right😅 The guide I’m using to learn Vulkan actually recommended I use fastgltf, but I ended up going with tinygltf, as I’ve used it before and have a bunch more experience in it, and oh boy is having experience a good feeling when learning VK"}, {"post_id": 17836, "ts": "2026-06-28T19:36:25Z", "hours": 1.1339, "text": "I’m progressing rather fast, I implemented a full mesh buffer system, which allows me to render any mesh. Mesh loading will be the next task, but until then the best display I can do is a colorful rectangle, I hope that’s good enough"}, {"post_id": 16164, "ts": "2026-06-26T08:40:00Z", "hours": 0.4853, "text": "Implementing a proper graphics pipeline was surprisingly easy. I remembered a lot from my experience in sokol and of course the guide was quite helpful as well. Got from a compute shader to a proper pipeline very fast. I’m still very eager to get back to the fun part of graphics programming and not be stuck in setup hell, but the next step is writing the mesh buffers, so that’ll be fun."}, {"post_id": 11826, "ts": "2026-06-19T08:22:42Z", "hours": 1.095, "text": "I finished the ImGui implementation, I’m starting to get the hang of things. I’m still following vkguide.dev for the setup phase, but I’m eager to finally get to the fun part of graphics programming"}, {"post_id": 4078, "ts": "2026-06-07T08:34:21Z", "hours": 1.0794, "text": "After about an hour of following vkguide.dev, I managed to make a little compute shader that display 16×16 cells of a gradient. Great start!"}]...
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Title: GVK renderer by @gungu | Stardance
Devlogs Title: GVK renderer by @gungu | Stardance
Devlogs:
After about an hour of following vkguide.dev, I managed to make a little compute shader that display 16×16 cells of a gradient. Great start!
I finished the ImGui implementation, I’m starting to get the hang of things. I’m still following vkguide.dev for the setup phase, but I’m eager to finally get to the fun part of graphics programming
Implementing a proper graphics pipeline was surprisingly easy. I remembered a lot from my experience in sokol and of course the guide was quite helpful as well. Got from a compute shader to a proper pipeline very fast. I’m still very eager to get back to the fun part of graphics programming and not be stuck in setup hell, but the next step is writing the mesh buffers, so that’ll be fun.
I’m progressing rather fast, I implemented a full mesh buffer system, which allows me to render any mesh. Mesh loading will be the next task, but until then the best display I can do is a colorful rectangle, I hope that’s good enough
So mesh loading and rendering works, although I haven’t gotten the world matrix and transformations quite right😅 The guide I’m using to learn Vulkan actually recommended I use fastgltf, but I ended up going with tinygltf, as I’ve used it before and have a bunch more experience in it, and oh boy is having experience a good feeling when learning VK
Mesh rendering is finally complete. This is a full 3D scene with a little monkey, rendered perfectly in perspective.
I did a giant rework of the descriptor allocation to make handling textures a breeze in the future. Yes, I did mostly just follow the guide, but I am really getting the hang of how Vulkan works, and the guide is ending in a couple of chapers, and the rest will be up to me, and I already feel ready for the task. I have to admit it doesn’t exactly work yet, but I’m working on patching it, it shouldn’t be an issue.
Thanks to the major rework of the allocation of descriptors, I have managed to implemented textures into rendering. I haven’t made texture loading yet, since it’ll be an engine feature and I’m working on project setup , so enjoy the beautiful pink-black checkerboard pattern on Suzie, the Blender monkey.
I finally finished the guide (🥳🥳🥳), so it’s time to make the game engine I want . My first improvement was adding a render queue, which basically means I can render anything in a much user friendly way.
To be completely honest this engine development thing is going a lot more awful than I could have imagined. I tried to implement a proper camera and transformations for the objects, and now nothing works, yet I barely changed anything. I have been staring at this function for like 2 hours, I’ve tried everything, and nothing works.
I have to admit I’m pretty proud of myself. I implemented the proper transformations for objects , I also made a good camera system , and I fixed the uv mapping of objects, so textures finally work properly. All this in under an hour.
I wrote a giant list on what I want to implement into this framework to make it full. I’m pretty sure I’ll be done in about 150-200 hours, which I have about 40 days to make before the end of this thing. That is 3.75 - 5 hours of coding in a day. Anyway, here’s the list: TODO FEATURES: lighting gpu scene data uniform buffer ambient light directional light point lights tangent space normal mapping tangent generation in gltf loading dynamic light count proper api for handling lights shadow mapping depth-only pipeline shadow map image light space matrix shadow pass shadow sampling in the main fragment shader shadow bias PCF filtering material system material struct (albedo map, normal map, roughness map, emissive map, scalar tint and roughness and metallic factors) material descriptor layout default fallback textures gltf material loading draw_mesh api update emissive support in the shader creating and destroying materials for user-made materials mipmaps and proper sample management mipmap generation on upload mip count calculation sampler cache (so samplers are never duplicated) instanced rendering per-instance storage buffer draw_mesh_instanced api write the shader for it (gl_InstanceIndex) move to indirect drawing so the instance count can eventually come from gpu-side data skybox cubemap loading skybox pipeline skybox shader set_skybox api frustrum culling bounding sphere per mesh (compute in loading by finding the disctance from the centroid across all vectires) frustrum plane extraction (gribb-hartmann) cull loop stats readout post processing stack fullscreen traingle pipeline HDR tonemapping guassian blur api box blur api bloom vignette 2D rendering quad mesh 2D pipeline surface class default surface draw_surface draw_rect font atlas rendering MSAA multisample draw image resolve attachment configurable sample count
I implemented a fully automatic mipmap system . Basically, mipmaps are lower quality version of a texture that appear the farther you are from an object. The image I attached is of mipmap layer 4, but of course this was set manually to showcase the system working.
I finished frustum culling . You’ve probably seen this feature in some random wannabe gamedevs post on tiktok saying how they “optimized their game” by enabling frustum culling in Unity and calling themselves genius for it. Well it wasn’t as easy as pressing a button for me. Here’s how it works: I generate an axis aligned bounding box (AABB) for every object when loaded. Every frame I generate 6 planes for each boundary of the camera, the left, right, bottom, top, near and far planes. Then I also calculate the world position AABB for each mesh, which is just translating the original AABB and making a new one from that’s boundary. From that, it’s actually quite simple to compare if the box is inside the frustum or not, though it’s kinda hard to explain so I won’t bother, but I just run that for every object, and it basically makes it, so if an object is not inside the camera’s vision, then it just makes it disappear. I attached the majority of the logic in the second picture
I’m well into developing the skybox system along with a compositing pass , but since I needed to write so many new shaders for this update, I decided to write a simple shader compiler, and I kinda want to show it off so it’s not lost in the giant list of changes that I’ll push in the next update. That’s it, I rest my case, that’s all I wanted until I’m finished.
This is a change that cannot be seen, but the composite pipeline is actually working. This is a really simple step in the graphics pipeline, it takes the images from the previous passes and combines them to make a final image. This will be useful for future features like 2D drawing, post-processing, the skybox, etc., so I’m happy I managed to implement it. It’s not something that can be seen with the naked eye, but believe me it’s there and I’m so happy for it. As always, this is next to some generic bugfixes here and there, but it’s been 1.5 hours and I forgot what I fixed and what I didn’t so if you happen to care enough this is open-source just like go and check it out.
And just like that, the next major update is done! SKYBOXES and other stuff Here’s a full changelog of the last 3 posts: I wrote a really handy shader compiler to make this update just a bit easier, now it automatically compiles all shaders at once I don’t have to do it one by one I wrote a compositing pass that finally has a use case as can be seen right now. The skybox and the objects are rendered separately to separate images, and the compositing pass combines them and renders them to the screen together. Might sound simple, and I have to admit if I understood Vulkan a bit better it might have been, but right now I’m really proud of myself for it. Of course the headline feature: The Skybox . This is most of what I’ve been working on for the last 3 updates. It’s done in a really cool way. The easy way of doing a skybox is to just render it as one giant object and then bim bam boom there it is, but sadly that has a couple of issues, the largest one is that this is extremely lazy. So I did it the smart way instead. What you’re seeing there is actually a cube a tad bit smaller than the monkey, but it’s rendered in a separate pass, where I only pass the camera’s rotation and not the position, and I also have the depth disabled. I render that to a separate image, use the compositing pass, and there it is, a beautiful, very stable and very professional skybox. I’m almost done rambling, but I have to mention one last feature, and that is the loading of equirectangular images into a cubemap texture . I think I’ve typed enough for this update, but if you care you can look it up or like look at my code. Next up: 2D rendering and I have some great ideas for it
2D rendering!! I have to admit this feature was kinda easy to implement, because most of it was ripped straight from my last game engine, but I did it because I think it is a really smart way of handling how a 2D system should work. Everything relies on the Surface class, the display itself is a surface, the loaded images are surfaces, and those surfaces can draw to eachother. This makes the system easy yet expandable. I think it’s kinda cool. It was heavily inspired by how pygame does things.
MSAA !! (multisampled anti-aliasing) I always viewed anit-aliasing as this mystery thing that can make a game prettier and I’ll never know how it works. I have to say, it was way easier than expected, most of the time I spent was on some stupid bug or general debugging. You can’t really see the difference in a small screenshot, but it looks so much better full screen.
I thought how cool would it be if I just did a whole 10 hour devlog with all of post-processing in it, but I realized I wouldn’t be able to show off all the cool stuff I’ve done, so I’m doing it effect by effect, anyway, GAUSSIAN BLUR (post-processing effect 1) But not just that, I also brainstormed out the entire post-processing system, and “implemented” it. I didn’t exactly implement it yet because I need to finish all the effects, but it’s there. I still have to finish: box blur, bloom, vignette and tonemapping, and I also want support for custom effects, but that’ll be really easy so I don’t want to put it on this list.
BOX BLUR (post-processing effect 2) I have to admit this took 11 minutes, and the rest of the 5 minutes I spent in this devlog was spent debugging 3 new errors so I can make a post about this feature too. It took so little because I literally just copied and renamed the gaussian blur functions, and changed the shader. Still, I have box blur now. Actually, I think there’s quite a difference between the 2 blurs, quite cool. Of course now that I look at it it’s barely visible in the screenshots.
VIGNETTE (post-processing effect 3) This was the most fun I’ve had debugging something in a while. This was really simple to implement, although I can’t really say a lot. The initialization was the same as the other effects, the actual logic of it was pretty similar, the shader wasn’t too hard to write too, but added up it was pretty bad. I accidentally left one of the push parameters in the CPU code as an int, but a float in the GPU code, which I ended up having to chase down for quite a while. The values are over the top on the image so it is more visible on the screenshot, of course I won’t leave it like this. Also, I have written a new readme for the github page. I just kinda wanted to, and thought why not?
BLOOM (post-processing effect 4) I’m almost done with all of the post-processing effects, and this was by far the hardest of them all, but I managed to push through it. I’m really proud of myself, because I finally understand Vulkan enough where I didn’t need any sort of outside help to debug this error. I think I can finally call myself someone who understands Vulkan now. Anyway, now I just need to make tonemapping and the effects are done. After that I just make the simplest pipeline to composite it all, and I’m done with that as well.
POST-PROCESSING STACK and TONEMAPPING AND COLOR GRADING (post-processing effect 5) This is the finale to the post-processing saga, because I’m finished with tonemapping and color grading. Everything will look really good and cool and whatever, altough I’ve been coding non-stop for 2.5 hours and I don’t really care to give an explanation right now. I don’t have to explain color grading everybody knows that, and tonemapping is the process of mapping the internal HDR render image to an LDR (whatever it’s called) image that the display can actually render properly, how cool is that?
