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32518
|
My own site! by @dynamo | Stardance
|
dynamo
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T14:36:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hi! i’ve been interested in web development for quite some time and have explored different programming languages along the way. one thing i always wanted to build was a personal website where i could introduce myself, share my interests, and showcase the projects i’ve worked on. so, i decided to use my knowledge of html and css to create this website from scratch. the biggest challenge i faced was to design the layout as i thought of. aligning the divs and the elements were slightly annoying as sometimes they dont work as i intended it to. so i had to take help and search about how that part of the styling works from the internet to correct the issues. now im very proud to have myself a website that i have built by my own. few things i wanna improve is that, i want to make the website more responsive and accessible from many other devices like mobile phones and tabs. this experience was very fun and engaging!", "repo": "https://github.com/imunknown7/me-website", "demo": "https://imunknown7.github.io/me-website/"}]...
|
[{"post_id": 27620, "ts": "202 [{"post_id": 27620, "ts": "2026-07-13T11:23:59Z", "hours": 0.7669, "text": "worked for a few minutes on the projects and contact me part of the website. pretty much done with the website."}, {"post_id": 24813, "ts": "2026-07-08T16:48:22Z", "hours": 1.3167, "text": "initial works. made a home/hero section, about me section and will work on the contact us section."}]...
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Title: My own site! by @dynamo | Stardance
Devlog Title: My own site! by @dynamo | Stardance
Devlogs:
initial works. made a home/hero section, about me section and will work on the contact us section.
worked for a few minutes on the projects and contact me part of the website. pretty much done with the website.
Ships:
hi! i’ve been interested in web development for quite some time and have explored different programming languages along the way. one thing i always wanted to build was a personal website where i could introduce myself, share my interests, and showcase the projects i’ve worked on. so, i decided to use my knowledge of html and css to create this website from scratch. the biggest challenge i faced was to design the layout as i thought of. aligning the divs and the elements were slightly annoying as sometimes they dont work as i intended it to. so i had to take help and search about how that part of the styling works from the internet to correct the issues. now im very proud to have myself a website that i have built by my own. few things i wanna improve is that, i want to make the website more responsive and accessible from many other devices like mobile phones and tabs. this experience was very fun and engaging!...
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1793620258.69889
|
1793706658.69889
|
|
28191
|
AI Personal Trainer by @LonleySailor | Stardance
|
LonleySailor
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T15:09:24Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Personal AI trainer with support mainly focused on local AI and low hardware requirements to get a good training program. Does it work well? Sadly, not yet", "repo": "https://github.com/LonleySailor/Local-Personal-Ai-Trainer", "demo": "https://ai-trainer.lunatria.com"}]...
|
[{"post_id": 19267, "ts": "202 [{"post_id": 19267, "ts": "2026-06-30T15:06:49Z", "hours": 1.3464, "text": "Second Devlog As promised this one will introduce the demo, it took me longer than expected. I hosted the demo on my home server so fortunately no extra costs there:) The demo itself sits on its own branch which has demo users, and uses Open Router as the LLM provider. The demo uses the google/gemma-4-26b-a4b-it model, since that was the closest one to which I am using locally which is: google/gemma-4-12b-qat. Apart from using a external LLM provider for the demo I also added multiple user support. They aren’t protected by passwords or anything, but should give you the chance to try out your own situations whether real or fake (the app doesn’t log any data). Surprisingly Open router has a much bigger latency than locally hosted LMstudio, so please be patient. Any feedback in the comments would be amazing. LonleySailor"}, {"post_id": 18356, "ts": "2026-06-29T14:08:07Z", "hours": 4.8497, "text": "This is my first devlog on my personal AI trainer, which is supposed to use a Local AI model running on my laptop to guide me through my fitness journey. I am in the process of pushing the MVP to a working state ASAP to be able to use it, that is why a lot of things are hard coded and the UI is bad. The main elements included creating a set of tools for the AI to call to get the needed information, adding the equipment I have (first screenshot), adding a profile with core data such as health conditions, fitness goals and exercise one may just dislike and hate doing(second screenshot). Workout starts simply, you input the time you have for the given day, mood/energy + sleep quality and some short term medical issues like maybe a twisted ankle (screenshot number 3) . The MVP introduces only 1 type of workout, the step-by step where your clicking through what you have done, as well having a timer to track the breaks between sets (Screenshots 4 and 5). Are there issues, of course, the workouts the AI gives are not consistent, the tools need working on, many things are hardcoded and it only works with LMStudio for now, but I am happy and proud of where it is going!!! unfortunately you can’t try it out without downloading LMstudio and running a model with it yet,however for the next devlog I will host it on my server with a openrouter API key so you can try it out without having to load in locally. See you next time, LonleySailor"}]...
|
Title: AI Personal Trainer by @LonleySailor | Star Title: AI Personal Trainer by @LonleySailor | Stardance
Devlogs:
This is my first devlog on my personal AI trainer, which is supposed to use a Local AI model running on my laptop to guide me through my fitness journey. I am in the process of pushing the MVP to a working state ASAP to be able to use it, that is why a lot of things are hard coded and the UI is bad. The main elements included creating a set of tools for the AI to call to get the needed information, adding the equipment I have (first screenshot), adding a profile with core data such as health conditions, fitness goals and exercise one may just dislike and hate doing(second screenshot). Workout starts simply, you input the time you have for the given day, mood/energy + sleep quality and some short term medical issues like maybe a twisted ankle (screenshot number 3) . The MVP introduces only 1 type of workout, the step-by step where your clicking through what you have done, as well having a timer to track the breaks between sets (Screenshots 4 and 5). Are there issues, of course, the workouts the AI gives are not consistent, the tools need working on, many things are hardcoded and it only works with LMStudio for now, but I am happy and proud of where it is going!!! unfortunately you can’t try it out without downloading LMstudio and running a model with it yet,however for the next devlog I will host it on my server with a openrouter API key so you can try it out without having to load in locally. See you next time, LonleySailor
Second Devlog As promised this one will introduce the demo, it took me longer than expected. I hosted the demo on my home server so fortunately no extra costs there:) The demo itself sits on its own branch which has demo users, and uses Open Router as the LLM provider. The demo uses the google/gemma-4-26b-a4b-it model, since that was the closest one to which I am using locally which is: google/gemma-4-12b-qat. Apart from using a external LLM provider for the demo I also added multiple user support. They aren’t protected by passwords or anything, but should give you the chance to try out your own situations whether real or fake (the app doesn’t log any data). Surprisingly Open router has a much bigger latency than locally hosted LMstudio, so please be patient. Any feedback in the comments would be amazing. LonleySailor
Ships:
Personal AI trainer with support mainly focused on local AI and low hardware requirements to get a good training program. Does it work well? Sadly, not yet...
|
1793620259.9092011
|
1793706659.9092011
|
|
57635
|
GOTHAM-OS by @NerdyItachi | Stardance
|
NerdyItachi
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T23:15:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Global-Os which is a webOs inspired from Bruce Wayne from Batman the hardest part was giving it the UI it has but kinda did it hehe:D", "repo": "https://github.com/Ayaan-dev21/Global-os", "demo": "https://global-os.netlify.app/"}]...
|
[{"post_id": 61167, "ts": "202 [{"post_id": 61167, "ts": "2026-09-03T23:12:37Z", "hours": 0.2819, "text": "cool aint it ? its complete now please do try it once :D you will actually feel like Bruce Wayne xD"}, {"post_id": 61102, "ts": "2026-09-03T20:30:17Z", "hours": 0.2983, "text": "Managed to make this till now xD"}, {"post_id": 61088, "ts": "2026-09-03T20:10:14Z", "hours": 2.3319, "text": "Creating a Retro Comic Batman inspired webOS its gonna be cool just starting out rn ngl"}]...
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Title: GOTHAM-OS by @NerdyItachi | Stardance
Devl Title: GOTHAM-OS by @NerdyItachi | Stardance
Devlogs:
Creating a Retro Comic Batman inspired webOS its gonna be cool just starting out rn ngl
Managed to make this till now xD
cool aint it ? its complete now please do try it once :D you will actually feel like Bruce Wayne xD
Ships:
I made Global-Os which is a webOs inspired from Bruce Wayne from Batman the hardest part was giving it the UI it has but kinda did it hehe:D...
|
1793620261.095652
|
1793706661.095652
|
|
32578
|
Pen Plotter by @mgiv | Stardance
|
mgiv
|
1
|
58.26
|
257
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T21:10:40Z", "hours": 54.0, "multiplier": 5.0, "payout": 257, "blessing": "neutral", "text": "Pen plotter - Ship 1 Introduction This is a pen plotter I’ve been making over the past few weeks. It uses NEMA 17 stepper motors, timing belts, 3d printed parts and an esp32. I’ve got it to draw images of my cat, Onyx, as well as some fractals and space filling curves. I created a simple G-code language called P-Code that runs the machine. Most of the processing is split between the pc, where it processes the images and turns them into the P-Code, and the ESP32, which draws lines from the P-Code. I also added some other features, such as end switches for toolhead homing, which was very difficult to do before, and also an emergency stop button for when things went wrong. Design At first, I created a very simple x-axis only prototype, and I thought I learnt enough from that to attempt a corexy design. Quite quickly though, I realised that corexy was a mistake. See instead of using a separate belt system for the X and Y axis, this uses 2 belt systems on both the X and Y axis. This is good because the motors are stationary, and a motor doesn’t have to ride on the Y axis, but it makes things 10x more complicated. After a while I gave up and used a gantry system instead. I also used timing belts instead of the string I used on the first prototype, which wasn’t nearly precise enough. I made quite a few mistakes, which resulted in me having to reprint a part. The area of the plotter is about 15000 x 16000 steps, which translates into around 190x200mm, which I’m very pleased with. There are still a lot of problems with the design, such as: Some screwholes are impossible to reach It’s a pain to tension the belt The pen up/down mechanism causes a lot of wiggle It’s very hard to get the belt around the motor on the x axis The motor almost doesn’t fit in the hole on the x axis It’s impossible to make the rods on the Y axis parallel without building a full frame, which is slightly outside of the budget for this project, so I had to leave one corner unscrewed to allow for some play The double motor system is great but it makes moving the carriage manually very difficult The 2 motors can get out of sync meaning one side is slightly further along the Y axis from the other. The cable sometimes gets caught, skipping steps at best, or at worst breaking something There are a lot of loose connections on the breadboard, I’ll get a custom pcb at some point As you can see, I ran into a huge amount of issues. But that didn’t stop me, as you can see. Software I used Micropython on ESP32 for this, which was a good choice because it would have taken me 10x longer if I used ESP-IDF for it, which is the official C SDK. At first, it could only draw horizontal, vertical and diagonal lines, not lines at an angle, because both motors travelled at the same speed. Because of this I implemented Bresenham’s line algorithm, and also learnt how to use the @micropython .native decorator which makes code run much faster. The 5000 steps per second speed I was aiming for wouldn’t be realistic without native. Other than the demo of the hilbert curves, there’s a number of demos linked in the readme of the Github repo. Next, I hope to implement SVG reading, so I can draw many more things, as I won’t have to write custom code to draw something new.", "repo": "https://github.com/mgiv/pen-plotter", "demo": ""}]...