This change is not too visible, but it is a major change in the engine MATERIALS Everybody who worked in any sort of 3D graphics knows what materials are. And those know, that the next step after this is lighting . This wouldn’t have been that big of a change, if not for one issue. I’m developing on linux, and every once in a while my GPU drivers uninstall themselves, so everything runs on the integrated graphics on the CPU. That happened, but I thought that the code just became really slow because I was sending 6 images to the GPU every single frame, and that slowed it down. So I spent a bunch of time making a large optimization, and it worked like a charm, it ran fast. Then I found out the entire thing was running on the CPU and I didn’t even need to optimize it. Anyway, it’s here, and it’s fast
Well well well. Seems like it’s time for LIGHTING !!!!! finally This was not easy, and yet it was made so much easier by having done it once before last year. I added support for a directional light, a dynamic (aka not hard coded, so pratically infinite amount of) point lights and spot lights, full PBR, and I also made a little handy editor to go along with it, although that’s not in the renderer that’s just in the demo project. Anyways, this was an incredible journey filled with pain and suffering like never before, and I’m so glad I’m through it all. And if this was a challenge, I don’t know what shadow mapping is going to be, which is going to be basically right now, I’m going to add tanget space normal mapping and then it’s already shadowmapping. I’m mentally unprepared, but oh well what can I do?
NORMAL MAPPING This was a really easy update, most of the shader changes were copied from my last engine, and the CPU side of things was just changing the vertex struct and loading the tangents in the mesh loading function. But it works.
SCENE LOADING I just got home from a 10 day adventure that’ll never forget, but I’m back to code, and to get myself to shake into the civilized world again I decided to do a simpler feature before shadow mapping, so I implemented full scene loading from GLTF files. It’s a pretty handy feature, I’m glad I finally made it. It doesn’t just load models and materials, but lights too, pretty handy.
SSAO (screen-space ambient occlusion) This one was fun. Ambient occlusion is just a little shadow thing at the edge of meshes. It is not realistic, technically it doesn’t exist in the real world, yet it looks so much better with it. To be honest I don’t have a lot to say about this, it’s done and it’s cool.
SKINNED MESHES AND RIGGING This renderer is extremely close to done. I just implemented fully rigged (and animated) meshes. They render properly and animations work too (although I didn’t really care enough to show an example) . Now I am at the last 2 steps of this renderer before starting work on a game in it: 1. Polish up all the API commands so it’s more user friendly. For example, skinned meshes work and can be adjusted manually, but I have a really good idea on how to make working with them super easy, so I’ll definitely implement that. 2. Make a demo that includes basically everything I have developed so far. This step also includes writing compatibility for multiple platforms, because so far I’ve only tested this project on Ubuntu, and I’ll definitely need a windows version too. And that’s it, the project is nearing it’s completion. I can’t wait to make a proper game in this, which I’ll document too of course. Also, I’m writing all of this while I’m on a vacation in Denmark, so I’m quite far from home, but I’m extremely motivated to get this project finished.
FINAL POLISHING (mostly just making the API more useable) I genuinely can’t believe this. I did it, I made a renderer in Vulkan. Well, I’m still not in the clear yet, but I’m very close. Changelog: updated Skin struct to include find_joint() function added Pose struct updated existing skinned mesh systems to work with the Pose struct added sample_clip(), compute_global_pose(), compute_skinning_matrices(), pose_set_local(), pose_set_global(), pose_get_global(), update_animation() and finalize_pose(). These are all helpers for making work with animated and rigged meshes a whole lot easier moved all of the functions inside the gvk namespace, because they were about half and half before.
THE GREAT DEBUGGING and A DEMO This is the final post as long as everything works as intended. I fixed every single validation layer error that occurred, so this project is officially bug-free (to my knowledge) . I also made a really simple demo that I uploaded to the github releases tab of the repository. I also finalized the readme, so now the project also has a fancy description. What a ride, I love this project.
I worked for over 4 hours, but the renderer finally works as a library!!! That’s right, just put it in as a git submodule, add it as a subdirectory to you CMake project, and there it is! Way too much work for something so simple, but I had to debug a whole lot of stuff. I also edited the README to feature usage instructions and also how to try the demo.
I also rewrote the single mesh gltf loading function to return the material and the entire vertex and index arrays, because I’ll need them for a feature I’m making for my game. This is slowly turning into engine development and I kinda like it.
I rewrote the texture loading part of GLTF loading because it just plain didn’t work since I updated everything to tinygltf3, but I didn’t notice because it was after the demo. Anyways, it’s done now.
I completely rewrote the text rendering in the Surface class and also fixed a giant memory leak. Here’s a picture of it in use in my game.
I wasted so much time trying to optimize it all to lead to nothing, but I did end up optimizing some stuff with the Surfaces along with actual color blending for them. I did end up optimizing a bit, but that’s basically nothing. This is the most worthless update to this entire project, I don’t even know how I spent 3 hours on this.
PIXELATION POST-PROCESSING EFFECT I made my post-processing system so expandable that I just casually added it ‘cause I thought it would look cool in the game I’m making. I’m sure as hell right about that.
I also fixed a bug where the bloom’s blur looped around to the other side of the screen.
Screen-space reflections would be a major challenge, but I learned that making the skybox reflect off of shiny surfaces is a pretty good way of making your renders seem much better. As of right now it technically works, but I came to realize that I wasn’t loading materials right, so if an image didn’t have a roughness texture, then it would end up completely shiny. I’m almost done fixing it.
SKYBOX REFLECTIONS This is a neat trick I did in my last engine and I’m happy I recreated it in this one. Every single shiny surface reflects the skybox, which while isn’t realistic, it does make those surfaces look a lot more shiny than what they actually are, which is a great hack. It sure as hell looks better in the environments I make.
FOG Yeah I just added fog because I thought it would look cool in my game. Obviously it’s over the top in this image because I wanted to show it off. I’m pretty proud of this one, definitely one of the more complex post-processing effects.
I made a few minor tweaks to fog, and I started debugging it, which I ended up completely stopping and reverting, as it was useless. To be honest I’m really trying to find where this 27 minutes appeared, because I don’t remember spending half an hour on this
Ships:
GVK (short for gungu vulkan) is my new renderer using the Vulkan graphics api. I miss the times when I worked with pygame and love2d, where rendering an image was one simple line of code, and I intend to bring that experience to 3D with this project. Everything is designed to be as easy as possible for the user, just writes gvk::draw_mesh(mesh, material, position, scale, rotation); and the mesh is where you want it, how you want it. But don’t mistake it, this is not a game engine, this is just a renderer, something you can build an engine on. I made this tool so my later projects have a graphical backbone to build on, but every game needs a different engine. Ever since I started graphics programming last year I knew that one day I had to learn Vulkan if I ever wanted a job in it in the future, and I’m very proud of myself for finally doing it. This was the greatest challenge I faced in programming so far, and I so glad I tackled it. And as for AI: This project was created so I could learn Vulkan, and if I copied everything from AI that would have been to effective. My goal was to use as little AI as I could, while still leaving out the headaches of development. Here’s what I used AI for: Many of the shaders were written by AI, but that’s because I haven’t learned any of the maths I need to know to write any of these shader. When a shader wasn’t too math heavy I wrote it myself, but there weren’t too many of those. The GLTF loading isn’t hard, it’s just a headache to work with it. GLTF is a horrible format for developers, but it’s the best I knew, so I rather had AI write the GLTF loading functions. I’m still glad I did that, I would have learned nothing from writing those.
This is the second ship of my game engine / renderer. To explain, I like calling it a renderer instead of a game engine, because I purposefully tried to add as few bloat features as I could, I just wanted something that made rendering something that I don’t have to think about. More info on the README page, this isn’t a good explanation. Just know that it isn’t just a basic Vulkan abstraction, this is a full renderer with PBR, many post-processing effects, skyboxes, dynamic lights, rigged and animated meshes and frustrum culling ’cause why not. Changelog since the last ship: 2 new post-processing effects, pixelation and fog I also added a feature where shiny objects reflect the skybox, which isn’t realistic, but it adds a great sense of realism and I like to add it to my games. one of the largest changes was turning this into an actual library instead of an executable, which allows easier integration. I also made a full game as a tech demo for this project, it can be found at this link or under my stardance profile. It turned out really well, and I’m proud of myself, because I finally made a game engine that I can actually make games in easily. (The screenshot is from the game) and the smallest but still a significant change was rewriting the entire 2D rendering part of the engine for 2 reasons: it had a memory leak, and text rendering was buggy, slow and barely worked....
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1793631013.9070766
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1793717413.9070766
|
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34364
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WishAndCommit by @Tulis | Stardance
|
Tulis
|
1
|
6.0
|
27
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T08:10:06Z", "hours": 6.0, "multiplier": 4.67, "payout": 27, "blessing": "neutral", "text": "I made this as a simple web app that helps me and my friends when commiting to Stardance, so hope that it can help you too! Simply input your Slack ID/any other ID and go! If you feel that I will steal your ID to make more friends (which I promise not) you can simply press CTL+S to save it and run in the browser! The CSS and JS are directly embedded into the one HTML file so it is easy to do so", "repo": "https://github.com/Tulis12/WishAndCommit", "demo": "https://tulis12.github.io/WishAndCommit/"}]...
|
[{"post_id": 28835, "ts": "202 [{"post_id": 28835, "ts": "2026-07-15T10:44:48Z", "hours": 0.5669, "text": "Devlog #5 I am going to ship the project now! I made some finishing touches to the README, added license and all that utilities! Thanks for tagging along!"}, {"post_id": 28795, "ts": "2026-07-15T09:19:06Z", "hours": 0.7, "text": "Devlog #4 I have deployed my app on github pages! Check it out now: https://tulis12.github.io/WishAndCommit What I changed I prepped the repo for Pages and added some features - “orange” days are these when you coded but not enough or on other projects. Pace is now calculated correctly, and doesn’t change if you change the goal (yes it did that sometimes ). But now I see that my goal (Macbook Neo) requires a lot of work and maybe admin’s blessing Hope to see you soon!"}, {"post_id": 28457, "ts": "2026-07-14T18:25:35Z", "hours": 2.6644, "text": "Devlog #3 - Close to a ship What I made? I made a clear UI and all options configurable - like I said, everything runs in the browser. I made it accessible on mobiles and added some features such as pace and predicted time when you will reach your goal. I hope to see you in near future when I ship this project!"}, {"post_id": 27816, "ts": "2026-07-13T18:16:21Z", "hours": 1.2339, "text": "Devlog #2 Business logic is done! Fetching from Hackatime (dates, projects and all that stuff) and saving to the browser to avoid DOSing the API by mistake is done! Now I need to cook up a beautiful UI with calendar. What I figured out Firstly I thought that I need your API token to do all the fetching, but I find out that I can access your publicly avaliable data using only your ID (not me of course, you ) So it is much more “trustable” and ofc you can download it and use it locally."}, {"post_id": 27763, "ts": "2026-07-13T16:37:54Z", "hours": 0.6478, "text": "Devlog #1 (and probably last from ship) What this project is? It is a simple web app that lets you track your progress without a backend! You select what you wish for and you see estimates on how much time you have to spend cooking up awesome projects! How will this work? You input your Hackatime id and fetch your coding time and see how much you have to code and for how long. Is this safe? Yes. Everything is stored only in your browser and this will fetch only publicly avaliable data (if enabled in settings) no API key is required. The screenshot is just basic template of how this will look."}]...
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Title: WishAndCommit by @Tulis | Stardance
Devlog Title: WishAndCommit by @Tulis | Stardance
Devlogs:
Devlog #1 (and probably last from ship) What this project is? It is a simple web app that lets you track your progress without a backend! You select what you wish for and you see estimates on how much time you have to spend cooking up awesome projects! How will this work? You input your Hackatime id and fetch your coding time and see how much you have to code and for how long. Is this safe? Yes. Everything is stored only in your browser and this will fetch only publicly avaliable data (if enabled in settings) no API key is required. The screenshot is just basic template of how this will look.
Devlog #2 Business logic is done! Fetching from Hackatime (dates, projects and all that stuff) and saving to the browser to avoid DOSing the API by mistake is done! Now I need to cook up a beautiful UI with calendar. What I figured out Firstly I thought that I need your API token to do all the fetching, but I find out that I can access your publicly avaliable data using only your ID (not me of course, you ) So it is much more “trustable” and ofc you can download it and use it locally.
Devlog #3 - Close to a ship What I made? I made a clear UI and all options configurable - like I said, everything runs in the browser. I made it accessible on mobiles and added some features such as pace and predicted time when you will reach your goal. I hope to see you in near future when I ship this project!
Devlog #4 I have deployed my app on github pages! Check it out now: https://tulis12.github.io/WishAndCommit What I changed I prepped the repo for Pages and added some features - “orange” days are these when you coded but not enough or on other projects. Pace is now calculated correctly, and doesn’t change if you change the goal (yes it did that sometimes ). But now I see that my goal (Macbook Neo) requires a lot of work and maybe admin’s blessing Hope to see you soon!
Devlog #5 I am going to ship the project now! I made some finishing touches to the README, added license and all that utilities! Thanks for tagging along!
Ships:
I made this as a simple web app that helps me and my friends when commiting to Stardance, so hope that it can help you too! Simply input your Slack ID/any other ID and go! If you feel that I will steal your ID to make more friends (which I promise not) you can simply press CTL+S to save it and run in the browser! The CSS and JS are directly embedded into the one HTML file so it is easy to do so...
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1793631015.288331
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1793717415.288331
|
|
1509
|
Personal Website !! by @shauryaey246 | Stardance
|
shauryaey246
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T16:57:24Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an portfolio website to showcase what i know and who i am. i Built this with the help of HTML, CSS and Javascript. I’ m really satisfied with the UI and content that I added with sincerity.", "repo": "https://github.com/Shaurya-ey/My-Website", "demo": "https://shauryapdev.vercel.app/"}]...
|
[{"post_id": 42620, "ts": "202 [{"post_id": 42620, "ts": "2026-08-07T13:17:52Z", "hours": 6.4411, "text": "Devlog #3 Back again to log what i did HAAHAHAHA… So in short, i have refined my code an UI , added more sections in my portfolio website after satisfied work that i have done. Portfolio website link Also i did some mistakes that i want to mention so that when one starting off with building a website for the first time then they should keep in mind, which are:- While i was refining/improving my mess i found out there were many Typo’s in my code. For example: font-size:.85 (no unit) I used an colour variable which i did’nt even defined, actually i made a list of colours on my notepad but i forgot to define a pink one for the C++ bar in github section. I was really confused how to add a feature for my Guestbook section so that only i can delete or edit the entries. And for which i was using a simple cross feature but the problem is that when i deployed my website then i got to know anyone can delete those entries. Solution? i just used claude, and it suggested me to use and setup a free Supabase database. Now, comes the part where i have taken help of AI in my project: Debugging errors, especially i had to face huge trouble while syncing my github repo’s distribution graph to my website graph in github section. Generating my pixel inspired photo that is on the Home section. Translating what the git errors meant after i’d broken smthing. Colour combination and font size suggestions. Generating my website’s logo. Rest of the things like Themes, font style, layout decisions and arrangements of cards and all the other creative choices are all mine. This what i have i done after my previous session:- I started this project as a single HTML file and till the end and i have worked and made many changes from a simple space themed/astronomical vibe portfolio to an ai/ml themed professional vibe portfolio. I shifted the home page on a little upwards side + changed the font size and colour gradient + pulled down the photo a little bit downward side. Added and deleted contents in about sections + shifted cards so that they look presentable. Added an hobbies part just under the about part. Eddited skills stack. Grinded on what would be layout for my project section as i m into both hardware and software projects. So i planned few things that i implemented too: ->There will be 3 filters : all, software and hardware, -> Each card has a photo banner, and on hover it auto-slides through the project’s photos with little captions. For my telemetry project that means schematic → assembled ->Added github and linkedin buttons too. I struggled with this the most : The github section, i had to face trouble with syncing my distribution graph but i figured it out using AI. Then i fixed the entry of guestbook problem that i have mentioned above. Restructured + refined my UI and Code. That’s it, Thank You!! :))"}, {"post_id": 38753, "ts": "2026-08-01T09:48:21Z", "hours": 13.5089, "text": "Devlog #2 So, i have done so much improvements as well as added sections that feels complete. I’m almost done with design and other thingy. This what i have i done after my previous session:- Reworked on overall theme of the portfolio and added neural themed background. Improved my front page with improvised buttons, current status and new text animation. Created a frame around the photo of mine + added some aurora glow in background. Added new colour text gradient. Modified stat card and area of interest card. Added new skills section with cards and icons. Added project section with my projects that are on github + wrote few lines about my projects + added source/full uploded project that are on github + linked my github profile with an button at the bottom named “view all on github”. Added contact me section with direct message sending feature. Things i have to work on:- Scroll up and down animation. Adjusting margins for front page and other pages. Making front page more clean and presentable. Modify about section with adjusting/arranging cards. Making projects section more organized + feature to segregate hardware from including in software section. Adujsting + resizing github controbution and profile tabs. And make a more clean UI/UX for overall On improving guestbook section. That’s it for now, Thank You!! :))"}, {"post_id": 33460, "ts": "2026-07-23T13:13:07Z", "hours": 5.4161, "text": "Devlog #1 So started off with building my personal portfolio website. What i have done till now in my 1st session ? ->Firstly, I started off with navigation bar that includes: name logo with an orbiting planet animation and some twinkling stars animation + sections of the website(like home, about, projects, journal and contact). + then made it transparent. ->Made my name logo to swing a lil bit (i.e added animation) ->Then added some glow effect for navbar when interacted. ->added my name in bold and some description of what i’m doing and who i am. ->finally added my pixel style photo with some emoji’s floating around it. that’s all."}]...
|
Title: Personal Website !! by @shauryaey246 | Star Title: Personal Website !! by @shauryaey246 | Stardance
Devlogs:
Devlog #1 So started off with building my personal portfolio website. What i have done till now in my 1st session ? ->Firstly, I started off with navigation bar that includes: name logo with an orbiting planet animation and some twinkling stars animation + sections of the website(like home, about, projects, journal and contact). + then made it transparent. ->Made my name logo to swing a lil bit (i.e added animation) ->Then added some glow effect for navbar when interacted. ->added my name in bold and some description of what i’m doing and who i am. ->finally added my pixel style photo with some emoji’s floating around it. that’s all.
Devlog #2 So, i have done so much improvements as well as added sections that feels complete. I’m almost done with design and other thingy. This what i have i done after my previous session:- Reworked on overall theme of the portfolio and added neural themed background. Improved my front page with improvised buttons, current status and new text animation. Created a frame around the photo of mine + added some aurora glow in background. Added new colour text gradient. Modified stat card and area of interest card. Added new skills section with cards and icons. Added project section with my projects that are on github + wrote few lines about my projects + added source/full uploded project that are on github + linked my github profile with an button at the bottom named “view all on github”. Added contact me section with direct message sending feature. Things i have to work on:- Scroll up and down animation. Adjusting margins for front page and other pages. Making front page more clean and presentable. Modify about section with adjusting/arranging cards. Making projects section more organized + feature to segregate hardware from including in software section. Adujsting + resizing github controbution and profile tabs. And make a more clean UI/UX for overall On improving guestbook section. That’s it for now, Thank You!! :))
Devlog #3 Back again to log what i did HAAHAHAHA… So in short, i have refined my code an UI , added more sections in my portfolio website after satisfied work that i have done. Portfolio website link Also i did some mistakes that i want to mention so that when one starting off with building a website for the first time then they should keep in mind, which are:- While i was refining/improving my mess i found out there were many Typo’s in my code. For example: font-size:.85 (no unit) I used an colour variable which i did’nt even defined, actually i made a list of colours on my notepad but i forgot to define a pink one for the C++ bar in github section. I was really confused how to add a feature for my Guestbook section so that only i can delete or edit the entries. And for which i was using a simple cross feature but the problem is that when i deployed my website then i got to know anyone can delete those entries. Solution? i just used claude, and it suggested me to use and setup a free Supabase database. Now, comes the part where i have taken help of AI in my project: Debugging errors, especially i had to face huge trouble while syncing my github repo’s distribution graph to my website graph in github section. Generating my pixel inspired photo that is on the Home section. Translating what the git errors meant after i’d broken smthing. Colour combination and font size suggestions. Generating my website’s logo. Rest of the things like Themes, font style, layout decisions and arrangements of cards and all the other creative choices are all mine. This what i have i done after my previous session:- I started this project as a single HTML file and till the end and i have worked and made many changes from a simple space themed/astronomical vibe portfolio to an ai/ml themed professional vibe portfolio. I shifted the home page on a little upwards side + changed the font size and colour gradient + pulled down the photo a little bit downward side. Added and deleted contents in about sections + shifted cards so that they look presentable. Added an hobbies part just under the about part. Eddited skills stack. Grinded on what would be layout for my project section as i m into both hardware and software projects. So i planned few things that i implemented too: ->There will be 3 filters : all, software and hardware, -> Each card has a photo banner, and on hover it auto-slides through the project’s photos with little captions. For my telemetry project that means schematic → assembled ->Added github and linkedin buttons too. I struggled with this the most : The github section, i had to face trouble with syncing my distribution graph but i figured it out using AI. Then i fixed the entry of guestbook problem that i have mentioned above. Restructured + refined my UI and Code. That’s it, Thank You!! :))
Ships:
I made an portfolio website to showcase what i know and who i am. i Built this with the help of HTML, CSS and Javascript. I’ m really satisfied with the UI and content that I added with sincerity....
|
1793631016.4894156
|
1793717416.4894156
|
|
50557
|
Ghost Shopping's by @ghost_codes | Stardance
|
ghost_codes
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T19:45:29Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an auto cashier like python code for my bigger course project it wasnt that challenging and it isnt something big i am just proud of being able to publish my work and its my first time so if there is any problem pls leave a feedback of what is it and how to fix it", "repo": "https://github.com/GhostOnTopAll/auto-cashier", "demo": "https://railway.com/project/37aa4604-d93f-4ee6-87d9-ef8be13676f5?"}]...
|
[{"post_id": 49134, "ts": "202 [{"post_id": 49134, "ts": "2026-08-17T19:25:47Z", "hours": 0.8017, "text": "this is a big project abt a virtual future mall that includes python machine learning data analysis html digital art embedded system and more"}]...
|
Title: Ghost Shopping's by @ghost_codes | Star Title: Ghost Shopping's by @ghost_codes | Stardance
Devlogs:
this is a big project abt a virtual future mall that includes python machine learning data analysis html digital art embedded system and more
Ships:
i made an auto cashier like python code for my bigger course project it wasnt that challenging and it isnt something big i am just proud of being able to publish my work and its my first time so if there is any problem pls leave a feedback of what is it and how to fix it...
|
1793631017.6538138
|
1793717417.6538138
|
|
30439
|
Hardscroller by @marcuschan3 | Stardance
|
marcuschan3
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T04:42:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a extension that makes you scroll less/made you use more force. A challenging thing was trying to figure out why Chrome wouldn’t let me unpach the folder and use the extension(I had to change it in TextEdit) PLEASE NOTE that you need to follow the instruction on “See source code” before trying it out.", "repo": "", "demo": ""}]...
|
[{"post_id": 23932, "ts": "202 [{"post_id": 23932, "ts": "2026-07-07T04:20:52Z", "hours": 0.4331, "text": "Made the extension and published it on Github, please try and rate it"}]...
|
Title: Hardscroller by @marcuschan3 | Stardance
D Title: Hardscroller by @marcuschan3 | Stardance
Devlogs:
Made the extension and published it on Github, please try and rate it
Ships:
I made a extension that makes you scroll less/made you use more force. A challenging thing was trying to figure out why Chrome wouldn’t let me unpach the folder and use the extension(I had to change it in TextEdit) PLEASE NOTE that you need to follow the instruction on “See source code” before trying it out....
|
1793631018.8491855
|
1793717418.8491855
|
|
50575
|
NMB by @Ditto | Stardance
|
Ditto
|
2
|
5.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T02:52:50Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Based on 3 feedback, I have added glowing warnings, new effects, and anti-spam click limits.", "repo": "https://github.com/d08835149-prog/NMB", "demo": "https://nmb-alpha.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-23T20:39:09Z", "hours": 4.0, "multiplier": 5.58, "payout": 22, "blessing": "neutral", "text": "I made NMB(a.k.a. No Meaning Button), a global button with no real purpose. Every click increases a shared counter and triggers random visual effects. I originally used Firebase, but switched to Supabase during development. The most challenging part was rebuilding the global counter and real-time synchronization. I’m pround that the final project stayed simple but fun. To test it, just press the button. There is no goal or reward. That’s the point. Live Link: https://nmb-alpha.vercel.app/", "repo": "https://github.com/d08835149-prog/NMB", "demo": "https://nmb-alpha.vercel.app/"}]...
|
[{"post_id": 61249, "ts": "202 [{"post_id": 61249, "ts": "2026-09-04T02:51:06Z", "hours": 0.7281, "text": "Based on 3 pieces of feedback, I have added glowing warning, new effects, and anti-spam click limits."}, {"post_id": 53334, "ts": "2026-08-23T20:25:20Z", "hours": 1.2342, "text": "Just finished NMB — a button that does absolutely nothing, except cause random visual chaos."}, {"post_id": 52507, "ts": "2026-08-22T17:26:18Z", "hours": 2.7892, "text": "I made a normal(?) button that looks like no functions….But why did it takes so long?……hmm… someone guess?"}]...
|
Title: NMB by @Ditto | Stardance
Devlogs:
I made Title: NMB by @Ditto | Stardance
Devlogs:
I made a normal(?) button that looks like no functions….But why did it takes so long?……hmm… someone guess?