|
[{"post_id": 31809, "ts": "202 [{"post_id": 31809, "ts": "2026-07-20T14:22:40Z", "hours": 4.2589, "text": "Pen Plotter - Devlog 8 I’ve been working on drawing SVGs. The trick here is to combine everything into one single path in inkscape and also approximate curves and ellipses etc to lines. I’ve also fixed a lot of strange bugs, one of which was caused by a timer overflow, which happens after 9 minutes in micropython. This caused a crash, but now it’s fixed. I also updated the acceleration routine, and now it only activates when the pen is up. I’ll start working on version 2 soon which will fix a lot of the precision issues I’ve had with this version, and also be far more capable."}, {"post_id": 30357, "ts": "2026-07-17T20:43:25Z", "hours": 5.4864, "text": "Pen Plotter - Devlog 7. I’ve been working on drawing sierpinski triangles and hilbert curves as well as drawing images with canny edge detection."}, {"post_id": 29232, "ts": "2026-07-16T00:36:24Z", "hours": 10.2814, "text": "Pen Plotter - Devlog 6. I’ve been working more on the gantry system, and I got my first prototype up and running. I used steel rods, NEMA 17 stepper motors, and timing belts for this. Other than that it’s almost all 3d printed. I designed a couple of parts badly, mainly forgetting to put a hole into one of the motor parts, so that the shaft wouldn’t fit. Other than that, it worked surprisingly well. The first few images I drew were of my cat, Onyx, and I used the system I described in a previous devlog where it converts the image into lines. I’ll also need to try canny edge detection, as that would probably work quite well, but I’ll need to work more on the plotter’s software because it can only draw horizontal, vertical, and diagonal lines at the moment. I’ll also work on converting svgs, and also text possibly"}, {"post_id": 28437, "ts": "2026-07-14T17:54:08Z", "hours": 8.4247, "text": "Pen Plotter - Devlog 5 I’ve been working on a gantry system. Not sure if I mentioned it on the last devlog, but corexy is very very painful to design. I scrapped that after a while and started work on a much more basic gantry design. As I’m writing this, the parts for that system are printing, so I’ll update this once I have a basic prototype up and running. I’ve also been working on canny edge detection for the images, which finds the edges in an image and turns them into contours that I can draw on the machine. I used python opencv and recycled a lot of code from the previous line-based approach. I’ll try out both using lines and contours for drawing images, and I’ll see which works better. I suspect that the lines will look much better, but I’m certain they’ll take ages to draw. Both these methods still output my custom p-code language which will be used on the pen plotter Next up, I’ll assemble the basic prototype and try to get it working. While I’m waiting for the parts to print, which will take about another 3 hours, I’ll look into possibly using sine waves to draw things, and changing the amplitude, and also a method using zig zag lines which have variable spacing Oh, and I also worked on a bit of hardware, because the new system uses an extra stepper motor I had to wire up 2 motors in series which is way easier than using another driver and more precise also"}, {"post_id": 27765, "ts": "2026-07-13T16:39:19Z", "hours": 5.2189, "text": "Pen plotter - devlog 4 I’ve been taking a break from cad, and instead working on converting images to toolpaths for the future plotter. The first method I tried was using lines. For each pixel there is a block 10x10 steps wide, and if the image is very dark in that region, it’ll draw 10 lines in there, if it’s brighter it might only draw 5. I also developed my own g-code like language called p-code, where there are only a few commands: MOVE X Y, PEN UP/DOWN, HOME, and SPEED (in steps per second). I turned the images into a series of p-code commands. Since the pen plotter isn’t finished yet (and to be honest won’t be for a while), I made a simple interpreter and displayed the images using a matplotlib LineCollection. In the future I’ll be exploring other methods of making images display, such as: Dots of variable spacing Sine waves of variable amplitude Zig Zag lines of variable density (but constant height) Converting SVG images into paths Finding outlines in images and drawing them, possibly using something like canny edge detection"}, {"post_id": 27265, "ts": "2026-07-12T17:55:03Z", "hours": 12.0139, "text": "Pen plotter - devlog 3 CoreXY system For some strange reason, I decided to scrap the old version with the single x axis, and the string drive. Instead, I’m going for a CoreXY system with fancy timing belts. After 10 hours of wrangling with Fusion and trying to get a functional design, I’m starting to slightly regret it, and I almost wish that I just went with a generic gantry system or even a bed slinger I posted this devlog because I’m up to the 10 hour limit, and I need to post or else my time won’t count. By chance it happens that I’m just about finished the first prototype of the CoreXY system, and just need to wait a couple days until the parts arrive. It uses timing belts and idlers, NEMA 17 stepper motors, and a single SG90 servo motor, plus a bunch of parts I’ll 3D print myself. What next? I’ve had so many issues with this project: The CAD is a complete mess and I’ll almost certainly have to remake it using a better method I still don’t know if the CoreXY will even work, I’ll need to wait and see I don’t know if the screws are strong enough to hold it onto the baseplate There’s probably a number of parts with clearance issues and the carriage probably won’t run properly So next I’ll work on making the first prototype and after that, if it works I’ll take a break from CAD to work on some software for it, and get it to draw things. If it doesn’t work… I guess back to CAD."}, {"post_id": 25597, "ts": "2026-07-09T23:18:13Z", "hours": 8.7156, "text": "Devlog 2 - X axis done. Taking lessons from the last devlog, I completely reworked the pulley system at the end. I also fixed the print settings for the spools, but had other issues. But in the end I managed to achieve an amazing result, which draws dashed lines. It uses a servo motor to move the pen up and down and a stepper using what is sort of a capstan drive, however heavily modified. For some reason I decided after this to completely redesign the whole thing into a corexy plotter instead, I think it was a terrible decision but let’s see how we do in 10 hours… One problem I had is that the pen holder is very very wobbly, either I’ll just tighten the tolerances or maybe change it so that the servo is attached directly. Another is the servo mount - as you can see I had to break some of it off to mount the servo as I didn’t account for the wires."}, {"post_id": 24925, "ts": "2026-07-08T20:03:34Z", "hours": 3.6436, "text": "Pen plotter - first devlog. I had issues with lookout that meant that I lost about 3 hours of recorded time, but now I have very simple prototype. I did a little programming on the esp32, but this was mostly just writing a test program and setting up the environment. There are a number of issues with the current prototype: one of the holes on the carriage is smaller than the other, the stepper didn’t fit in the holder, the thing attaching the thread to the carriage snapped the thread, the spool at the end was too loose, and the spools had terrible print quality. There are an number of other issues that I’ll just ignore for now, and fix later."}]...
|
Title: Pen Plotter by @mgiv | Stardance
Devlogs:
Title: Pen Plotter by @mgiv | Stardance
Devlogs:
Pen plotter - first devlog. I had issues with lookout that meant that I lost about 3 hours of recorded time, but now I have very simple prototype. I did a little programming on the esp32, but this was mostly just writing a test program and setting up the environment. There are a number of issues with the current prototype: one of the holes on the carriage is smaller than the other, the stepper didn’t fit in the holder, the thing attaching the thread to the carriage snapped the thread, the spool at the end was too loose, and the spools had terrible print quality. There are an number of other issues that I’ll just ignore for now, and fix later.
Devlog 2 - X axis done. Taking lessons from the last devlog, I completely reworked the pulley system at the end. I also fixed the print settings for the spools, but had other issues. But in the end I managed to achieve an amazing result, which draws dashed lines. It uses a servo motor to move the pen up and down and a stepper using what is sort of a capstan drive, however heavily modified. For some reason I decided after this to completely redesign the whole thing into a corexy plotter instead, I think it was a terrible decision but let’s see how we do in 10 hours… One problem I had is that the pen holder is very very wobbly, either I’ll just tighten the tolerances or maybe change it so that the servo is attached directly. Another is the servo mount - as you can see I had to break some of it off to mount the servo as I didn’t account for the wires.
Pen plotter - devlog 3 CoreXY system For some strange reason, I decided to scrap the old version with the single x axis, and the string drive. Instead, I’m going for a CoreXY system with fancy timing belts. After 10 hours of wrangling with Fusion and trying to get a functional design, I’m starting to slightly regret it, and I almost wish that I just went with a generic gantry system or even a bed slinger I posted this devlog because I’m up to the 10 hour limit, and I need to post or else my time won’t count. By chance it happens that I’m just about finished the first prototype of the CoreXY system, and just need to wait a couple days until the parts arrive. It uses timing belts and idlers, NEMA 17 stepper motors, and a single SG90 servo motor, plus a bunch of parts I’ll 3D print myself. What next? I’ve had so many issues with this project: The CAD is a complete mess and I’ll almost certainly have to remake it using a better method I still don’t know if the CoreXY will even work, I’ll need to wait and see I don’t know if the screws are strong enough to hold it onto the baseplate There’s probably a number of parts with clearance issues and the carriage probably won’t run properly So next I’ll work on making the first prototype and after that, if it works I’ll take a break from CAD to work on some software for it, and get it to draw things. If it doesn’t work… I guess back to CAD.
Pen plotter - devlog 4 I’ve been taking a break from cad, and instead working on converting images to toolpaths for the future plotter. The first method I tried was using lines. For each pixel there is a block 10x10 steps wide, and if the image is very dark in that region, it’ll draw 10 lines in there, if it’s brighter it might only draw 5. I also developed my own g-code like language called p-code, where there are only a few commands: MOVE X Y, PEN UP/DOWN, HOME, and SPEED (in steps per second). I turned the images into a series of p-code commands. Since the pen plotter isn’t finished yet (and to be honest won’t be for a while), I made a simple interpreter and displayed the images using a matplotlib LineCollection. In the future I’ll be exploring other methods of making images display, such as: Dots of variable spacing Sine waves of variable amplitude Zig Zag lines of variable density (but constant height) Converting SVG images into paths Finding outlines in images and drawing them, possibly using something like canny edge detection
Pen Plotter - Devlog 5 I’ve been working on a gantry system. Not sure if I mentioned it on the last devlog, but corexy is very very painful to design. I scrapped that after a while and started work on a much more basic gantry design. As I’m writing this, the parts for that system are printing, so I’ll update this once I have a basic prototype up and running. I’ve also been working on canny edge detection for the images, which finds the edges in an image and turns them into contours that I can draw on the machine. I used python opencv and recycled a lot of code from the previous line-based approach. I’ll try out both using lines and contours for drawing images, and I’ll see which works better. I suspect that the lines will look much better, but I’m certain they’ll take ages to draw. Both these methods still output my custom p-code language which will be used on the pen plotter Next up, I’ll assemble the basic prototype and try to get it working. While I’m waiting for the parts to print, which will take about another 3 hours, I’ll look into possibly using sine waves to draw things, and changing the amplitude, and also a method using zig zag lines which have variable spacing Oh, and I also worked on a bit of hardware, because the new system uses an extra stepper motor I had to wire up 2 motors in series which is way easier than using another driver and more precise also
Pen Plotter - Devlog 6. I’ve been working more on the gantry system, and I got my first prototype up and running. I used steel rods, NEMA 17 stepper motors, and timing belts for this. Other than that it’s almost all 3d printed. I designed a couple of parts badly, mainly forgetting to put a hole into one of the motor parts, so that the shaft wouldn’t fit. Other than that, it worked surprisingly well. The first few images I drew were of my cat, Onyx, and I used the system I described in a previous devlog where it converts the image into lines. I’ll also need to try canny edge detection, as that would probably work quite well, but I’ll need to work more on the plotter’s software because it can only draw horizontal, vertical, and diagonal lines at the moment. I’ll also work on converting svgs, and also text possibly
Pen Plotter - Devlog 7. I’ve been working on drawing sierpinski triangles and hilbert curves as well as drawing images with canny edge detection.