Just finished NMB — a button that does absolutely nothing, except cause random visual chaos.
Based on 3 pieces of feedback, I have added glowing warning, new effects, and anti-spam click limits.
Ships:
I made NMB(a.k.a. No Meaning Button), a global button with no real purpose. Every click increases a shared counter and triggers random visual effects. I originally used Firebase, but switched to Supabase during development. The most challenging part was rebuilding the global counter and real-time synchronization. I’m pround that the final project stayed simple but fun. To test it, just press the button. There is no goal or reward. That’s the point. Live Link: https://nmb-alpha.vercel.app/
Based on 3 feedback, I have added glowing warnings, new effects, and anti-spam click limits....
|
1793631019.7921247
|
1793717419.7921247
|
|
56455
|
Slack Bot by @karoltoo11 | Stardance
|
karoltoo11
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T08:56:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a Slack bot that shares random, funny facts and jokes! Writing in a new language (JavaScript) was quite an enjoyable experience for me. I hope you like it.", "repo": "https://github.com/karoltoo11/slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 61813, "ts": "202 [{"post_id": 61813, "ts": "2026-09-04T21:57:43Z", "hours": 1.3033, "text": "Hey! I’m currently building a Slackbot, and it seems to be going really well! It has a few nice features. I never realized JavaScript could be such a cool programming language. I think I’ll try writing something else with it."}]...
|
Title: Slack Bot by @karoltoo11 | Stardance
Devlo Title: Slack Bot by @karoltoo11 | Stardance
Devlogs:
Hey! I’m currently building a Slackbot, and it seems to be going really well! It has a few nice features. I never realized JavaScript could be such a cool programming language. I think I’ll try writing something else with it.
Ships:
I created a Slack bot that shares random, funny facts and jokes! Writing in a new language (JavaScript) was quite an enjoyable experience for me. I hope you like it....
|
1793631021.0372562
|
1793717421.0372562
|
|
50589
|
IC For That by @josephredman | Stardance
|
josephredman
|
2
|
5.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T14:11:24Z", "hours": 0.0, "multiplier": 8.96, "payout": 3, "blessing": "neutral", "text": "The site is now more user-friendly - If you have any ideas please do tell me, I will implement them! The MCUinator is so good! To use it, type MCU", "repo": "https://gitlab.com/JosephRedman/ic-for-that", "demo": "https://ic-for-that.uk"}, {"ship_num": 2, "ts": "2026-08-18T01:13:40Z", "hours": 5.0, "multiplier": 3.8, "payout": 19, "blessing": "neutral", "text": "Ayyy It works! The CSS is the best that I have ever made!", "repo": "https://gitlab.com/JosephRedman/ic-for-that", "demo": "https://ic-for-that.uk"}]...
|
[{"post_id": 62218, "ts": "202 [{"post_id": 62218, "ts": "2026-09-05T14:08:46Z", "hours": 0.3822, "text": "IC For That VERSION 1.5.0! I have added some major QoL Features: Shareable search links - your search now lives in the URL, so you can copy the link and send it straight to someone instead of re-typing the query! Save ICs for later - star any part on a result card to keep it; saved parts show up in a new “Saved ICs” section (saved locally in your browser) Clear button on the search box for a quick reset Try Again button if a search fails, instead of just an error Quick tags under the search box for common queries like “USB to SPI” In Stock Only filter + sorting by price or stock on multi-part results Copy Part Number / Copy BOM Details buttons on every result Loading states and the signal-trace animation got a bit more polish Overall a pretty big update (The time measured was smaller than i actually spent - I did lots of work on notepad)"}, {"post_id": 49226, "ts": "2026-08-17T21:44:39Z", "hours": 5.0989, "text": "IC For That now works!"}]...
|
Title: IC For That by @josephredman | Stardance
D Title: IC For That by @josephredman | Stardance
Devlogs:
IC For That now works!
IC For That VERSION 1.5.0! I have added some major QoL Features: Shareable search links - your search now lives in the URL, so you can copy the link and send it straight to someone instead of re-typing the query! Save ICs for later - star any part on a result card to keep it; saved parts show up in a new “Saved ICs” section (saved locally in your browser) Clear button on the search box for a quick reset Try Again button if a search fails, instead of just an error Quick tags under the search box for common queries like “USB to SPI” In Stock Only filter + sorting by price or stock on multi-part results Copy Part Number / Copy BOM Details buttons on every result Loading states and the signal-trace animation got a bit more polish Overall a pretty big update (The time measured was smaller than i actually spent - I did lots of work on notepad)
Ships:
Ayyy It works! The CSS is the best that I have ever made!
The site is now more user-friendly - If you have any ideas please do tell me, I will implement them! The MCUinator is so good! To use it, type MCU...
|
1793631022.1778286
|
1793717422.1778286
|
|
45740
|
Statitron by @matest | Stardance
|
matest
|
1
|
18.53
|
197
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T15:15:20Z", "hours": 17.0, "multiplier": 11.58, "payout": 197, "blessing": "neutral", "text": "Statitron is a hardware monitor that tracks: GPU Usage in percent, GPU temp, GPU Vram usage in percent CPU Usage RAM Usage in both percent and GB Net Recv + Net Send All disk partitions usage in GB and percent + Disk write and disk read total from all drives It also has a cool feature which is event tracker. It tracks GPU, CPU and RAM usage and whenever one of them has a spike of 20%, it records it and displays it in the window. Every 5 seconds it will also display updates on how your hardware usage is at that moment. Through this project i learnt 5 new python libraries that i before only had minimal experience with! This is the first ever project i made that id say im proud of, because it taught me so much and i had a lot of fun making it. Also the first time my ui design looks at least semi-decent :)", "repo": "https://github.com/TheMathematico/Statitron1", "demo": "https://github.com/TheMathematico/Statitron1/releases/tag/v1.0.0"}]...
|
[{"post_id": 57442, "ts": "202 [{"post_id": 57442, "ts": "2026-08-29T16:23:25Z", "hours": 1.5261, "text": "accidently posted a devlog"}, {"post_id": 47190, "ts": "2026-08-14T22:28:55Z", "hours": 6.1078, "text": "Final devlog before shipping(#4) It has been 2 days since my last devlog, here’s what happened: I’ve finished the event tracker, it shows cpu, gpu and ram spikes + usage updates every few seconds. You can also snooze updates or snooze both the spikes and the updates(snooze=they dont appear in the event tracker). Before shipping(tommorow) i will probably organize the code a little bit and maybe add a bar that shows the health of all the disks you have on your pc. Im glad that im finally done and i hope it looks good! (in the vid the event tracker is mistakenly named gpu monitor, sry)"}, {"post_id": 45445, "ts": "2026-08-11T21:56:28Z", "hours": 4.2778, "text": "Devlog - 3 Today i’ve added a detailed monitor for disk, gpu and ram. The disk monitor shows write speed and read speed combined from all the drives you have on your pc, and it also shows used and total space from all partitions you have(Don’t ask why my partitions are so full lol). The GPU monitor shows temp, usage and vram utilization. The Ram monitor is pretty basic and just shows how much is being utilized in gb and percent. For the next devlog im planning on importing another library to track your disk health and finally start adding the event tracker(a tracker that shows what app caused what component spike eg. google chrome caused a cpu spike at some point here’s what you can do etc.) This program also made me realize that my drive fills up passively every hour even tho im not installing anything which is so cool :)"}, {"post_id": 44809, "ts": "2026-08-10T20:42:31Z", "hours": 4.6183, "text": "Devlog - 2 I completely reworked the code and added 6 cool looking meters that show cpu/gpu usage, disk space, ram used and net recv + net send(net download/upload). I haven’t added the event tracker yet but im hoping to tomorrow. Im not quite sure what to put in the empty space below the buttons so i’d love to hear some suggestions!"}, {"post_id": 44285, "ts": "2026-08-09T22:51:32Z", "hours": 2.0314, "text": "Devlog - 1: Coded the stats monitor which i spent like 30 mins actually coding and 1h 30 mins cleaning up my messy code. For now, it tracks cpu usage, ram and gpu. Next i’ll be polishing the UI which doesn’t look the best at the moment and adding an event tracker that tracks hardware usage spikes and what process/app caused it."}]...
|
Title: Statitron by @matest | Stardance
Devlogs:
Title: Statitron by @matest | Stardance
Devlogs:
Devlog - 1: Coded the stats monitor which i spent like 30 mins actually coding and 1h 30 mins cleaning up my messy code. For now, it tracks cpu usage, ram and gpu. Next i’ll be polishing the UI which doesn’t look the best at the moment and adding an event tracker that tracks hardware usage spikes and what process/app caused it.
Devlog - 2 I completely reworked the code and added 6 cool looking meters that show cpu/gpu usage, disk space, ram used and net recv + net send(net download/upload). I haven’t added the event tracker yet but im hoping to tomorrow. Im not quite sure what to put in the empty space below the buttons so i’d love to hear some suggestions!
Devlog - 3 Today i’ve added a detailed monitor for disk, gpu and ram. The disk monitor shows write speed and read speed combined from all the drives you have on your pc, and it also shows used and total space from all partitions you have(Don’t ask why my partitions are so full lol). The GPU monitor shows temp, usage and vram utilization. The Ram monitor is pretty basic and just shows how much is being utilized in gb and percent. For the next devlog im planning on importing another library to track your disk health and finally start adding the event tracker(a tracker that shows what app caused what component spike eg. google chrome caused a cpu spike at some point here’s what you can do etc.) This program also made me realize that my drive fills up passively every hour even tho im not installing anything which is so cool :)
Final devlog before shipping(#4) It has been 2 days since my last devlog, here’s what happened: I’ve finished the event tracker, it shows cpu, gpu and ram spikes + usage updates every few seconds. You can also snooze updates or snooze both the spikes and the updates(snooze=they dont appear in the event tracker). Before shipping(tommorow) i will probably organize the code a little bit and maybe add a bar that shows the health of all the disks you have on your pc. Im glad that im finally done and i hope it looks good! (in the vid the event tracker is mistakenly named gpu monitor, sry)
accidently posted a devlog
Ships:
Statitron is a hardware monitor that tracks: GPU Usage in percent, GPU temp, GPU Vram usage in percent CPU Usage RAM Usage in both percent and GB Net Recv + Net Send All disk partitions usage in GB and percent + Disk write and disk read total from all drives It also has a cool feature which is event tracker. It tracks GPU, CPU and RAM usage and whenever one of them has a spike of 20%, it records it and displays it in the window. Every 5 seconds it will also display updates on how your hardware usage is at that moment. Through this project i learnt 5 new python libraries that i before only had minimal experience with! This is the first ever project i made that id say im proud of, because it taught me so much and i had a lot of fun making it. Also the first time my ui design looks at least semi-decent :)...
|
1793631023.3700085
|
1793717423.3700085
|
|
10540
|
SolarEcho by @Requiem | Stardance
|
Requiem
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T11:10:47Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built SolarEcho, an open-source Python DSP app that turns live NASA space weather data into ambient electronic audio. It polls NASA’s DONKI CME data, extracts values like speed, half-angle, latitude, and longitude, and maps them into synth parameters such as pitch, volume, tremolo, and stereo movement in real time. The hardest part was getting the full real-time pipeline working end to end: NASA API ingestion, async data handling, DSP mapping, and live audio output. I also had to solve practical issues around NASA API rate limits, missing DONKI fields in some CME records, and correctly recording system audio for the live demo on Linux. I’m proud that SolarEcho is not just a concept — it is a working prototype that uses real NASA data and turns it into a live sensory experience. I’m also proud that I debugged the full chain from API polling to audio synthesis and then figured out how to capture the actual output for a demo video instead of just showing code on screen. To test SolarEcho, people need Python, the dependencies in requirements.txt, a free NASA API key from api.nasa.gov, and an audio setup that supports sounddevice. They should add their key as an environment variable, run python main.py, and note that NASA keys are rate-limited, with the default personal limit at 1,000 requests per hour and DEMO_KEY much lower, so slower polling is better for demos", "repo": "https://github.com/Adityachavhan339/SolarEcho", "demo": "https://drive.google.com/file/d/1NAJEPO0QepzsFgoGxCGQ3cXCHccJ_-NB/view?usp=drive_link"}]...
|
[{"post_id": 4802, "ts": "2026 [{"post_id": 4802, "ts": "2026-06-08T09:30:33Z", "hours": 2.3722, "text": "Devlog 01 — SolarEcho foundation built Today I started building SolarEcho, a Python DSP project that turns live NASA space weather data into ambient electronic sound. What I finished: Set up NASA API access with my official api.nasa.gov key Built the async ingestion pipeline for NASA DONKI CME data Parsed CME values like speed, halfAngle, latitude, and longitude Connected the NASA data pipeline to a real-time audio synthesizer Fixed callback and field-name bugs in the Python code Verified the full pipeline through terminal logs: NASA fetch -> queue bridge -> synth update -> audio callback Current stack: aiohttp asyncio numpy sounddevice NASA DONKI API Result: SolarEcho now successfully receives live CME telemetry and maps it into audio parameters in real time. I Am Quite Interested On Improving It More Maybe Even Making It Live On Cloud But API Limits Are Troublesome You Can See Code At GitHub ( Project Bio ) ( The Project Is Not Live Yet But You Can Try Hearing Audio From Mp4 Video Check Google Drive Link )"}]...
|
Title: SolarEcho by @Requiem | Stardance
Devlogs: Title: SolarEcho by @Requiem | Stardance
Devlogs:
Devlog 01 — SolarEcho foundation built Today I started building SolarEcho, a Python DSP project that turns live NASA space weather data into ambient electronic sound. What I finished: Set up NASA API access with my official api.nasa.gov key Built the async ingestion pipeline for NASA DONKI CME data Parsed CME values like speed, halfAngle, latitude, and longitude Connected the NASA data pipeline to a real-time audio synthesizer Fixed callback and field-name bugs in the Python code Verified the full pipeline through terminal logs: NASA fetch -> queue bridge -> synth update -> audio callback Current stack: aiohttp asyncio numpy sounddevice NASA DONKI API Result: SolarEcho now successfully receives live CME telemetry and maps it into audio parameters in real time. I Am Quite Interested On Improving It More Maybe Even Making It Live On Cloud But API Limits Are Troublesome You Can See Code At GitHub ( Project Bio ) ( The Project Is Not Live Yet But You Can Try Hearing Audio From Mp4 Video Check Google Drive Link )
Ships:
I built SolarEcho, an open-source Python DSP app that turns live NASA space weather data into ambient electronic audio. It polls NASA’s DONKI CME data, extracts values like speed, half-angle, latitude, and longitude, and maps them into synth parameters such as pitch, volume, tremolo, and stereo movement in real time. The hardest part was getting the full real-time pipeline working end to end: NASA API ingestion, async data handling, DSP mapping, and live audio output. I also had to solve practical issues around NASA API rate limits, missing DONKI fields in some CME records, and correctly recording system audio for the live demo on Linux. I’m proud that SolarEcho is not just a concept — it is a working prototype that uses real NASA data and turns it into a live sensory experience. I’m also proud that I debugged the full chain from API polling to audio synthesis and then figured out how to capture the actual output for a demo video instead of just showing code on screen. To test SolarEcho, people need Python, the dependencies in requirements.txt, a free NASA API key from api.nasa.gov, and an audio setup that supports sounddevice. They should add their key as an environment variable, run python main.py, and note that NASA keys are rate-limited, with the default personal limit at 1,000 requests per hour and DEMO_KEY much lower, so slower polling is better for demos...
|
1793631024.5487382
|
1793717424.5487382
|
|
56467
|
Blender B-17 by @SniperShot8913 | Stardance
|
SniperShot8913
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T20:06:05Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a B-17G model in blender. I spent about 15 hours on the project and think it came together very nice. One of the most challenging parts of the project was learning the bevel tool and all of its weird quirks. This has been a fun project to work on and hope you all enjoy", "repo": "https://github.com/Snipershot8913/B-17-Project-", "demo": "https://cad.onshape.com/documents/214a111fa5cc26a1398031fd/w/1dedf08f4aebf9a4e2b77ad0/e/f278a99304429ae718b3d65b?renderMode=0&rightPanel=appearancePanel&uiState=6ab42c8c8ca94d3e5bc97bc8"}]...
|
[{"post_id": 62435, "ts": "202 [{"post_id": 62435, "ts": "2026-09-05T19:38:11Z", "hours": 1.6542, "text": "I Think I am Finished. To use this blend you can go to the GitHub page and download the file and import it into your blender the Thanks Everyone hope you enjoy"}, {"post_id": 61594, "ts": "2026-09-04T16:04:17Z", "hours": 2.6628, "text": "We are getting close. To start I finished all the turrets and then we got it painted and it is looking very nice"}, {"post_id": 60884, "ts": "2026-09-03T15:05:15Z", "hours": 1.3261, "text": "Elevators, Yaw, Gears OW MY!! Today I finished the Elevators and the Yaw flap on the back of the plane well also finishing the back gear"}, {"post_id": 60830, "ts": "2026-09-03T13:39:04Z", "hours": 1.9839, "text": "Started working on tha tail. took some trys to get it right but I think it came out good"}, {"post_id": 59924, "ts": "2026-09-01T23:13:08Z", "hours": 4.1006, "text": "After a lot of work I completed some engine work along with the front gears of the plane"}, {"post_id": 58859, "ts": "2026-08-31T13:13:40Z", "hours": 0.5833, "text": "Added wings We are making progress"}, {"post_id": 58573, "ts": "2026-08-31T01:10:13Z", "hours": 1.75, "text": "Did some more sizing things, then worked on making the glass dome at the front and making space for the interior"}, {"post_id": 58497, "ts": "2026-08-30T22:31:32Z", "hours": 0.3167, "text": "Just started, don’t have much yet but just getting the basic form of the fuselage and the cockpit done"}]...
|
Title: Blender B-17 by @SniperShot8913 | Stardance Title: Blender B-17 by @SniperShot8913 | Stardance
Devlogs:
Just started, don’t have much yet but just getting the basic form of the fuselage and the cockpit done
Did some more sizing things, then worked on making the glass dome at the front and making space for the interior
Added wings We are making progress
After a lot of work I completed some engine work along with the front gears of the plane
Started working on tha tail. took some trys to get it right but I think it came out good
Elevators, Yaw, Gears OW MY!! Today I finished the Elevators and the Yaw flap on the back of the plane well also finishing the back gear
We are getting close. To start I finished all the turrets and then we got it painted and it is looking very nice
I Think I am Finished. To use this blend you can go to the GitHub page and download the file and import it into your blender the Thanks Everyone hope you enjoy
Ships:
I made a B-17G model in blender. I spent about 15 hours on the project and think it came together very nice. One of the most challenging parts of the project was learning the bevel tool and all of its weird quirks. This has been a fun project to work on and hope you all enjoy...
|
1793631025.4545434
|
1793717425.4545434
|
|
22557
|
Custom-Rocket-Builder by @Shivansh_Mishra | Starda Custom-Rocket-Builder by @Shivansh_Mishra | Stardance...
|
Shivansh_Mishra
|
1
|
1.76
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T17:33:48Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a custom rocket builder website , where one can build his/her own rocket , explore pre built rockets , or something like that. The project is incomplete yet , so please don’t judge it’s just 1 day of development. Updating the project soon. For now the user can only select to highlight the rocket model", "repo": "https://github.com/Shivansh-Mishra-12/Custom-Rocket-Builder", "demo": "https://custom-rocket-builder.vercel.app/"}]...
|
[{"post_id": 16224, "ts": "202 [{"post_id": 16224, "ts": "2026-06-26T11:06:29Z", "hours": 0.7617, "text": "Devlog #3: Finally found a good 3d model for the rocket. Also replaced the launchpad as I found a better one on https://science.nasa.gov/3d-resources/ . THANKS NASA for this Cleaned up the project files , deleted extra useless models. Also updated the README.md file. Remember the project isn’t even half done yet so don’t judge."}, {"post_id": 15777, "ts": "2026-06-25T17:21:33Z", "hours": 0.3817, "text": "Devlog #2: This time I haven’t done a lot on this project. I changed the previous rocket model with a new one but I regret it now as the model is not built in parts rather it is a single body 3d model which basically means that I can’t select specific parts or components of the model. For example, in the previous model I was able to select and alter properties of different components of the rocket, fairing for Instance. Previously the fairing could be removed, but now it’s not possible. So for now I’m search for a nearly perfect free downloadable 3d model of a rocket as I’m not good at modelling or Blender. That’s all for today, Next Update Soon 🔜."}, {"post_id": 15023, "ts": "2026-06-24T12:27:38Z", "hours": 0.4567, "text": "DevLog #1: Well, today I started working on this project Custom-Rocket-Builder. My hackatime shows I coded this project for only 27 minutes but offcourse that’s not true. The amount of work I have done on this project clearly indicates I have spent hours coding into this project. Lemme introduct myself first, I’m Shivansh Mishra, a 12th grader with Science stream and interests in Computers and other exciting things. I’m developing this Project called “Custom-Rocket-Builder”. Till now I have setup the project, added 2 or more 3D Models. Also I added the functionality to hightlight some specific components of the rocket and that launchpad like 3d model, also I added the Moon and a loader screen (built using ai) as it looks really good. Next I’m planning to add boosters to the rocket and some other functionalities."}]...
|
Title: Custom-Rocket-Builder by @Shivansh_Mishra | Title: Custom-Rocket-Builder by @Shivansh_Mishra | Stardance
Devlogs:
DevLog #1: Well, today I started working on this project Custom-Rocket-Builder. My hackatime shows I coded this project for only 27 minutes but offcourse that’s not true. The amount of work I have done on this project clearly indicates I have spent hours coding into this project. Lemme introduct myself first, I’m Shivansh Mishra, a 12th grader with Science stream and interests in Computers and other exciting things. I’m developing this Project called “Custom-Rocket-Builder”. Till now I have setup the project, added 2 or more 3D Models. Also I added the functionality to hightlight some specific components of the rocket and that launchpad like 3d model, also I added the Moon and a loader screen (built using ai) as it looks really good. Next I’m planning to add boosters to the rocket and some other functionalities.
Devlog #2: This time I haven’t done a lot on this project. I changed the previous rocket model with a new one but I regret it now as the model is not built in parts rather it is a single body 3d model which basically means that I can’t select specific parts or components of the model. For example, in the previous model I was able to select and alter properties of different components of the rocket, fairing for Instance. Previously the fairing could be removed, but now it’s not possible. So for now I’m search for a nearly perfect free downloadable 3d model of a rocket as I’m not good at modelling or Blender. That’s all for today, Next Update Soon 🔜.