Pen Plotter - Devlog 8 I’ve been working on drawing SVGs. The trick here is to combine everything into one single path in inkscape and also approximate curves and ellipses etc to lines. I’ve also fixed a lot of strange bugs, one of which was caused by a timer overflow, which happens after 9 minutes in micropython. This caused a crash, but now it’s fixed. I also updated the acceleration routine, and now it only activates when the pen is up. I’ll start working on version 2 soon which will fix a lot of the precision issues I’ve had with this version, and also be far more capable.
Ships:
Pen plotter - Ship 1 Introduction This is a pen plotter I’ve been making over the past few weeks. It uses NEMA 17 stepper motors, timing belts, 3d printed parts and an esp32. I’ve got it to draw images of my cat, Onyx, as well as some fractals and space filling curves. I created a simple G-code language called P-Code that runs the machine. Most of the processing is split between the pc, where it processes the images and turns them into the P-Code, and the ESP32, which draws lines from the P-Code. I also added some other features, such as end switches for toolhead homing, which was very difficult to do before, and also an emergency stop button for when things went wrong. Design At first, I created a very simple x-axis only prototype, and I thought I learnt enough from that to attempt a corexy design. Quite quickly though, I realised that corexy was a mistake. See instead of using a separate belt system for the X and Y axis, this uses 2 belt systems on both the X and Y axis. This is good because the motors are stationary, and a motor doesn’t have to ride on the Y axis, but it makes things 10x more complicated. After a while I gave up and used a gantry system instead. I also used timing belts instead of the string I used on the first prototype, which wasn’t nearly precise enough. I made quite a few mistakes, which resulted in me having to reprint a part. The area of the plotter is about 15000 x 16000 steps, which translates into around 190x200mm, which I’m very pleased with. There are still a lot of problems with the design, such as: Some screwholes are impossible to reach It’s a pain to tension the belt The pen up/down mechanism causes a lot of wiggle It’s very hard to get the belt around the motor on the x axis The motor almost doesn’t fit in the hole on the x axis It’s impossible to make the rods on the Y axis parallel without building a full frame, which is slightly outside of the budget for this project, so I had to leave one corner unscrewed to allow for some play The double motor system is great but it makes moving the carriage manually very difficult The 2 motors can get out of sync meaning one side is slightly further along the Y axis from the other. The cable sometimes gets caught, skipping steps at best, or at worst breaking something There are a lot of loose connections on the breadboard, I’ll get a custom pcb at some point As you can see, I ran into a huge amount of issues. But that didn’t stop me, as you can see. Software I used Micropython on ESP32 for this, which was a good choice because it would have taken me 10x longer if I used ESP-IDF for it, which is the official C SDK. At first, it could only draw horizontal, vertical and diagonal lines, not lines at an angle, because both motors travelled at the same speed. Because of this I implemented Bresenham’s line algorithm, and also learnt how to use the @micropython .native decorator which makes code run much faster. The 5000 steps per second speed I was aiming for wouldn’t be realistic without native. Other than the demo of the hilbert curves, there’s a number of demos linked in the readme of the Github repo. Next, I hope to implement SVG reading, so I can draw many more things, as I won’t have to write custom code to draw something new....
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1793620262.248268
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1793706662.248268
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55201
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pywikiscrape by @tyleruploads | Stardance
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tyleruploads
|
1
|
5.0
|
64
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T20:49:07Z", "hours": 5.0, "multiplier": 11.67, "payout": 64, "blessing": "neutral", "text": "I recently created pywikiscrape, a powerful, easy-to-use, accessible open-source Wikipedia scraper written in Python that lets users export articles in any language to an SQLite database using BeautifulSoup. This project was challenging because it required moving from scraping one Wikipedia article with predefined variables to scraping as many articles as the user chooses, with user-defined variables that may be incorrect or require special handling. Essentially, all the edge cases. I am very proud of myself due to the fact that I was originally thinking “That project would be way too hard! I’ve scraped some Wikipedia articles before, but something like this? It’s so much harder,” but now I have a working 440-line project with a beautiful README. I even created an X/Twitter account while making this project to promote my coding, which I am still working on to this day. The project is very straightforward to use; it will automatically prompt you for any option it needs user input for, and has defaults you can access by simply skipping the question and clicking the Enter key without any text entered.", "repo": "https://github.com/tyleruploads/pywikiscrape", "demo": "https://pypi.org/project/pywikiscrape/"}]...
|
[{"post_id": 56337, "ts": "202 [{"post_id": 56337, "ts": "2026-08-28T02:12:54Z", "hours": 5.4742, "text": "I think that this project, pywikiscrape, has been a very fun project to make so far and has helped me resolve many new types of errors I haven’t had much experience correcting. I’ve added many features, such as custom seed input, support for scraping in any language (as long as it has a Wikipedia), and many, many more things. For each and every feature added, the number of variables skyrockets, making it very hard to debug and work in any circumstance. For example, I was stuck for so long trying to solve an error that was caused by an unintentional slip of my keyboard, removing the f before an f-string. The issue wasn’t solving the error, it was finding where it was. I was considering such big things, when the reality was much smaller. I also accidentally slipped in a backslash in the version number, which was very fast to fix in the code after I realized it, but I had already pushed and tagged it. That was another one of my very big keyboard slip-ups. Encountering this taught me how to handle catastrophic errors once they’ve already been pushed. And, outside of the coding aspect, I think I really grew in my documentation skills. This was my first ever project with an image, database schemas, or tables for installation in the README. And, I created an X/Twitter account to try and bring more traction to my code for the purposes of this project, my first time using social media to publicize my code. I still have more things in plan for this project."}]...
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Title: pywikiscrape by @tyleruploads | Stardance
Title: pywikiscrape by @tyleruploads | Stardance
Devlogs:
I think that this project, pywikiscrape, has been a very fun project to make so far and has helped me resolve many new types of errors I haven’t had much experience correcting. I’ve added many features, such as custom seed input, support for scraping in any language (as long as it has a Wikipedia), and many, many more things. For each and every feature added, the number of variables skyrockets, making it very hard to debug and work in any circumstance. For example, I was stuck for so long trying to solve an error that was caused by an unintentional slip of my keyboard, removing the f before an f-string. The issue wasn’t solving the error, it was finding where it was. I was considering such big things, when the reality was much smaller. I also accidentally slipped in a backslash in the version number, which was very fast to fix in the code after I realized it, but I had already pushed and tagged it. That was another one of my very big keyboard slip-ups. Encountering this taught me how to handle catastrophic errors once they’ve already been pushed. And, outside of the coding aspect, I think I really grew in my documentation skills. This was my first ever project with an image, database schemas, or tables for installation in the README. And, I created an X/Twitter account to try and bring more traction to my code for the purposes of this project, my first time using social media to publicize my code. I still have more things in plan for this project.
Ships:
I recently created pywikiscrape, a powerful, easy-to-use, accessible open-source Wikipedia scraper written in Python that lets users export articles in any language to an SQLite database using BeautifulSoup. This project was challenging because it required moving from scraping one Wikipedia article with predefined variables to scraping as many articles as the user chooses, with user-defined variables that may be incorrect or require special handling. Essentially, all the edge cases. I am very proud of myself due to the fact that I was originally thinking “That project would be way too hard! I’ve scraped some Wikipedia articles before, but something like this? It’s so much harder,” but now I have a working 440-line project with a beautiful README. I even created an X/Twitter account while making this project to promote my coding, which I am still working on to this day. The project is very straightforward to use; it will automatically prompt you for any option it needs user input for, and has defaults you can access by simply skipping the question and clicking the Enter key without any text entered....
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1793620263.440508
|
1793706663.440508
|
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47767
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Ultrasonic people counter and smart lights by @Mad Ultrasonic people counter and smart lights by @MadameLouise | Stardance...
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MadameLouise
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1
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38.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T12:41:56Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is a People Counter using Arduino UNO and an HC-SR04 Ultrasonic Sensor. Whenever a person passes in front of the sensor, the Arduino detects the movement, increases the count, and turns on an LED as an indication. Could use this counting people entering a house or room or can also be used in bus or vehicles. it displays the number of count on your device. Because this sensing is using ultrasound sensor by connecting an Led we can even make automatic light system which turns on when there are people and turns off when there are none", "repo": "https://github.com/AmruthaMuralidhar1/Notebook", "demo": ""}]...
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[{"post_id": 46870, "ts": "202 [{"post_id": 46870, "ts": "2026-08-14T12:40:57Z", "hours": 37.9658, "text": "Ultrasonic people counter and smart lights"}]...
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Title: Ultrasonic people counter and smart lights Title: Ultrasonic people counter and smart lights by @MadameLouise | Stardance
Devlogs:
Ultrasonic people counter and smart lights
Ships:
It is a People Counter using Arduino UNO and an HC-SR04 Ultrasonic Sensor. Whenever a person passes in front of the sensor, the Arduino detects the movement, increases the count, and turns on an LED as an indication. Could use this counting people entering a house or room or can also be used in bus or vehicles. it displays the number of count on your device. Because this sensing is using ultrasound sensor by connecting an Led we can even make automatic light system which turns on when there are people and turns off when there are none...
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1793620264.5862956
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1793706664.5862956
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15569
|
Salon Management System by @wingnovel | Stardance
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wingnovel
|
1
|
33.46
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T15:47:47Z", "hours": 18.0, "multiplier": 2.0, "payout": 36, "blessing": "neutral", "text": "This project is made to manage a hair salon. It has a variety of pages and features to help a hair salon manager to produce reports and to manage their finances and appointments at the salon", "repo": "https://github.com/raghav03102008/Computer-science-IA", "demo": "https://github.com/raghav03102008/Computer-science-IA/releases/latest"}]...
|
[{"post_id": 34499, "ts": "202 [{"post_id": 34499, "ts": "2026-07-25T08:25:22Z", "hours": 1.0408, "text": "Bug fixes. Making the order page functional."}, {"post_id": 25316, "ts": "2026-07-09T15:10:01Z", "hours": 13.9042, "text": "in this session i have worked on mainly testing. I altered the code slightly again and again to see if everything is functional. According to my test plan everything is functional bug free"}, {"post_id": 21316, "ts": "2026-07-03T05:35:13Z", "hours": 0.5117, "text": "I have tried to remove the dependancy of having ms access installed on your computer. So far i have been able to make it work. for some pages later I will fix the bugs for some of the pages to improve the SQL database reliant version to run smoothly as well"}, {"post_id": 14432, "ts": "2026-06-23T15:45:30Z", "hours": 9.1744, "text": "Bug fixing and making an exe file to run"}, {"post_id": 6348, "ts": "2026-06-10T18:04:53Z", "hours": 8.6256, "text": "Making the project deployable with an exe file along with the addtion of report generation and exporting files for spreadsheet analysis of the business data"}]...
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Title: Salon Management System by @wingnovel | Sta Title: Salon Management System by @wingnovel | Stardance
Devlogs:
Making the project deployable with an exe file along with the addtion of report generation and exporting files for spreadsheet analysis of the business data
Bug fixing and making an exe file to run
I have tried to remove the dependancy of having ms access installed on your computer. So far i have been able to make it work. for some pages later I will fix the bugs for some of the pages to improve the SQL database reliant version to run smoothly as well
in this session i have worked on mainly testing. I altered the code slightly again and again to see if everything is functional. According to my test plan everything is functional bug free
Bug fixes. Making the order page functional.
Ships:
This project is made to manage a hair salon. It has a variety of pages and features to help a hair salon manager to produce reports and to manage their finances and appointments at the salon...