Devlog #3: Finally found a good 3d model for the rocket. Also replaced the launchpad as I found a better one on https://science.nasa.gov/3d-resources/ . THANKS NASA for this Cleaned up the project files , deleted extra useless models. Also updated the README.md file. Remember the project isn’t even half done yet so don’t judge.
Ships:
It’s a custom rocket builder website , where one can build his/her own rocket , explore pre built rockets , or something like that. The project is incomplete yet , so please don’t judge it’s just 1 day of development. Updating the project soon. For now the user can only select to highlight the rocket model...
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1793631026.6731248
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1793717426.6731248
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54523
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KINGPEN by @jainil15 | Stardance
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jainil15
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T07:10:07Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "All the features of this bot are listed below its my first bot and first time coding in vs code so pretty hard and took a lot of time but i guess if figuered it out /kingpen-ping Checks bots latency /kingpen-catfact Gives a random catfact /kingpen-joke Get a random joke /kingpen-roll Roll a dice /kingpen-8ball Ask the magic 8 ball question /kingpen-quote Get a random inspirational quote /kingpen-advice Get random advice", "repo": "https://github.com/Jainil57/KINGPEN", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 64613, "ts": "202 [{"post_id": 64613, "ts": "2026-09-09T04:17:36Z", "hours": 7.1617, "text": "KINGPEN IS ONLINE- kingpen can now do multipile commands including jokes, 8ball, roll, ping, etc."}]...
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Title: KINGPEN by @jainil15 | Stardance
Devlogs:
Title: KINGPEN by @jainil15 | Stardance
Devlogs:
KINGPEN IS ONLINE- kingpen can now do multipile commands including jokes, 8ball, roll, ping, etc.
Ships:
All the features of this bot are listed below its my first bot and first time coding in vs code so pretty hard and took a lot of time but i guess if figuered it out /kingpen-ping Checks bots latency /kingpen-catfact Gives a random catfact /kingpen-joke Get a random joke /kingpen-roll Roll a dice /kingpen-8ball Ask the magic 8 ball question /kingpen-quote Get a random inspirational quote /kingpen-advice Get random advice...
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1793631027.8364954
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1793717427.8364954
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21464
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OpenCV Gesture Based Online Arcade by @anushkaa | OpenCV Gesture Based Online Arcade by @anushkaa | Stardance...
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anushkaa
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1
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31.0
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502
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T19:22:32Z", "hours": 31.0, "multiplier": 16.45, "payout": 502, "blessing": "neutral", "text": "Built a hand gesture controlled arcade where you play games using just your webcam! Three games: Hand Pong, Space Shooter and Snake, each using a different gesture. Started in Python with OpenCV and MediaPipe, rebuilt in JavaScript so it runs in the browser with no downloads needed. Not the smoothest or best arcade ever but definitely built with a lot of struggle and I’m still working on making it better everyday! Learned both languages from scratch during this project. The hardest part was getting MediaPipe working in the browser, went through four different CDN links before finding one that worked!", "repo": "https://github.com/anushkabasu/gesture-arcade-web", "demo": "https://anushkabasu.github.io/gesture-arcade-web/"}]...
|
[{"post_id": 32453, "ts": "202 [{"post_id": 32453, "ts": "2026-07-21T17:30:33Z", "hours": 0.5886, "text": "Devlog 03 — Fixing, Tuning and Ready to Ship What I Fixed This Session Spent this session purely on debugging and tuning. No new features — just making everything feel right. Snake controls — went through three different control schemes. Tried fist tilt, tried swipe gestures, finally landed on index finger pointing. The snake steers toward wherever your finger is pointing relative to the snake’s head. Tiny finger movements don’t accidentally change direction: const dist = Math . sqrt ( dx * dx + dy * dy ) if ( dist > CELL * 3 ) { } Space Shooter — enemies were spawning too slowly and too late. Fixed spawn timer to start at 999 so enemies appear immediately, and doubled the spawn rate. Waves feel much more intense now. Instructions — Added the instructions page correctly so anyone can click [I] to understand required gestures. Mirror flipping — cursor and menu hover were using inconsistent coordinate systems. Unified everything so palmX is flipped once at the source and all games use the same value. What the Project Is Now A fully browser-based hand gesture arcade with three games: Hand Pong — palm height controls your paddle Space Shooter — palm position aims, pinch fires Snake — point your index finger to steer No downloads. No installs. Just a webcam and a browser. Shipping Pushing to GitHub Pages today. Anyone with a webcam can play instantly at the live URL. Finally ready to ship!"}, {"post_id": 32340, "ts": "2026-07-21T13:26:49Z", "hours": 10.1625, "text": "Devlog 02 - Rebuilding Gesture Arcade for the Web The Big Decision Scrapped the entire Python version and rebuilt from scratch in JavaScript. Python with pygame cannot run in a browser, and without a live demo URL Stardance reviewers can’t try the project. The whole point is gesture control — and that needs a webcam running locally. Only solution was JavaScript. Problem? I had never written it before. Learning JavaScript from Scratch Coming from Python the syntax felt familiar but the logic was completely different. Hardest part was MediaPipe. In Python it’s 2 lines: import mediapipe as mp hands = mp . solutions . hands . Hands () In JavaScript it’s a whole async setup that took me forever to get right: const fs = await FilesetResolver . forVisionTasks ( \" https://cdn.jsdelivr.net/npm/@mediapipe/ [email protected] /wasm \" ) const hl = await HandLandmarker . createFromOptions ( fs , { baseOptions : { modelAssetPath : \" ... \" }, numHands : 1 , runningMode : \" VIDEO \" }) Went through 4 different CDN links before finding one that worked. CORS errors, 404s, wrong module formats — been through everything. Eventually got it working with Skypack. How the Hand Tracking Works Every frame the camera captures an image, MediaPipe finds 21 landmark points on your hand, and I calculate useful values from those points: hand . palmX = ( lm [ 0 ]. x + lm [ 5 ]. x + lm [ 9 ]. x + lm [ 13 ]. x + lm [ 17 ]. x ) / 5 hand . palmY = ( lm [ 0 ]. y + lm [ 5 ]. y + lm [ 9 ]. y + lm [ 13 ]. y + lm [ 17 ]. y ) / 5 const dx = lm [ 4 ]. x - lm [ 8 ]. x const dy = lm [ 4 ]. y - lm [ 8 ]. y hand . pinching = Math . sqrt ( dx * dx + dy * dy ) < 0.07 const up = [ lm [ 8 ]. y < lm [ 6 ]. y , lm [ 12 ]. y < lm [ 10 ]. y , lm [ 16 ]. y < lm [ 14 ]. y , lm [ 20 ]. y < lm [ 18 ]. y ] hand . fist = up . every ( f => ! f ) All 3 games share the same hand object that gets updated every single frame. Bugs I Ran Into Mirror flipping — spent ages debugging why the cursor moved the wrong way. Camera captures a mirrored image so moving right makes x go in the -x direction. Fixed by flipping palmX at the source: hand . palmX = 1 - ( lm [ 0 ]. x + lm [ 5 ]. x + lm [ 9 ]. x + lm [ 13 ]. x + lm [ 17 ]. x ) / 5 CDN failures — MediaPipe’s official CDN kept returning 404. Tried jsdelivr, unpkg, and two others before Skypack worked. Module type errors — JavaScript modules need type=\"module\" on the script tag otherwise imports don’t work at all. What Needs Fixing Next Space Shooter — not enough enemies spawning, waves feel too sparse. AI enemies too aggressive, players can’t score enough Hand Cursor — white circle cursor looks too similar to the pong ball, confusing during gameplay. Needs a better indicator GitHub Pages — need to push everything live so there’s an actual demo URL"}, {"post_id": 24213, "ts": "2026-07-07T17:05:18Z", "hours": 5.6992, "text": "Devlog 2.01 - Building the Web Version of Gesture Arcade What I worked on today Rebuilt the entire Gesture Arcade frontend from Python and Pygame to a fully web-based version using HTML, CSS, and JavaScript! This was a big decision and here’s why I made it… Why I switched from Python -> Web The Python version runs almost perfectly as a desktop app (that’s a lie, I’ve been struggling a bit with one of the games) but cannot be played in a browser! Gesture control requires webcam access which Python/Pygame cannot expose over the internet. A browser version means -> anyone with a webcam can play instantly! An ‘.exe’ limits who can actually try it. This also counts as an extended Python version. So, consider this an improvement on the last version. Here on, I’m going to refine the UI/UX, basic gameplay, better my logs, and finish this in a better error-less manner. Ignore all logs till now, it’s only about to get better! What I built today Retro monospace homepage in HTML/CSS. (Screenshot attached) Integrated MediaPipe Hand Landmarker via JavaScript for real-time hand tracking. Challenges I ran into MediaPipe CDN kept returning 404 errors (went through about 4 different CDN links before finding one that worked) ‘type=“module”’ was required for the import to work correctly. What’s Next Build Hand Pong in JavaScript using HTML5 Canvas(??) Connect hand tracking to paddle movement. Add all 4 games one by one. Host on GitHub Pages for a live URL. Tech Stack HTML + CSS + JavaScript MediaPipe Tasks Vsion 0.10.3. Skypack CDN for module imports."}, {"post_id": 19407, "ts": "2026-06-30T18:35:44Z", "hours": 7.1633, "text": "Snake game added! Finished making the Snake game for the arcade! It’s working, but I don’t think it’s where I want it to be yet. Right now the controls use fist direction, but I’m thinking of switching to palm direction instead because I feel like it’d be more smooth to play. I also haven’t fully figured out optimizing for different screen sizes yet, and the grid still needs some work so gameplay feels more consistent across displays. Visually, I want to tweak the snake design a bit too and make it feel less placeholder and more polished. Still a bunch of things to improve, but honestly every game has been teaching me something new and I’m slowly figuring things out as I go :)"}, {"post_id": 14288, "ts": "2026-06-23T10:51:09Z", "hours": 3.1236, "text": "Small Update - I’m sort of done making Pong! The paddle on your side is controlled by how far or low you position your palm in front of the camera. It definitely doesn’t work as well as I want it to yet 😭🙏 but getting the basic gameplay running feels like a milestone! Right now I’m trying to improve responsiveness, fix weird behavior, and generally figure out as I go. Still lots to improve, but one game down and have learnt a ton. :D"}, {"post_id": 13831, "ts": "2026-06-22T17:43:08Z", "hours": 3.9269, "text": "OpenCV Hand Gesture Controlled Gaming Arcade 🎮 Hi! I’m currently building a hand gesture controlled gaming arcade using OpenCV! I’m still pretty new to programming, so this project doesn’t involve a lot of fancy or advanced programming, I’m using it as a way to learn and understand Python. I’ve been reading a lot of documentation, experimenting, failing, and debugging, more than I’d like to admit. To help plan everything out, I also made a simple flowchart to map the project structure and workflow. I’ve attached it as an image. The current plan is to include these four games: Hand Pong Fruit Ninja Space Shooter Snake Here’s the homepage I’ve made. Along with a popup instructions panel. If anyone has suggestions on libraries/ references I should use, please let me know."}]...
|
Title: OpenCV Gesture Based Online Arcade by @anus Title: OpenCV Gesture Based Online Arcade by @anushkaa | Stardance
Devlogs:
OpenCV Hand Gesture Controlled Gaming Arcade 🎮 Hi! I’m currently building a hand gesture controlled gaming arcade using OpenCV! I’m still pretty new to programming, so this project doesn’t involve a lot of fancy or advanced programming, I’m using it as a way to learn and understand Python. I’ve been reading a lot of documentation, experimenting, failing, and debugging, more than I’d like to admit. To help plan everything out, I also made a simple flowchart to map the project structure and workflow. I’ve attached it as an image. The current plan is to include these four games: Hand Pong Fruit Ninja Space Shooter Snake Here’s the homepage I’ve made. Along with a popup instructions panel. If anyone has suggestions on libraries/ references I should use, please let me know.
Small Update - I’m sort of done making Pong! The paddle on your side is controlled by how far or low you position your palm in front of the camera. It definitely doesn’t work as well as I want it to yet 😭🙏 but getting the basic gameplay running feels like a milestone! Right now I’m trying to improve responsiveness, fix weird behavior, and generally figure out as I go. Still lots to improve, but one game down and have learnt a ton. :D
Snake game added! Finished making the Snake game for the arcade! It’s working, but I don’t think it’s where I want it to be yet. Right now the controls use fist direction, but I’m thinking of switching to palm direction instead because I feel like it’d be more smooth to play. I also haven’t fully figured out optimizing for different screen sizes yet, and the grid still needs some work so gameplay feels more consistent across displays. Visually, I want to tweak the snake design a bit too and make it feel less placeholder and more polished. Still a bunch of things to improve, but honestly every game has been teaching me something new and I’m slowly figuring things out as I go :)
Devlog 2.01 - Building the Web Version of Gesture Arcade What I worked on today Rebuilt the entire Gesture Arcade frontend from Python and Pygame to a fully web-based version using HTML, CSS, and JavaScript! This was a big decision and here’s why I made it… Why I switched from Python -> Web The Python version runs almost perfectly as a desktop app (that’s a lie, I’ve been struggling a bit with one of the games) but cannot be played in a browser! Gesture control requires webcam access which Python/Pygame cannot expose over the internet. A browser version means -> anyone with a webcam can play instantly! An ‘.exe’ limits who can actually try it. This also counts as an extended Python version. So, consider this an improvement on the last version. Here on, I’m going to refine the UI/UX, basic gameplay, better my logs, and finish this in a better error-less manner. Ignore all logs till now, it’s only about to get better! What I built today Retro monospace homepage in HTML/CSS. (Screenshot attached) Integrated MediaPipe Hand Landmarker via JavaScript for real-time hand tracking. Challenges I ran into MediaPipe CDN kept returning 404 errors (went through about 4 different CDN links before finding one that worked) ‘type=“module”’ was required for the import to work correctly. What’s Next Build Hand Pong in JavaScript using HTML5 Canvas(??) Connect hand tracking to paddle movement. Add all 4 games one by one. Host on GitHub Pages for a live URL. Tech Stack HTML + CSS + JavaScript MediaPipe Tasks Vsion 0.10.3. Skypack CDN for module imports.
Devlog 02 - Rebuilding Gesture Arcade for the Web The Big Decision Scrapped the entire Python version and rebuilt from scratch in JavaScript. Python with pygame cannot run in a browser, and without a live demo URL Stardance reviewers can’t try the project. The whole point is gesture control — and that needs a webcam running locally. Only solution was JavaScript. Problem? I had never written it before. Learning JavaScript from Scratch Coming from Python the syntax felt familiar but the logic was completely different. Hardest part was MediaPipe. In Python it’s 2 lines: import mediapipe as mp hands = mp . solutions . hands . Hands () In JavaScript it’s a whole async setup that took me forever to get right: const fs = await FilesetResolver . forVisionTasks ( " https://cdn.jsdelivr.net/npm/@mediapipe/ [email protected] /wasm " ) const hl = await HandLandmarker . createFromOptions ( fs , { baseOptions : { modelAssetPath : " ... " }, numHands : 1 , runningMode : " VIDEO " }) Went through 4 different CDN links before finding one that worked. CORS errors, 404s, wrong module formats — been through everything. Eventually got it working with Skypack. How the Hand Tracking Works Every frame the camera captures an image, MediaPipe finds 21 landmark points on your hand, and I calculate useful values from those points: hand . palmX = ( lm [ 0 ]. x + lm [ 5 ]. x + lm [ 9 ]. x + lm [ 13 ]. x + lm [ 17 ]. x ) / 5 hand . palmY = ( lm [ 0 ]. y + lm [ 5 ]. y + lm [ 9 ]. y + lm [ 13 ]. y + lm [ 17 ]. y ) / 5 const dx = lm [ 4 ]. x - lm [ 8 ]. x const dy = lm [ 4 ]. y - lm [ 8 ]. y hand . pinching = Math . sqrt ( dx * dx + dy * dy ) < 0.07 const up = [ lm [ 8 ]. y < lm [ 6 ]. y , lm [ 12 ]. y < lm [ 10 ]. y , lm [ 16 ]. y < lm [ 14 ]. y , lm [ 20 ]. y < lm [ 18 ]. y ] hand . fist = up . every ( f => ! f ) All 3 games share the same hand object that gets updated every single frame. Bugs I Ran Into Mirror flipping — spent ages debugging why the cursor moved the wrong way. Camera captures a mirrored image so moving right makes x go in the -x direction. Fixed by flipping palmX at the source: hand . palmX = 1 - ( lm [ 0 ]. x + lm [ 5 ]. x + lm [ 9 ]. x + lm [ 13 ]. x + lm [ 17 ]. x ) / 5 CDN failures — MediaPipe’s official CDN kept returning 404. Tried jsdelivr, unpkg, and two others before Skypack worked. Module type errors — JavaScript modules need type="module" on the script tag otherwise imports don’t work at all. What Needs Fixing Next Space Shooter — not enough enemies spawning, waves feel too sparse. AI enemies too aggressive, players can’t score enough Hand Cursor — white circle cursor looks too similar to the pong ball, confusing during gameplay. Needs a better indicator GitHub Pages — need to push everything live so there’s an actual demo URL
Devlog 03 — Fixing, Tuning and Ready to Ship What I Fixed This Session Spent this session purely on debugging and tuning. No new features — just making everything feel right. Snake controls — went through three different control schemes. Tried fist tilt, tried swipe gestures, finally landed on index finger pointing. The snake steers toward wherever your finger is pointing relative to the snake’s head. Tiny finger movements don’t accidentally change direction: const dist = Math . sqrt ( dx * dx + dy * dy ) if ( dist > CELL * 3 ) { } Space Shooter — enemies were spawning too slowly and too late. Fixed spawn timer to start at 999 so enemies appear immediately, and doubled the spawn rate. Waves feel much more intense now. Instructions — Added the instructions page correctly so anyone can click [I] to understand required gestures. Mirror flipping — cursor and menu hover were using inconsistent coordinate systems. Unified everything so palmX is flipped once at the source and all games use the same value. What the Project Is Now A fully browser-based hand gesture arcade with three games: Hand Pong — palm height controls your paddle Space Shooter — palm position aims, pinch fires Snake — point your index finger to steer No downloads. No installs. Just a webcam and a browser. Shipping Pushing to GitHub Pages today. Anyone with a webcam can play instantly at the live URL. Finally ready to ship!
Ships:
Built a hand gesture controlled arcade where you play games using just your webcam! Three games: Hand Pong, Space Shooter and Snake, each using a different gesture. Started in Python with OpenCV and MediaPipe, rebuilt in JavaScript so it runs in the browser with no downloads needed. Not the smoothest or best arcade ever but definitely built with a lot of struggle and I’m still working on making it better everyday! Learned both languages from scratch during this project. The hardest part was getting MediaPipe working in the browser, went through four different CDN links before finding one that worked!...
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1793631029.0206444
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1793717429.0206444
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56474
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Hey Yo by @jacob1234 | Stardance
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jacob1234
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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": "2026-08-30T23:20:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a silly litle Slack bot that answers the weather of any city you input next to the weather command, to see the whole command list call /hey-yo-help, the most challenging part was setting up the whole Nest thing, but everything its a very cool project, hope you enjoy it!!", "repo": "https://github.com/Jaco955/Hey-yo", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BTQQ0K28J?skip_today=1"}]...
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[{"post_id": 58521, "ts": "202 [{"post_id": 58521, "ts": "2026-08-30T23:15:29Z", "hours": 1.2825, "text": "I already finished and forgot bout the devlogs :(, but here we go, my bot is called Hey Yo, he is chill, and he will tell you jokes, very bad ones but jokes, he will tell you the current weather for the city you put in, and he will even tell you some cat facts if you ask him!!, here is the command list: /hey-yo-ping - Checks if the bot is alive :3 /hey-yo-i<3cats - Cat fun fact yk /hey-yo-ajokepls - Tells you a joke /hey-yo-howsthetimern - Gives the weather for the city you put in. Thankss"}]...
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Title: Hey Yo by @jacob1234 | Stardance
Devlogs:
Title: Hey Yo by @jacob1234 | Stardance
Devlogs:
I already finished and forgot bout the devlogs :(, but here we go, my bot is called Hey Yo, he is chill, and he will tell you jokes, very bad ones but jokes, he will tell you the current weather for the city you put in, and he will even tell you some cat facts if you ask him!!, here is the command list: /hey-yo-ping - Checks if the bot is alive :3 /hey-yo-i<3cats - Cat fun fact yk /hey-yo-ajokepls - Tells you a joke /hey-yo-howsthetimern - Gives the weather for the city you put in. Thankss
Ships:
I made a silly litle Slack bot that answers the weather of any city you input next to the weather command, to see the whole command list call /hey-yo-help, the most challenging part was setting up the whole Nest thing, but everything its a very cool project, hope you enjoy it!!...
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1793631030.2268648
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1793717430.2268648
|
|
45749
|
Capyware games by @Alafandri | Stardance
|
Alafandri
|
2
|
11.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T22:23:38Z", "hours": 3.0, "multiplier": 12.79, "payout": 22, "blessing": "neutral", "text": "I made a warioware style game on godot. The post challenging part was making the art. So I can say that i am also very proud of the outcome of it. People who playtest the game remember, that the longer you hold space the higher you will jump!", "repo": "https://github.com/Alafandri/Capyware-games", "demo": "https://alafandri.itch.io/capyware-games"}, {"ship_num": 2, "ts": "2026-08-22T23:23:27Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple fast paced warioware game. This game is all about filling the needs of a cute little capybara. This projects biggest challenge was for me the art. Since I am no artist, nailing the artstyle and getting the sprites to look good was definitely a challenge for me. But I managed and learned alot while making it. So I guess I could say that I am most proud of the art in the game. People planning on playing it should know that have fun!", "repo": "https://github.com/Alafandri/Capyware-games", "demo": "https://alafandri.itch.io/capyware-games"}]...
|
[{"post_id": 54793, "ts": "202 [{"post_id": 54793, "ts": "2026-08-25T22:21:24Z", "hours": 3.3975, "text": "Hey everyone! Since I finished the first warioware game mission I have decided to take on the second one where you expand the game! I have added 2 new levels to my current game that are very different from the pervious ones since I didn’t want to copy the exisiting ones. I’m not going to spoil what it is though but I will say that I like how they turned out! Have fun!"}, {"post_id": 52679, "ts": "2026-08-22T23:02:53Z", "hours": 3.3278, "text": "Hey everyone! The game is finally done! I added music to the game and finished all of the levels. The game is now ready for release! Have a nice day, and have fun playing the game!"}, {"post_id": 52530, "ts": "2026-08-22T18:12:16Z", "hours": 4.5322, "text": "Hey everyone! I have started working on a warioware style game. This game is going to be themed around a capybara who you got to make happy. So far I have finished with the first level. I have pretty much all of the art done but the systems havent been implemented yet though. I also have the last level somewhat done but it still needs quite a bit configuration still. Anyways I hope you have a good day!"}]...
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Title: Capyware games by @Alafandri | Stardance
D Title: Capyware games by @Alafandri | Stardance
Devlogs:
Hey everyone! I have started working on a warioware style game. This game is going to be themed around a capybara who you got to make happy. So far I have finished with the first level. I have pretty much all of the art done but the systems havent been implemented yet though. I also have the last level somewhat done but it still needs quite a bit configuration still. Anyways I hope you have a good day!
Hey everyone! The game is finally done! I added music to the game and finished all of the levels. The game is now ready for release! Have a nice day, and have fun playing the game!
Hey everyone! Since I finished the first warioware game mission I have decided to take on the second one where you expand the game! I have added 2 new levels to my current game that are very different from the pervious ones since I didn’t want to copy the exisiting ones. I’m not going to spoil what it is though but I will say that I like how they turned out! Have fun!