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1793620265.7343338
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1793706665.7343338
|
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55206
|
tyler-n-portfolio by @tyleruploads | Stardance
|
tyleruploads
|
1
|
4.0
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T20:36:23Z", "hours": 4.0, "multiplier": 6.73, "payout": 28, "blessing": "neutral", "text": "I made my very own personal portfolio website to showcase my life and skills. It features 4 sections: a home section, which users see once they open the website and gives them a brief overview of me; an about section, which contains my mini biography; a projects section, which contains many of my best projects in a grid layout; and a contact page, which lets users either directly contact me or view my professional services. Before I started this project, I was already comparing myself to awesome personal portfolio sites made by Hack Club members. I was worried that if one single thing didn’t look right, or even if my very first commit wasn’t in a viable state, it would make my project terrible and infinitely worse than other similar projects. After I decided I would do the project, I looked through the guide for the basic personal portfolio mission on Stardance, realized it didn’t help me at all, and eventually detached from the mission. I researched exactly what a personal portfolio website is, and planned out how my site would look. Instead of trying to make every single thing perfect as I added it, I made sections look better after they already had an archetype. I am proud that I was able to go from the state I described at the start of this paragraph to an awesome personal portfolio website!", "repo": "https://github.com/tyleruploads/tyler-n-portfolio", "demo": "https://tyler.is-a.dev"}]...
|
[{"post_id": 57615, "ts": "202 [{"post_id": 57615, "ts": "2026-08-29T20:31:08Z", "hours": 0.9636, "text": "Today, I completed the Projects section of my personal portfolio website! It features a grid of my best projects, each with its title doubling as its link, a description, and tags that show its technical stack. I kept accidentally pasting the project cards outside of their div, which caused some styling issues that took me a while to figure out. Take a look and tell me which project you like best!"}, {"post_id": 56989, "ts": "2026-08-29T01:34:51Z", "hours": 0.7147, "text": "I recently just stepped up the game of my About page! Now, it looks a lot more professional, has my logo in it, and has a nice button at the bottom to get in contact with me!"}, {"post_id": 56910, "ts": "2026-08-28T22:31:31Z", "hours": 0.4717, "text": "Today has been a great day for my personal portfolio so far. I got a nice domain for my portfolio, tyler.is-a.dev. I made the pull request last night, but I made it work today, after it was accepted. I also made a basic About section in my portfolio, focusing on my timeline of coding and some other hobbies I do. I plan to expand on my About section and possibly start the Projects section today. I may also write an X post about my portfolio in the next couple of days."}, {"post_id": 56329, "ts": "2026-08-28T01:50:46Z", "hours": 1.9403, "text": "In the 1 hour and 56 minutes of making this project, I converted a blank slate of mind and code into a basic portfolio website that actually looks pretty good, and got a nice Cloudflare Pages domain (tyler-n.pages.dev). At the start, I was thinking “Portfolios have to be perfect! I can’t make it! What if the geometry is off! What if it’s not a perfect portfolio like I’ve seen before, with a bunch of intricate and small details!” But, as I started making it, I realized that all that matters is the final product. The people with those awesome personal portfolio websites always start somewhere. No one will be scrutinizing your commit history to say things like “This person didn’t have a completely functional, beautiful website on his first commit!” I am planning on filling in the About page and the Projects page the next time I work on this."}]...
|
Title: tyler-n-portfolio by @tyleruploads | Starda Title: tyler-n-portfolio by @tyleruploads | Stardance
Devlogs:
In the 1 hour and 56 minutes of making this project, I converted a blank slate of mind and code into a basic portfolio website that actually looks pretty good, and got a nice Cloudflare Pages domain (tyler-n.pages.dev). At the start, I was thinking “Portfolios have to be perfect! I can’t make it! What if the geometry is off! What if it’s not a perfect portfolio like I’ve seen before, with a bunch of intricate and small details!” But, as I started making it, I realized that all that matters is the final product. The people with those awesome personal portfolio websites always start somewhere. No one will be scrutinizing your commit history to say things like “This person didn’t have a completely functional, beautiful website on his first commit!” I am planning on filling in the About page and the Projects page the next time I work on this.
Today has been a great day for my personal portfolio so far. I got a nice domain for my portfolio, tyler.is-a.dev. I made the pull request last night, but I made it work today, after it was accepted. I also made a basic About section in my portfolio, focusing on my timeline of coding and some other hobbies I do. I plan to expand on my About section and possibly start the Projects section today. I may also write an X post about my portfolio in the next couple of days.
I recently just stepped up the game of my About page! Now, it looks a lot more professional, has my logo in it, and has a nice button at the bottom to get in contact with me!
Today, I completed the Projects section of my personal portfolio website! It features a grid of my best projects, each with its title doubling as its link, a description, and tags that show its technical stack. I kept accidentally pasting the project cards outside of their div, which caused some styling issues that took me a while to figure out. Take a look and tell me which project you like best!
Ships:
I made my very own personal portfolio website to showcase my life and skills. It features 4 sections: a home section, which users see once they open the website and gives them a brief overview of me; an about section, which contains my mini biography; a projects section, which contains many of my best projects in a grid layout; and a contact page, which lets users either directly contact me or view my professional services. Before I started this project, I was already comparing myself to awesome personal portfolio sites made by Hack Club members. I was worried that if one single thing didn’t look right, or even if my very first commit wasn’t in a viable state, it would make my project terrible and infinitely worse than other similar projects. After I decided I would do the project, I looked through the guide for the basic personal portfolio mission on Stardance, realized it didn’t help me at all, and eventually detached from the mission. I researched exactly what a personal portfolio website is, and planned out how my site would look. Instead of trying to make every single thing perfect as I added it, I made sections look better after they already had an archetype. I am proud that I was able to go from the state I described at the start of this paragraph to an awesome personal portfolio website!...
|
1793620266.889792
|
1793706666.889792
|
|
50366
|
TARS by @ravioli | Stardance
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ravioli
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T18:09:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project comes from my love for films and ai. Its a representation of one of the best robots on screen, this is a very basic framework, much more is to come", "repo": "https://github.com/ravioliiii665/TARS-Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 53243, "ts": "202 [{"post_id": 53243, "ts": "2026-08-23T18:04:22Z", "hours": 0.7711, "text": "Finally made and shipped TARS, llm integration was a pain and still need to fine tune the responses, but this is a good start."}]...
|
Title: TARS by @ravioli | Stardance
Devlogs:
Fina Title: TARS by @ravioli | Stardance
Devlogs:
Finally made and shipped TARS, llm integration was a pain and still need to fine tune the responses, but this is a good start.
Ships:
This project comes from my love for films and ai. Its a representation of one of the best robots on screen, this is a very basic framework, much more is to come...
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1793620268.085397
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1793706668.085397
|
|
36826
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Whats Your IP Human ~ WYIPH by @wtfisquantum | Sta Whats Your IP Human ~ WYIPH by @wtfisquantum | Stardance...
|
wtfisquantum
|
4
|
30.0
|
361
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-11-01T07:11:15Z", "hours": 1.0, "multiplier": 13.21, "payout": 8, "blessing": "neutral", "text": "What’s Your IP Human (WYIPH) | Final Stardance Ship And that’s another project wrapped up for Stardance! I built What’s Your IP Human (WYIPH) , an IP intelligence and networking exploration tool designed to help people understand what information is available behind an IP address and how the internet actually works. The project supports both IPv4 and IPv6 lookups and provides information like geolocation, ISP, ASN, proxy and hosting detection, network metadata and detailed WHOIS records. It also includes an interactive Leaflet map and a dedicated How it Works section that explains the networking concepts behind the information being displayed. One of the biggest challenges was building a reliable WHOIS experience. I explored different APIs, ran into CORS and deployment issues, and eventually built my own API layer to process registry responses. This allowed me to extract and organize information like IP ranges, network names, organizations, registry details, abuse contacts, administrative and technical contacts, routes and origin AS information. I also worked on making the results easier to understand. Instead of showing huge blocks of raw registry data, the application organizes everything into structured sections so users can actually explore and understand what they’re looking at. To try it out, simply open the website. It automatically looks up your public IP on your first visit. You can also search for any valid IPv4 or IPv6 address and explore its geolocation, network details and WHOIS information. I’m also experimenting with taking WYIPH beyond a simple educational lookup tool. I have ideas around location intelligence and website tracking that I’d like to explore in future updates. So even though this is my final Stardance ship, I don’t consider the project finished. I genuinely enjoy building technical projects that explain what’s happening behind the scenes, and this one gave me a chance to explore networking, APIs, backend development and deployment in much more depth. I’d really appreciate it if you could give it a try, leave an honest rating and share your feedback. Last time I received some decent feedback, but I’m hoping this project reaches a few more people! Thanks to everyone who checked out my projects and supported me throughout Stardance. It’s been a fun journey, and I’m definitely taking this project further! ❤️", "repo": "https://github.com/wtfisquantum/whats-your-ip", "demo": "https://whats-your-ip-human.vercel.app"}, {"ship_num": 2, "ts": "2026-08-27T16:29:52Z", "hours": 18.0, "multiplier": 11.58, "payout": 213, "blessing": "neutral", "text": "I built What’s Your IP Human (WYIPH) , an IP intelligence and networking exploration tool that lets you inspect IPv4 and IPv6 addresses while also showing what happens behind the scenes. The project provides detailed information such as geolocation, ISP, ASN, proxy and hosting detection, network metadata and now a much more complete WHOIS lookup experience. One of the biggest updates in this version was expanding the WHOIS system. I researched different WHOIS APIs, worked through CORS and deployment issues, and eventually built and deployed my own API layer to reliably process the registry data. The application can now surface information such as IP ranges, network and organization details, registry information, abuse contacts, administrative and technical contacts, routes and origin AS information, while filtering and formatting the raw responses into something much easier to understand. I also spent a lot of time improving the overall experience around this data. The WHOIS results have been redesigned into structured sections instead of displaying raw registry responses, while the existing geolocation and network information continues to work alongside the interactive Leaflet map. I also worked on the backend and deployment setup to make the whole lookup pipeline more reliable. The project has also started moving beyond being just an educational IP lookup tool. I’m currently experimenting with turning it into a more practical service for location and website tracking, with several ideas planned for future versions. To test it, simply open the website and it will automatically look up your current public IP on your first visit. You can then search for any valid IPv4 or IPv6 address and explore its geolocation, network information and WHOIS data. The How it Works section is also available if you want to understand the networking concepts behind the information being displayed. The project is now live and ready to try! I’d really appreciate it if you could check it out, leave a rating and let me know what you think. ❤️ last time i got some decent feedback on my project, but it was still pretty limited, so i’m hoping this one reaches a few more people. i genuinely enjoy building technical and educational projects that explain how things work under the hood, and i hope that comes across in this one. There are already quite a few more ideas in my head for where this can go next, so this definitely isn’t the final version. Thanks for checking it out and supporting the project! :)", "repo": "https://github.com/wtfisquantum/whats-your-ip", "demo": "https://whats-your-ip-human.vercel.app"}, {"ship_num": 3, "ts": "2026-07-31T07:27:12Z", "hours": 7.0, "multiplier": 17.76, "payout": 129, "blessing": "neutral", "text": "I built What’s Your IP Human (WYIPH), an educational IP intelligence tool that not only lets you inspect IPv4 and IPv6 addresses, but also explains what’s happening behind the scenes. Alongside detailed lookup information like geolocation, ISP, ASN, proxy/hosting detection and network metadata, the project includes an interactive documentation experience that walks through concepts such as WHOIS, Regional Internet Registries, Autonomous Systems, BGP routing, coordinate generation, IP accuracy and much more. The biggest challenge was making complex networking concepts understandable without oversimplifying them. I spent a lot of time researching official documentation, verifying information, and designing the interface so users could learn how IP lookups actually work instead of treating the results as a black box. Keeping the documentation visually consistent with the lookup experience while integrating interactive elements like Leaflet maps was another fun challenge. I’m most proud of turning what started as a simple IP lookup tool into something educational. Instead of only displaying data, it explains where the data comes from, how reliable it is, and why different services return different results. Hopefully it helps people learn a little more about how the Internet actually works. To test it, simply open the website. On your first visit it automatically analyzes your current public IP address. You can then search for any valid IPv4 or IPv6 address, explore the interactive map, and switch to the How it Works section to dive into the networking concepts behind each piece of information displayed. Feedback is always welcome, and I already have a few more features planned for future updates! if you enjoyed exploring the project, i’d really appreciate a good rating! ❤️ my last project didn’t receive many ratings, so i’m hoping this one reaches a few more people. i genuinely enjoy building technical and educational projects that explain how things work under the hood, and i hope that comes across in this one. there are already more updates planned, so if you like the project, consider following it and leaving a rating. every bit of feedback helps me make it even better. thank you! :)", "repo": "https://github.com/wtfisquantum/whats-your-ip", "demo": "https://whats-your-ip-human.vercel.app"}, {"ship_num": 4, "ts": "2026-07-22T20:09:04Z", "hours": 4.0, "multiplier": 2.78, "payout": 11, "blessing": "neutral", "text": "I built What’s Your IP..?, a web application that lets users inspect any IPv4 or IPv6 address and view detailed information including geolocation, ISP, ASN, hosting/proxy detection, timezone and more, all alongside an interactive Leaflet map. The most challenging part was integrating multiple APIs while keeping the UI responsive and making sure the map, loading states and data components stayed in sync throughout the lookup process. I’m especially proud of the overall UI, the modular component architecture and the smooth search experience. To test the project, simply open the site. On your first visit it automatically analyzes your current public IP. After that, you can enter any valid IP address in the search bar to inspect its details and see its approximate location on the interactive map.", "repo": "https://github.com/wtfisquantum/whats-your-ip", "demo": "https://whats-your-ip-human.vercel.app"}]...
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[{"post_id": 86289, "ts": "202 [{"post_id": 86289, "ts": "2026-11-01T06:47:32Z", "hours": 0.6331, "text": "finally wrapped up another major round of work on What’s Your IP Human (WYIPH)! spent this session doing a final pass over the WHOIS lookup experience, checking the API flow, cleaning up how registry information is displayed and testing the IPv4/IPv6 lookup process. also went through the interactive map and the different network information sections to make sure everything works together properly. pretty happy with how far this project has come. it started as a simple IP lookup tool and has gradually turned into a much more detailed networking exploration platform. still have a few ideas for the future, especially around making it more useful for practical location and website tracking."}, {"post_id": 55629, "ts": "2026-08-27T16:20:45Z", "hours": 9.2442, "text": "Continued working on the existing lookup system and made a few more improvements to both the frontend and backend Expanded the WHOIS integration further and added more of the raw registry information into the processed response The WHOIS section can now surface details such as the inetnum/IP range, network name, organization, country, abuse contact, admin and technical contacts, ASN, route and origin AS , along with the relevant registry information For example, an APNIC response can now expose information like the 2.2.2.2 - 2.2.255.255 address range, organization details, abuse mailbox, AS55836 route information and the corresponding network contacts instead of showing only basic IP metadata Refined the WHOIS parsing and presentation so the large responses are filtered and displayed in a much more readable format Worked on the backend again to make the lookup pipeline more reliable and prepared the system for the bigger location and website-tracking direction i’m planning to take this project towards Ran into another unexpected issue with the map tile provider, which recently started requiring an API key for requests even though the same setup had been working without one before. since buying a key isn’t really an option for this project, i’m currently looking into alternative tile providers that can work reliably without introducing another paid dependency Also ran into a few deployment issues while putting the updated backend and frontend online, but tracked them down, fixed the server-side and frontend build issues and got the complete application deployed successfully Did a final pass over the lookup flow, WHOIS data rendering and the rest of the interface to make sure everything was working together properly and that’s basically it for this version. the WHOIS system is now fully integrated and the project is live again. i’m also working on turning this into something more useful than just an IP lookup tool, with a proper location and website tracking workflow planned for the next few updates. :)"}, {"post_id": 49927, "ts": "2026-08-18T21:54:17Z", "hours": 6.5375, "text": "Continued working on the WHOIS integration and completed the main lookup flow, with the returned data now being properly processed and rendered inside the application Fixed an issue where some WHOIS responses contained special characters and percentage-encoded values that were being rendered directly as text, causing formatting issues. Added filtering and cleanup so these values are handled properly before reaching the UI Improved the overall WHOIS presentation with better typography, spacing and visual hierarchy so the large amount of returned information feels easier to scan Added more useful WHOIS information, including relevant registration and contact details that could help when looking for the appropriate organization or ISP contact for reporting network-related issues Made a few improvements to the Leaflet map experience as well, particularly around map spanning and tile loading performance Switched the map tile delivery to a faster CDN to reduce loading delays and make the interactive map feel more responsive Started experimenting with a proper theme toggle for the application. The initial approach uses CSS filters to test the dark/light transition, although image and color inversion still causes a few visual issues that need to be cleaned up The next step is to replace the experimental theme approach with a more reliable implementation and polish the remaining edge cases also started thinking about the bigger direction of the project. instead of keeping it purely as an educational IP intelligence experience, i’m considering turning it into an actual service that people could use for real networking, IP intelligence or troubleshooting workflows. still exploring the possibilities, but i think there could be something much more useful to build on top of what is already here."}, {"post_id": 46850, "ts": "2026-08-14T11:44:44Z", "hours": 2.6056, "text": "Started expanding the lookup experience beyond the existing Geolocation, System Context and Network sections by working on a complete WHOIS lookup system Researched how WHOIS data is structured and what kind of information can be extracted from IP registration records Explored and tested multiple APIs for retrieving WHOIS information and worked through the deployment and integration requirements Ran into a few CORS-related issues while testing the external services, so I spent some time debugging the requests and figuring out a reliable way to access the data from the frontend Eventually deployed my own API layer to handle the WHOIS requests and integrated that service into the application Started successfully retrieving WHOIS information for the searched IP addresses, including registration and network-related details Began designing the new WHOIS section so the returned information can be presented in a clean and readable way instead of dumping the raw API response Added the initial UI structure and data components for organizing the different WHOIS fields and making the information easier to understand Tested the complete flow from IP lookup - WHOIS API - processed response - formatted UI and fixed a few issues along the way there’s still more i want to do with the WHOIS section, especially around organizing and explaining some of the returned fields, but the core lookup and integration are now working properly and the next step is mostly about polishing the experience."}, {"post_id": 38049, "ts": "2026-07-31T07:20:40Z", "hours": 0.4856, "text": "Wrapped up the final release and deployed the latest version to Vercel Updated the live deployment URL, README and project documentation to reflect all of the latest changes Added a few final educational sections explaining: How geographic coordinates are determined from an IP address Why IP lookups are usually so fast How integer IP conversion works behind the scenes The expected accuracy of different pieces of IP metadata Created a dedicated accuracy comparison table so users can easily understand which fields are highly reliable and which are only approximate Fixed a handful of deployment-related issues that appeared during the production build before successfully publishing the updated version Cleaned up the remaining codebase, pushed the final commits and verified the complete lookup flow one last time The project is now live with both the interactive lookup experience and the in-depth networking documentation working together in a single interface really happy with how this turned out! if you get a chance to try it out, i’d love to hear your thoughts and feedback. there are already a few more ideas planned for future updates, so this definitely won’t be the last release :)"}, {"post_id": 38039, "ts": "2026-07-31T06:35:05Z", "hours": 0.8158, "text": "Continued expanding the networking documentation by adding a dedicated section on Autonomous Systems (ASNs) and Border Gateway Protocol (BGP) Researched how internet routing actually works beyond simple IP ownership and documented the relationship between IP addresses, IP prefixes, ASNs and Internet Service Providers Added step-by-step explanations showing how routers determine the correct destination network instead of routing directly to individual IP addresses Built a visual flow diagram illustrating the complete lookup pipeline: IP Address IP Prefix Origin Autonomous System ISP / Organization Simplified several networking concepts into beginner-friendly explanations while keeping the technical details accurate Refined the typography, spacing and content hierarchy to improve readability across the documentation page Continued maintaining design consistency by reusing existing components and styling patterns throughout the blog Spent additional time validating routing examples and ASN information to ensure the documentation reflects real-world networking concepts as closely as possible This section now serves as the foundation for explaining how global internet traffic is routed before moving into more advanced networking topics"}, {"post_id": 37764, "ts": "2026-07-30T17:57:51Z", "hours": 1.2481, "text": "Continued expanding the What’s Your IP Human documentation with a few more in-depth networking concepts Researched Regional Internet Registries (RIRs) and added a dedicated section explaining how global IP address allocation works Collected the official names, logos and branding assets for each registry and integrated them into the page to make the content more visual and easier to follow Added another section covering WHOIS records , explaining what they are, what information they contain and how they’re commonly used during IP lookups Designed new information grids and data cards with consistent borders, icons and spacing to improve readability while maintaining the overall design language of the application Fixed the documentation flow so every section now references the currently searched IP address instead of placeholder values, making the explanations feel much more contextual and easier to understand Started documenting the fundamentals of Autonomous Systems (ASN) and BGP routing , laying the groundwork for explaining how IP traffic is routed across the internet Spent some time experimenting with different approaches for visualizing networking concepts, including Mermaid diagrams , React Flow , and pure CSS-based layouts before deciding on the final direction Continued refining the overall design consistency so the documentation feels like a natural extension of the main application rather than a separate page More interactive diagrams and networking sections are planned once the final visualization approach is finalized"}, {"post_id": 37522, "ts": "2026-07-30T10:25:10Z", "hours": 0.96, "text": "Continued building the What’s Your IP Human documentation experience with a focus on making the lookup process easier to understand Completed the first major section explaining how everything starts , including: How a user’s public IP address is fetched What happens when a lookup request is made The initial request flow before any data is processed Added a highlighted example of the actual request payload to make the explanation easier to follow Documented a few common misconceptions around IP lookups and clarified what information can (and cannot) be determined from an IP address Built another section explaining how IP address ranges are allocated to different organizations, ISPs and cloud providers Researched and collected branding assets for major providers, then organized them into a structured dataset alongside their corresponding IP ranges Created reusable data structures to power the provider showcase and present everything in a clean, consistent layout Focused on keeping the new documentation visually consistent with the rest of the application by maintaining the same spacing, typography, colors and component styling throughout The core structure is now in place, with more sections planned to cover geolocation, network metadata, accuracy and the complete lookup pipeline"}, {"post_id": 36413, "ts": "2026-07-28T14:58:33Z", "hours": 1.8931, "text": "Started working on What’s Your IP Human ~ WYIPH experience after receiving feedback that people were interested in understanding what happens behind the scenes during an IP lookup Began building a dedicated “How it Works” page to explain: How IP information is collected Which data is returned directly by lookup providers The expected accuracy of different fields How geolocation and network information are determined Added a new “How it Works” action that replaces the interactive map with a dedicated documentation-style page Designed the initial landing section with a proper hero layout while keeping the overall design language consistent with the rest of the application Reused the current Leaflet map as a dynamic background to create a smoother transition between the dashboard and documentation page Focused on maintaining visual consistency across typography, spacing, colors and component styling so the new page doesn’t feel disconnected from the main interface Built the foundation for future sections that will document the complete lookup pipeline, data sources and processing flow in a much more transparent way More content and diagrams will be added in the next development session"}, {"post_id": 35052, "ts": "2026-07-26T07:10:39Z", "hours": 2.0586, "text": "spent some time giving the project a final polish before calling it done. cleaned up a few remaining ui inconsistencies, refactored parts of the component structure and simplified some of the rendering logic to make the codebase a bit easier to maintain. also fixed a handful of small bugs around ip lookups, improved error handling for invalid inputs and polished loading and transition states throughout the application. made a few tweaks to spacing, typography and responsive layouts so everything feels more consistent across different screen sizes. finished by doing another full pass over the project, removing some leftover code, improving overall stability and verifying the complete lookup workflow one last time before shipping."