Ships:
I made a simple fast paced warioware game. This game is all about filling the needs of a cute little capybara. This projects biggest challenge was for me the art. Since I am no artist, nailing the artstyle and getting the sprites to look good was definitely a challenge for me. But I managed and learned alot while making it. So I guess I could say that I am most proud of the art in the game. People planning on playing it should know that have fun!
I made a warioware style game on godot. The post challenging part was making the art. So I can say that i am also very proud of the outcome of it. People who playtest the game remember, that the longer you hold space the higher you will jump!...
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1793631031.44388
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1793717431.44388
|
|
46753
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meteoric by @domos000 | Stardance
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domos000
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1
|
4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:46:23Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "meteoric meteoric is a new tab page meant to make your web-surfing as meteoric as possible. 🤔 Why the name meteoric ? The name meteoric is a synonym for ‘very fast’. The name is also a reference to ‘meteors’. This new tab page delivers your search query requests instantly and is also space-themed . This is why I chose the name meteoric for this new tab page. ✨ Features ⚙ Settings Page: There is a settings page where you can choose which search engine you would like to use and it saves that to local storage so, you don’t have to select your preferred search engine every time. 💾 Local Storage Stuff: As I mentioned earlier, the website saves which search engine you have selected so, you don’t need to select your preferred search engine every time you open a new tab. Moreover, in order to make the performance better, the website also saves the URL of the APOD image so it doesn’t need to fetch an image every time you open a new tab! 🤖 AI Usage: Gemini 3.1 Pro (High) in Antigravity was primarily used in partially creating and fixing bugs in JavaScript code. GitHub Copilot was used for inline suggestions for code.", "repo": "https://github.com/adeebur-x64/meteoric", "demo": "https://meteoric-tab.vercel.app/"}]...
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[{"post_id": 45769, "ts": "202 [{"post_id": 45769, "ts": "2026-08-12T13:56:25Z", "hours": 2.5181, "text": "Devlog 2 I basically finished the whole website now! Settings Page: There is a settings page where you can choose which search engine you would like to use and it saves that to local storage so, you don’t have to select your preferred search engine every time. Local Storage Stuff: As I mentioned earlier, the website saves which search engine you have selected so, you don’t need to select your preferred search engine every time you open a new tab. Moreover, in order to make the performance better, the website also saves the URL of the APOD image so it doesn’t need to fetch an image every time you open a new tab! AI Usage: Gemini 3.1 Pro (High) in Antigravity was primarily used in partially creating and fixing bugs in JavaScript code. GitHub Copilot was used for inline suggestions for code."}, {"post_id": 45257, "ts": "2026-08-11T16:34:37Z", "hours": 1.6139, "text": "Devlog 1 I implemented the base plate for all the code. Surprisingly, fetching the background image from the API and displaying it took ~40 mins which I don’t understand how. There is a blur applied behind the header and search input. I’ve also added a blur behind the header and the input field however, it seems to be currently broken. Currently, the search input is just for show and doesn’t work . I’ll implement the actual logic behind it in the next devlog which will be tomorrow!"}]...
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Title: meteoric by @domos000 | Stardance
Devlogs: Title: meteoric by @domos000 | Stardance
Devlogs:
Devlog 1 I implemented the base plate for all the code. Surprisingly, fetching the background image from the API and displaying it took ~40 mins which I don’t understand how. There is a blur applied behind the header and search input. I’ve also added a blur behind the header and the input field however, it seems to be currently broken. Currently, the search input is just for show and doesn’t work . I’ll implement the actual logic behind it in the next devlog which will be tomorrow!
Devlog 2 I basically finished the whole website now! Settings Page: There is a settings page where you can choose which search engine you would like to use and it saves that to local storage so, you don’t have to select your preferred search engine every time. Local Storage Stuff: As I mentioned earlier, the website saves which search engine you have selected so, you don’t need to select your preferred search engine every time you open a new tab. Moreover, in order to make the performance better, the website also saves the URL of the APOD image so it doesn’t need to fetch an image every time you open a new tab! AI Usage: Gemini 3.1 Pro (High) in Antigravity was primarily used in partially creating and fixing bugs in JavaScript code. GitHub Copilot was used for inline suggestions for code.
Ships:
meteoric meteoric is a new tab page meant to make your web-surfing as meteoric as possible. 🤔 Why the name meteoric ? The name meteoric is a synonym for ‘very fast’. The name is also a reference to ‘meteors’. This new tab page delivers your search query requests instantly and is also space-themed . This is why I chose the name meteoric for this new tab page. ✨ Features ⚙ Settings Page: There is a settings page where you can choose which search engine you would like to use and it saves that to local storage so, you don’t have to select your preferred search engine every time. 💾 Local Storage Stuff: As I mentioned earlier, the website saves which search engine you have selected so, you don’t need to select your preferred search engine every time you open a new tab. Moreover, in order to make the performance better, the website also saves the URL of the APOD image so it doesn’t need to fetch an image every time you open a new tab! 🤖 AI Usage: Gemini 3.1 Pro (High) in Antigravity was primarily used in partially creating and fixing bugs in JavaScript code. GitHub Copilot was used for inline suggestions for code....
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1793631032.6098158
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1793717432.6098158
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56482
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EncoderStar by @AuraMonster | Stardance
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AuraMonster
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1
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3.98
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6
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T20:25:59Z", "hours": 3.0, "multiplier": 3.56, "payout": 6, "blessing": "neutral", "text": "I made a website that can Encode, Decode, Cipher, and Decipher messages using different systems (Ex: Caesar’s, Substitution, etc.). It also teaches you how the different systems work.", "repo": "https://github.com/mdmutahhar24-pixel/EncoderStar", "demo": "https://encodestar.mutahharsultan.hackclub.app/"}]...
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[{"post_id": 61225, "ts": "202 [{"post_id": 61225, "ts": "2026-09-04T01:45:01Z", "hours": 0.9769, "text": "Third and ACTUAL final Devlog for EncoderStar Last time I said that it was the last devlog, but due to deployment errors, this devlog exists!"}, {"post_id": 59832, "ts": "2026-09-01T20:10:19Z", "hours": 0.7903, "text": "Second and Final Devlog of EncoderStar More info: Why are you ending this early when it has so much potential (Did somebody say Potential?)? My reasons: Overall I am just bored of this. Too much math (I hate math) I have another project in mind New Features: Guide Finished ASCII encoding added (new encode section) ASCII decoding added (new decode section) renamed encoding to ciphers renamed decoding to deciphers added encoding and decoding for things like ASCII Will be shipped shortly!"}, {"post_id": 59367, "ts": "2026-09-01T03:57:45Z", "hours": 2.5406, "text": "First Devlog for EncoderStar What is EncoderStar? EncoderStar is a website made in python that ciphers and deciphers using many ciphers (Caesar’s, Substitution, etc.) New Features: Added Homepage Added Encoder page with Caesar’s, Substitution and Atbash Added Decoder page with Caesar’s, Substitution and Atbash Work in progress: Guide Future Features (Subject to change): More ciphers"}]...
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Title: EncoderStar by @AuraMonster | Stardance
De Title: EncoderStar by @AuraMonster | Stardance
Devlogs:
First Devlog for EncoderStar What is EncoderStar? EncoderStar is a website made in python that ciphers and deciphers using many ciphers (Caesar’s, Substitution, etc.) New Features: Added Homepage Added Encoder page with Caesar’s, Substitution and Atbash Added Decoder page with Caesar’s, Substitution and Atbash Work in progress: Guide Future Features (Subject to change): More ciphers
Second and Final Devlog of EncoderStar More info: Why are you ending this early when it has so much potential (Did somebody say Potential?)? My reasons: Overall I am just bored of this. Too much math (I hate math) I have another project in mind New Features: Guide Finished ASCII encoding added (new encode section) ASCII decoding added (new decode section) renamed encoding to ciphers renamed decoding to deciphers added encoding and decoding for things like ASCII Will be shipped shortly!
Third and ACTUAL final Devlog for EncoderStar Last time I said that it was the last devlog, but due to deployment errors, this devlog exists!
Ships:
I made a website that can Encode, Decode, Cipher, and Decipher messages using different systems (Ex: Caesar’s, Substitution, etc.). It also teaches you how the different systems work....
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1793631033.7979395
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1793717433.7979395
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46758
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i cant delete this so pretend it doesnt exist- Ent i cant delete this so pretend it doesnt exist- Entirely By AI - Unblocked Games Site by @BestSpark687090 | Stardance...
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BestSpark687090
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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": "2026-08-11T17:55:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "⚠️⚠️ entirely ai code on purpose ⚠️⚠️ so i forced 5 ai agents to make separate parts of an unblocked games site heres what each ai made claude: main page and shared navbar cursor: games codex: movies copilot: chat opencode: proxy i probably used 10 gallons of water or something like that, my bad anyways this probably wont be fixed up anymore and was a stupid idea thanks for reading ig", "repo": "https://github.com/BestSpark687090/entirelywithais", "demo": "https://hc.bestspark.org"}]...
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[{"post_id": 45307, "ts": "202 [{"post_id": 45307, "ts": "2026-08-11T17:49:10Z", "hours": 0.7458, "text": "ok yeah its done. each page has its own styling because each ai made their own styling. im sorry for using this much water btw i also for some reason cant show the proxy cause hackclub only allows 4 images"}, {"post_id": 45260, "ts": "2026-08-11T16:40:25Z", "hours": 1.4503, "text": "devlog 1 - some of the stuff is done each ai wrote their own css and server files heres what each agent made claude: main page, and shared js file cursor: games section codex: movies copilot: chat opencode: proxy funny thing is, opencode isnt even done at the time of writing this. it also recently got itself stuck in an infinite loop trying to write out a uv service url. i made it now go scramjet only though. easier. im sorry for using this much water, forgive me 🙏"}]...
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Title: i cant delete this so pretend it doesnt exi Title: i cant delete this so pretend it doesnt exist- Entirely By AI - Unblocked Games Site by @BestSpark687090 | Stardance
Devlogs:
devlog 1 - some of the stuff is done each ai wrote their own css and server files heres what each agent made claude: main page, and shared js file cursor: games section codex: movies copilot: chat opencode: proxy funny thing is, opencode isnt even done at the time of writing this. it also recently got itself stuck in an infinite loop trying to write out a uv service url. i made it now go scramjet only though. easier. im sorry for using this much water, forgive me 🙏
ok yeah its done. each page has its own styling because each ai made their own styling. im sorry for using this much water btw i also for some reason cant show the proxy cause hackclub only allows 4 images
Ships:
⚠️⚠️ entirely ai code on purpose ⚠️⚠️ so i forced 5 ai agents to make separate parts of an unblocked games site heres what each ai made claude: main page and shared navbar cursor: games codex: movies copilot: chat opencode: proxy i probably used 10 gallons of water or something like that, my bad anyways this probably wont be fixed up anymore and was a stupid idea thanks for reading ig...
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1793631034.9599228
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1793717434.9599228
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59311
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Blender arm controller by @Sparsh01 | Stardance
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Sparsh01
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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": "2026-09-07T09:11:27Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made controller in blender using python to controll a 3 dof robotic arm , steps to run it - import ur 3dof robotic arm model,go to edit then click preference add on and choose .zip file i have provided , a pop up will open install pyserial and connect ur arduino with com ,it have a live sync option ,u can put value of stepper motor size like max step it should take 150 is preffered*", "repo": "", "demo": ""}]...
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[{"post_id": 63437, "ts": "202 [{"post_id": 63437, "ts": "2026-09-07T08:56:25Z", "hours": 0.1, "text": "finally completed the code for the controller of 3dof robotic arm"}]...
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Title: Blender arm controller by @Sparsh01 | Stard Title: Blender arm controller by @Sparsh01 | Stardance
Devlogs:
finally completed the code for the controller of 3dof robotic arm
Ships:
I have made controller in blender using python to controll a 3 dof robotic arm , steps to run it - import ur 3dof robotic arm model,go to edit then click preference add on and choose .zip file i have provided , a pop up will open install pyserial and connect ur arduino with com ,it have a live sync option ,u can put value of stepper motor size like max step it should take 150 is preffered*...
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1793631036.1663013
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1793717436.1663013
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