}, {"post_id": 33155, "ts": "2026-07-22T20:02:18Z", "hours": 0.7417, "text": "Wrapped up the remaining implementation work and cleaned up the entire codebase Fixed the remaining UI and CSS issues across the application Finished integrating all remaining React components and connected them with the existing data flow Completed the Leaflet map implementation and finalized the interactive location view Polished the overall lookup workflow to ensure everything works smoothly from search to map rendering Deployed the project to Vercel Ran into a deployment issue during the first build, tracked it down and resolved it, then successfully deployed the application Experimented with a clean light theme after deployment, but it didn’t feel quite right for the overall design Designed and implemented a complete dark theme and decided to make it the final look of the project Added the final polish, tested the complete application and verified that everything works as expected finally calling this one done! hope you all enjoy using it, and if you get a chance to check it out, i’d love to hear what you think :)"}, {"post_id": 33103, "ts": "2026-07-22T18:38:16Z", "hours": 1.0717, "text": "Implemented a proper loading experience while IP and geolocation data are being fetched Added dedicated loading states to provide a smoother and more responsive user experience Built reusable components for displaying fetched network information in a clean and structured layout Refactored the details section into individual rows to improve readability and maintainability Formatted the IP address by splitting it into individual octets for a more distinctive visual presentation Displayed detailed information returned by the IP lookup service, including: Mobile / Cellular detection Proxy and VPN status Hosting provider detection Geolocation data Timezone ISP and ASN information Country, region and city details Improved the overall presentation of network metadata with a cleaner information hierarchy Added support for both default and manual lookups: On the first visit, the application automatically fetches the user’s current public IP Afterward, users can search and analyze any valid IP address through the search interface Polished the overall data flow to ensure smooth transitions between loading, fetching and rendering states Fixed minor UI inconsistencies and improved component synchronization throughout the lookup workflow"}, {"post_id": 32485, "ts": "2026-07-21T18:18:14Z", "hours": 2.1939, "text": "Implemented interactive map support using Leaflet with OpenStreetMap tile layers Built the initial mapping system to visualize the user’s approximate location based on IP geolocation data Integrated an external IP geolocation API to automatically retrieve: Public IP address Approximate location ISP / Network provider Timezone and additional network metadata Refactored the frontend into reusable React components for improved maintainability and cleaner project architecture Created dedicated components for: Formatted IP address rendering Data rows Status badges Interactive map container Improved the data flow between the API layer and UI, making updates more predictable and easier to extend Polished the overall dashboard layout with better spacing, organization and information hierarchy Resolved rendering and state synchronization issues while connecting API responses to the map and interface Verified the complete end-to-end workflow from IP lookup → API response → data processing → map rendering → real-time UI updates Added the foundation for future location-based features by keeping the mapping and data-fetching layers modular and scalable"}]...
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Title: Whats Your IP Human ~ WYIPH by @wtfisquantu Title: Whats Your IP Human ~ WYIPH by @wtfisquantum | Stardance
Devlogs:
Implemented interactive map support using Leaflet with OpenStreetMap tile layers Built the initial mapping system to visualize the user’s approximate location based on IP geolocation data Integrated an external IP geolocation API to automatically retrieve: Public IP address Approximate location ISP / Network provider Timezone and additional network metadata Refactored the frontend into reusable React components for improved maintainability and cleaner project architecture Created dedicated components for: Formatted IP address rendering Data rows Status badges Interactive map container Improved the data flow between the API layer and UI, making updates more predictable and easier to extend Polished the overall dashboard layout with better spacing, organization and information hierarchy Resolved rendering and state synchronization issues while connecting API responses to the map and interface Verified the complete end-to-end workflow from IP lookup → API response → data processing → map rendering → real-time UI updates Added the foundation for future location-based features by keeping the mapping and data-fetching layers modular and scalable
Implemented a proper loading experience while IP and geolocation data are being fetched Added dedicated loading states to provide a smoother and more responsive user experience Built reusable components for displaying fetched network information in a clean and structured layout Refactored the details section into individual rows to improve readability and maintainability Formatted the IP address by splitting it into individual octets for a more distinctive visual presentation Displayed detailed information returned by the IP lookup service, including: Mobile / Cellular detection Proxy and VPN status Hosting provider detection Geolocation data Timezone ISP and ASN information Country, region and city details Improved the overall presentation of network metadata with a cleaner information hierarchy Added support for both default and manual lookups: On the first visit, the application automatically fetches the user’s current public IP Afterward, users can search and analyze any valid IP address through the search interface Polished the overall data flow to ensure smooth transitions between loading, fetching and rendering states Fixed minor UI inconsistencies and improved component synchronization throughout the lookup workflow
Wrapped up the remaining implementation work and cleaned up the entire codebase Fixed the remaining UI and CSS issues across the application Finished integrating all remaining React components and connected them with the existing data flow Completed the Leaflet map implementation and finalized the interactive location view Polished the overall lookup workflow to ensure everything works smoothly from search to map rendering Deployed the project to Vercel Ran into a deployment issue during the first build, tracked it down and resolved it, then successfully deployed the application Experimented with a clean light theme after deployment, but it didn’t feel quite right for the overall design Designed and implemented a complete dark theme and decided to make it the final look of the project Added the final polish, tested the complete application and verified that everything works as expected finally calling this one done! hope you all enjoy using it, and if you get a chance to check it out, i’d love to hear what you think :)
spent some time giving the project a final polish before calling it done. cleaned up a few remaining ui inconsistencies, refactored parts of the component structure and simplified some of the rendering logic to make the codebase a bit easier to maintain. also fixed a handful of small bugs around ip lookups, improved error handling for invalid inputs and polished loading and transition states throughout the application. made a few tweaks to spacing, typography and responsive layouts so everything feels more consistent across different screen sizes. finished by doing another full pass over the project, removing some leftover code, improving overall stability and verifying the complete lookup workflow one last time before shipping.
Started working on What’s Your IP Human ~ WYIPH experience after receiving feedback that people were interested in understanding what happens behind the scenes during an IP lookup Began building a dedicated “How it Works” page to explain: How IP information is collected Which data is returned directly by lookup providers The expected accuracy of different fields How geolocation and network information are determined Added a new “How it Works” action that replaces the interactive map with a dedicated documentation-style page Designed the initial landing section with a proper hero layout while keeping the overall design language consistent with the rest of the application Reused the current Leaflet map as a dynamic background to create a smoother transition between the dashboard and documentation page Focused on maintaining visual consistency across typography, spacing, colors and component styling so the new page doesn’t feel disconnected from the main interface Built the foundation for future sections that will document the complete lookup pipeline, data sources and processing flow in a much more transparent way More content and diagrams will be added in the next development session
Continued building the What’s Your IP Human documentation experience with a focus on making the lookup process easier to understand Completed the first major section explaining how everything starts , including: How a user’s public IP address is fetched What happens when a lookup request is made The initial request flow before any data is processed Added a highlighted example of the actual request payload to make the explanation easier to follow Documented a few common misconceptions around IP lookups and clarified what information can (and cannot) be determined from an IP address Built another section explaining how IP address ranges are allocated to different organizations, ISPs and cloud providers Researched and collected branding assets for major providers, then organized them into a structured dataset alongside their corresponding IP ranges Created reusable data structures to power the provider showcase and present everything in a clean, consistent layout Focused on keeping the new documentation visually consistent with the rest of the application by maintaining the same spacing, typography, colors and component styling throughout The core structure is now in place, with more sections planned to cover geolocation, network metadata, accuracy and the complete lookup pipeline
Continued expanding the What’s Your IP Human documentation with a few more in-depth networking concepts Researched Regional Internet Registries (RIRs) and added a dedicated section explaining how global IP address allocation works Collected the official names, logos and branding assets for each registry and integrated them into the page to make the content more visual and easier to follow Added another section covering WHOIS records , explaining what they are, what information they contain and how they’re commonly used during IP lookups Designed new information grids and data cards with consistent borders, icons and spacing to improve readability while maintaining the overall design language of the application Fixed the documentation flow so every section now references the currently searched IP address instead of placeholder values, making the explanations feel much more contextual and easier to understand Started documenting the fundamentals of Autonomous Systems (ASN) and BGP routing , laying the groundwork for explaining how IP traffic is routed across the internet Spent some time experimenting with different approaches for visualizing networking concepts, including Mermaid diagrams , React Flow , and pure CSS-based layouts before deciding on the final direction Continued refining the overall design consistency so the documentation feels like a natural extension of the main application rather than a separate page More interactive diagrams and networking sections are planned once the final visualization approach is finalized
Continued expanding the networking documentation by adding a dedicated section on Autonomous Systems (ASNs) and Border Gateway Protocol (BGP) Researched how internet routing actually works beyond simple IP ownership and documented the relationship between IP addresses, IP prefixes, ASNs and Internet Service Providers Added step-by-step explanations showing how routers determine the correct destination network instead of routing directly to individual IP addresses Built a visual flow diagram illustrating the complete lookup pipeline: IP Address IP Prefix Origin Autonomous System ISP / Organization Simplified several networking concepts into beginner-friendly explanations while keeping the technical details accurate Refined the typography, spacing and content hierarchy to improve readability across the documentation page Continued maintaining design consistency by reusing existing components and styling patterns throughout the blog Spent additional time validating routing examples and ASN information to ensure the documentation reflects real-world networking concepts as closely as possible This section now serves as the foundation for explaining how global internet traffic is routed before moving into more advanced networking topics
Wrapped up the final release and deployed the latest version to Vercel Updated the live deployment URL, README and project documentation to reflect all of the latest changes Added a few final educational sections explaining: How geographic coordinates are determined from an IP address Why IP lookups are usually so fast How integer IP conversion works behind the scenes The expected accuracy of different pieces of IP metadata Created a dedicated accuracy comparison table so users can easily understand which fields are highly reliable and which are only approximate Fixed a handful of deployment-related issues that appeared during the production build before successfully publishing the updated version Cleaned up the remaining codebase, pushed the final commits and verified the complete lookup flow one last time The project is now live with both the interactive lookup experience and the in-depth networking documentation working together in a single interface really happy with how this turned out! if you get a chance to try it out, i’d love to hear your thoughts and feedback. there are already a few more ideas planned for future updates, so this definitely won’t be the last release :)
Started expanding the lookup experience beyond the existing Geolocation, System Context and Network sections by working on a complete WHOIS lookup system Researched how WHOIS data is structured and what kind of information can be extracted from IP registration records Explored and tested multiple APIs for retrieving WHOIS information and worked through the deployment and integration requirements Ran into a few CORS-related issues while testing the external services, so I spent some time debugging the requests and figuring out a reliable way to access the data from the frontend Eventually deployed my own API layer to handle the WHOIS requests and integrated that service into the application Started successfully retrieving WHOIS information for the searched IP addresses, including registration and network-related details Began designing the new WHOIS section so the returned information can be presented in a clean and readable way instead of dumping the raw API response Added the initial UI structure and data components for organizing the different WHOIS fields and making the information easier to understand Tested the complete flow from IP lookup - WHOIS API - processed response - formatted UI and fixed a few issues along the way there’s still more i want to do with the WHOIS section, especially around organizing and explaining some of the returned fields, but the core lookup and integration are now working properly and the next step is mostly about polishing the experience.
Continued working on the WHOIS integration and completed the main lookup flow, with the returned data now being properly processed and rendered inside the application Fixed an issue where some WHOIS responses contained special characters and percentage-encoded values that were being rendered directly as text, causing formatting issues. Added filtering and cleanup so these values are handled properly before reaching the UI Improved the overall WHOIS presentation with better typography, spacing and visual hierarchy so the large amount of returned information feels easier to scan Added more useful WHOIS information, including relevant registration and contact details that could help when looking for the appropriate organization or ISP contact for reporting network-related issues Made a few improvements to the Leaflet map experience as well, particularly around map spanning and tile loading performance Switched the map tile delivery to a faster CDN to reduce loading delays and make the interactive map feel more responsive Started experimenting with a proper theme toggle for the application. The initial approach uses CSS filters to test the dark/light transition, although image and color inversion still causes a few visual issues that need to be cleaned up The next step is to replace the experimental theme approach with a more reliable implementation and polish the remaining edge cases also started thinking about the bigger direction of the project. instead of keeping it purely as an educational IP intelligence experience, i’m considering turning it into an actual service that people could use for real networking, IP intelligence or troubleshooting workflows. still exploring the possibilities, but i think there could be something much more useful to build on top of what is already here.
Continued working on the existing lookup system and made a few more improvements to both the frontend and backend Expanded the WHOIS integration further and added more of the raw registry information into the processed response The WHOIS section can now surface details such as the inetnum/IP range, network name, organization, country, abuse contact, admin and technical contacts, ASN, route and origin AS , along with the relevant registry information For example, an APNIC response can now expose information like the 2.2.2.2 - 2.2.255.255 address range, organization details, abuse mailbox, AS55836 route information and the corresponding network contacts instead of showing only basic IP metadata Refined the WHOIS parsing and presentation so the large responses are filtered and displayed in a much more readable format Worked on the backend again to make the lookup pipeline more reliable and prepared the system for the bigger location and website-tracking direction i’m planning to take this project towards Ran into another unexpected issue with the map tile provider, which recently started requiring an API key for requests even though the same setup had been working without one before. since buying a key isn’t really an option for this project, i’m currently looking into alternative tile providers that can work reliably without introducing another paid dependency Also ran into a few deployment issues while putting the updated backend and frontend online, but tracked them down, fixed the server-side and frontend build issues and got the complete application deployed successfully Did a final pass over the lookup flow, WHOIS data rendering and the rest of the interface to make sure everything was working together properly and that’s basically it for this version. the WHOIS system is now fully integrated and the project is live again. i’m also working on turning this into something more useful than just an IP lookup tool, with a proper location and website tracking workflow planned for the next few updates. :)
finally wrapped up another major round of work on What’s Your IP Human (WYIPH)! spent this session doing a final pass over the WHOIS lookup experience, checking the API flow, cleaning up how registry information is displayed and testing the IPv4/IPv6 lookup process. also went through the interactive map and the different network information sections to make sure everything works together properly. pretty happy with how far this project has come. it started as a simple IP lookup tool and has gradually turned into a much more detailed networking exploration platform. still have a few ideas for the future, especially around making it more useful for practical location and website tracking.
Ships:
I built What’s Your IP..?, a web application that lets users inspect any IPv4 or IPv6 address and view detailed information including geolocation, ISP, ASN, hosting/proxy detection, timezone and more, all alongside an interactive Leaflet map. The most challenging part was integrating multiple APIs while keeping the UI responsive and making sure the map, loading states and data components stayed in sync throughout the lookup process. I’m especially proud of the overall UI, the modular component architecture and the smooth search experience. To test the project, simply open the site. On your first visit it automatically analyzes your current public IP. After that, you can enter any valid IP address in the search bar to inspect its details and see its approximate location on the interactive map.
I built What’s Your IP Human (WYIPH), an educational IP intelligence tool that not only lets you inspect IPv4 and IPv6 addresses, but also explains what’s happening behind the scenes. Alongside detailed lookup information like geolocation, ISP, ASN, proxy/hosting detection and network metadata, the project includes an interactive documentation experience that walks through concepts such as WHOIS, Regional Internet Registries, Autonomous Systems, BGP routing, coordinate generation, IP accuracy and much more. The biggest challenge was making complex networking concepts understandable without oversimplifying them. I spent a lot of time researching official documentation, verifying information, and designing the interface so users could learn how IP lookups actually work instead of treating the results as a black box. Keeping the documentation visually consistent with the lookup experience while integrating interactive elements like Leaflet maps was another fun challenge. I’m most proud of turning what started as a simple IP lookup tool into something educational. Instead of only displaying data, it explains where the data comes from, how reliable it is, and why different services return different results. Hopefully it helps people learn a little more about how the Internet actually works. To test it, simply open the website. On your first visit it automatically analyzes your current public IP address. You can then search for any valid IPv4 or IPv6 address, explore the interactive map, and switch to the How it Works section to dive into the networking concepts behind each piece of information displayed. Feedback is always welcome, and I already have a few more features planned for future updates! if you enjoyed exploring the project, i’d really appreciate a good rating! ❤️ my last project didn’t receive many ratings, so i’m hoping this one reaches a few more people. i genuinely enjoy building technical and educational projects that explain how things work under the hood, and i hope that comes across in this one. there are already more updates planned, so if you like the project, consider following it and leaving a rating. every bit of feedback helps me make it even better. thank you! :)
I built What’s Your IP Human (WYIPH) , an IP intelligence and networking exploration tool that lets you inspect IPv4 and IPv6 addresses while also showing what happens behind the scenes. The project provides detailed information such as geolocation, ISP, ASN, proxy and hosting detection, network metadata and now a much more complete WHOIS lookup experience. One of the biggest updates in this version was expanding the WHOIS system. I researched different WHOIS APIs, worked through CORS and deployment issues, and eventually built and deployed my own API layer to reliably process the registry data. The application can now surface information such as IP ranges, network and organization details, registry information, abuse contacts, administrative and technical contacts, routes and origin AS information, while filtering and formatting the raw responses into something much easier to understand. I also spent a lot of time improving the overall experience around this data. The WHOIS results have been redesigned into structured sections instead of displaying raw registry responses, while the existing geolocation and network information continues to work alongside the interactive Leaflet map. I also worked on the backend and deployment setup to make the whole lookup pipeline more reliable. The project has also started moving beyond being just an educational IP lookup tool. I’m currently experimenting with turning it into a more practical service for location and website tracking, with several ideas planned for future versions. To test it, simply open the website and it will automatically look up your current public IP on your first visit. You can then search for any valid IPv4 or IPv6 address and explore its geolocation, network information and WHOIS data. The How it Works section is also available if you want to understand the networking concepts behind the information being displayed. The project is now live and ready to try! I’d really appreciate it if you could check it out, leave a rating and let me know what you think. ❤️ last time i got some decent feedback on my project, but it was still pretty limited, so i’m hoping this one reaches a few more people. i genuinely enjoy building technical and educational projects that explain how things work under the hood, and i hope that comes across in this one. There are already quite a few more ideas in my head for where this can go next, so this definitely isn’t the final version. Thanks for checking it out and supporting the project! :)
What’s Your IP Human (WYIPH) | Final Stardance Ship And that’s another project wrapped up for Stardance! I built What’s Your IP Human (WYIPH) , an IP intelligence and networking exploration tool designed to help people understand what information is available behind an IP address and how the internet actually works. The project supports both IPv4 and IPv6 lookups and provides information like geolocation, ISP, ASN, proxy and hosting detection, network metadata and detailed WHOIS records. It also includes an interactive Leaflet map and a dedicated How it Works section that explains the networking concepts behind the information being displayed. One of the biggest challenges was building a reliable WHOIS experience. I explored different APIs, ran into CORS and deployment issues, and eventually built my own API layer to process registry responses. This allowed me to extract and organize information like IP ranges, network names, organizations, registry details, abuse contacts, administrative and technical contacts, routes and origin AS information. I also worked on making the results easier to understand. Instead of showing huge blocks of raw registry data, the application organizes everything into structured sections so users can actually explore and understand what they’re looking at. To try it out, simply open the website. It automatically looks up your public IP on your first visit. You can also search for any valid IPv4 or IPv6 address and explore its geolocation, network details and WHOIS information. I’m also experimenting with taking WYIPH beyond a simple educational lookup tool. I have ideas around location intelligence and website tracking that I’d like to explore in future updates. So even though this is my final Stardance ship, I don’t consider the project finished. I genuinely enjoy building technical projects that explain what’s happening behind the scenes, and this one gave me a chance to explore networking, APIs, backend development and deployment in much more depth. I’d really appreciate it if you could give it a try, leave an honest rating and share your feedback. Last time I received some decent feedback, but I’m hoping this project reaches a few more people! Thanks to everyone who checked out my projects and supported me throughout Stardance. It’s been a fun journey, and I’m definitely taking this project further! ❤️...
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1793620269.2842379
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1793706669.2842379
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47771
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Idli-Site by @idli | Stardance
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idli
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T00:49:20Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made a simple portfolio website, It felt good. I really like it’s minimallism but i have tweaks to make as i get better.", "repo": "https://github.com/idli69/idli-site", "demo": "https://idli69.github.io/idli-site/"}]...
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[{"post_id": 47232, "ts": "202 [{"post_id": 47232, "ts": "2026-08-15T00:46:46Z", "hours": 1.28, "text": "I know it is very smol but i will make it better."}]...
|
Title: Idli-Site by @idli | Stardance
Devlogs:
I Title: Idli-Site by @idli | Stardance
Devlogs:
I know it is very smol but i will make it better.
Ships:
I just made a simple portfolio website, It felt good. I really like it’s minimallism but i have tweaks to make as i get better....
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1793620270.5655777
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1793706670.5655777
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50369
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5x5 matrix display by @Chonki_29 | Stardance
|
Chonki_29
|
1
|
4.12
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T20:09:23Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi i made a 5x5 LED matrix display consisting of 25 LEDs which i manually soldered with resistors onto a zero pcb. After making the display i used chatgpt to help me write the code that turned it into a digital dice. when the button is pressed it generates and displays a random number from 1 to 6 like a normal dice It was a fun project, i got to practice my soldering and learn about how led matrices work and how to control them with esp32 Thanks!", "repo": "https://github.com/chonki29/5x5-LED-matrix", "demo": ""}]...
|
[{"post_id": 64442, "ts": "202 [{"post_id": 64442, "ts": "2026-09-08T20:30:45Z", "hours": 1.1167, "text": "Fixed the old schematic and made the pcb :)) when i first made the schematic of the circuit i used the wrong type of esp32 this time i replaced that added the correct one made the connections and then made the pcb for the circuit :)) (0 errors and 0 warnings)"}, {"post_id": 49841, "ts": "2026-08-18T19:47:54Z", "hours": 0.3, "text": "DIY MATRIX + DIGITAL DICE COMPLETE!!!"}, {"post_id": 49757, "ts": "2026-08-18T17:56:33Z", "hours": 1.5644, "text": "5x5 LED MATRIX soldered onto zero-pcb with resistors (hardware part complete)"}, {"post_id": 48990, "ts": "2026-08-17T16:08:33Z", "hours": 0.6833, "text": "5x5 LED Matrix design on KiCad"}]...
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Title: 5x5 matrix display by @Chonki_29 | Stardanc Title: 5x5 matrix display by @Chonki_29 | Stardance
Devlogs:
5x5 LED Matrix design on KiCad
5x5 LED MATRIX soldered onto zero-pcb with resistors (hardware part complete)
DIY MATRIX + DIGITAL DICE COMPLETE!!!
Fixed the old schematic and made the pcb :)) when i first made the schematic of the circuit i used the wrong type of esp32 this time i replaced that added the correct one made the connections and then made the pcb for the circuit :)) (0 errors and 0 warnings)
Ships:
Hi i made a 5x5 LED matrix display consisting of 25 LEDs which i manually soldered with resistors onto a zero pcb. After making the display i used chatgpt to help me write the code that turned it into a digital dice. when the button is pressed it generates and displays a random number from 1 to 6 like a normal dice It was a fun project, i got to practice my soldering and learn about how led matrices work and how to control them with esp32 Thanks!...
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1793620271.757923
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1793706671.757923
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31870
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My very own site?! by @DanielDimitrovich | Stardan My very own site?! by @DanielDimitrovich | Stardance...
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DanielDimitrovich
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T19:39:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website for showing of future projects, and as a blog in general. It wasn’t too challenging, but I like the guide: It clearly explains everything and I had to do very little research myself. After that, my imagination brought me to the (provisional) end.", "repo": "https://github.com/bestguy45/Website_new", "demo": "https://bestguy45.github.io/Website_new/"}]...
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[{"post_id": 24289, "ts": "202 [{"post_id": 24289, "ts": "2026-07-07T19:15:23Z", "hours": 1.2469, "text": "Revamped the entire style, added some more content, and a roadmap."}, {"post_id": 24144, "ts": "2026-07-07T14:57:50Z", "hours": 0.9617, "text": "Currently I’m brainstorming the design of my website, while also thinking of future projects and accessibility."}]...
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Title: My very own site?! by @DanielDimitrovich | Title: My very own site?! by @DanielDimitrovich | Stardance
Devlogs:
Currently I’m brainstorming the design of my website, while also thinking of future projects and accessibility.
Revamped the entire style, added some more content, and a roadmap.
Ships:
I made a website for showing of future projects, and as a blog in general. It wasn’t too challenging, but I like the guide: It clearly explains everything and I had to do very little research myself. After that, my imagination brought me to the (provisional) end....
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1793620272.9121666
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1793706672.9121666
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9984
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Minigames Slackbot by @blazfoxx | Stardance
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blazfoxx
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1
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1.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:46:15Z", "hours": 1.0, "multiplier": 1.83, "payout": 3, "blessing": "neutral", "text": "Challenging part was just mostly setting up the bot. Never used slack before, and never used their bot system. Setting it up and having all of those new things to do was the sole challenge", "repo": "https://github.com/blazfxx/hacktime-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C08E083LZ9A"}]...
|
[{"post_id": 3938, "ts": "2026 [{"post_id": 3938, "ts": "2026-06-07T02:07:46Z", "hours": 0.565, "text": "Tried adding an AI chat feature to my slack bot but couldn’t get it to work… Messages would send, but no output… and nothing in terminal. Ok nevermind. Realized that; the model wasn’t working and was too slow. The code changes wouldn’t apply when bot is running -> needed a restart Fixed by changing model and having output be printed in terminal to catch any errors … This means you can ask the slackbot any question This might be it for this slackbot… might move over to some kind of new project"}, {"post_id": 3922, "ts": "2026-06-07T01:13:07Z", "hours": 0.5342, "text": "Added 2 new commands to my slack project! I added a rock paper scissors command: /blaze-rps The user chooses an option from a list: rock, paper or scissors. Then, the bot chooses a random one. There is a hardcoded list in the code for saying what beats what. … yep Also added “flip a coin” which basically just picks a random option between heads and tails and tells the user the answer"}, {"post_id": 3742, "ts": "2026-06-06T19:45:45Z", "hours": 0.1936, "text": "New to slack bot This is my first time making a slackbot app…. Decided t go with python as it is the easiest and I know it pretty well. I started off by getting an understanding on how to even run a bot. I was more used to discord bots, and this was quite different, with us having to add commands on the webpage and such. Once I got the hang of it, I created a bot.py and a tictactoe.py file. The tictactoe file had the base of how my tictactoe game worked and such while the bot.py was where the command system lived. It just had like, responses to commands, what happens if X happened… yeah The one and only command I have for now is: /3t -> play the game with /3t start -> place a piece with /3t move <1-9> -> quit with /3t quit I will continue this project under “slackbot” time"}]...
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Title: Minigames Slackbot by @blazfoxx | Stardance Title: Minigames Slackbot by @blazfoxx | Stardance
Devlogs:
New to slack bot This is my first time making a slackbot app…. Decided t go with python as it is the easiest and I know it pretty well. I started off by getting an understanding on how to even run a bot. I was more used to discord bots, and this was quite different, with us having to add commands on the webpage and such. Once I got the hang of it, I created a bot.py and a tictactoe.py file. The tictactoe file had the base of how my tictactoe game worked and such while the bot.py was where the command system lived. It just had like, responses to commands, what happens if X happened… yeah The one and only command I have for now is: /3t -> play the game with /3t start -> place a piece with /3t move <1-9> -> quit with /3t quit I will continue this project under “slackbot” time
Added 2 new commands to my slack project! I added a rock paper scissors command: /blaze-rps The user chooses an option from a list: rock, paper or scissors. Then, the bot chooses a random one. There is a hardcoded list in the code for saying what beats what. … yep Also added “flip a coin” which basically just picks a random option between heads and tails and tells the user the answer
Tried adding an AI chat feature to my slack bot but couldn’t get it to work… Messages would send, but no output… and nothing in terminal. Ok nevermind. Realized that; the model wasn’t working and was too slow. The code changes wouldn’t apply when bot is running -> needed a restart Fixed by changing model and having output be printed in terminal to catch any errors … This means you can ask the slackbot any question This might be it for this slackbot… might move over to some kind of new project
Ships:
Challenging part was just mostly setting up the bot. Never used slack before, and never used their bot system. Setting it up and having all of those new things to do was the sole challenge...
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1793620274.104842
|
1793706674.104842
|
|
30227
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My Personal Portfolio by @Raphel | Stardance
|
Raphel
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T10:43:41Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚀 My Personal Portfolio Website I built a space-themed personal portfolio website using HTML and CSS. It features a 🌌 starry background, a 🚀 rocket graphic, a navigation bar, and sections for About Me, Projects, Contact, and Follow Me. My goal was to create a clean, creative, and interactive website while learning the fundamentals of web development. One of the biggest challenges was understanding how HTML and CSS work together. I learned about classes, IDs, layouts, styling, hover effects, and how to fix bugs when things didn’t work as expected. Every challenge helped me become more confident as a beginner. I’m proud that this is my first complete website. Instead of only copying code, I focused on understanding what each line does and improving my project step by step. 🔍 How to test Visit the live website. Use the navigation bar to move between sections. Explore the About Me, Projects, Contact, and Follow Me sections. Hover over the navigation links and cards to see the interactive effects. 🤖 AI Usage I used ChatGPT as a learning assistant to explain HTML and CSS concepts, help me debug problems, and answer my questions while I built and understood the project myself. Thank you for checking out my first website! ⭐", "repo": "https://github.com/RaphelReji/personal-site", "demo": "https://raphelreji.github.io/personal-site/"}]...
|
[{"post_id": 22754, "ts": "202 [{"post_id": 22754, "ts": "2026-07-05T10:31:17Z", "hours": 0.7925, "text": "Final Devlog – Completing My Personal Portfolio Today I completed my first personal portfolio website using HTML and CSS. Throughout this project, I learned how to structure a webpage with HTML and style it with CSS. I built a space-themed portfolio with a custom background, navigation bar, hero section, and separate sections for About Me, Projects, Contact, and Follow Me. One of the most valuable parts of this project was learning the purpose of each HTML element and CSS property instead of simply copying code. I learned how classes and IDs work, how to style reusable components, create hover effects, and add simple animations to improve the user experience. I also learned how to use GitHub to manage my project and prepare it for deployment. This project has given me a strong foundation in web development, and I’m looking forward to building more websites and continuing to improve my skills. This is my first completed web development project, and I’m proud of how much I’ve learned throughout the process."}, {"post_id": 22555, "ts": "2026-07-05T02:27:02Z", "hours": 2.2678, "text": "Improved My Personal Portfolio 🚀 Today I made a lot of progress on my first personal website. I added a space background, created a header with my portfolio title, and added a rocket image to match the space theme. I also started learning how HTML and CSS work together by creating my first card section for the About Me part of the website. I’m building everything step by step so I can understand the code instead of just copying it. Next, I’ll finish the Projects and Contact sections and improve the navigation."}, {"post_id": 21406, "ts": "2026-07-03T10:19:58Z", "hours": 0.5125, "text": "Today I started building my personal website using HTML. I learned how to create the basic structure of a webpage with headings and paragraphs. I also created sections for About Me, Projects, Contact, and Follow Me. Next, I will learn CSS to make my website look better."}]...
|
Title: My Personal Portfolio by @Raphel | Stardanc Title: My Personal Portfolio by @Raphel | Stardance
Devlogs:
Today I started building my personal website using HTML. I learned how to create the basic structure of a webpage with headings and paragraphs. I also created sections for About Me, Projects, Contact, and Follow Me. Next, I will learn CSS to make my website look better.
Improved My Personal Portfolio 🚀 Today I made a lot of progress on my first personal website. I added a space background, created a header with my portfolio title, and added a rocket image to match the space theme. I also started learning how HTML and CSS work together by creating my first card section for the About Me part of the website. I’m building everything step by step so I can understand the code instead of just copying it. Next, I’ll finish the Projects and Contact sections and improve the navigation.
Final Devlog – Completing My Personal Portfolio Today I completed my first personal portfolio website using HTML and CSS. Throughout this project, I learned how to structure a webpage with HTML and style it with CSS. I built a space-themed portfolio with a custom background, navigation bar, hero section, and separate sections for About Me, Projects, Contact, and Follow Me. One of the most valuable parts of this project was learning the purpose of each HTML element and CSS property instead of simply copying code. I learned how classes and IDs work, how to style reusable components, create hover effects, and add simple animations to improve the user experience. I also learned how to use GitHub to manage my project and prepare it for deployment. This project has given me a strong foundation in web development, and I’m looking forward to building more websites and continuing to improve my skills. This is my first completed web development project, and I’m proud of how much I’ve learned throughout the process.
Ships:
🚀 My Personal Portfolio Website I built a space-themed personal portfolio website using HTML and CSS. It features a 🌌 starry background, a 🚀 rocket graphic, a navigation bar, and sections for About Me, Projects, Contact, and Follow Me. My goal was to create a clean, creative, and interactive website while learning the fundamentals of web development. One of the biggest challenges was understanding how HTML and CSS work together. I learned about classes, IDs, layouts, styling, hover effects, and how to fix bugs when things didn’t work as expected. Every challenge helped me become more confident as a beginner. I’m proud that this is my first complete website. Instead of only copying code, I focused on understanding what each line does and improving my project step by step. 🔍 How to test Visit the live website. Use the navigation bar to move between sections. Explore the About Me, Projects, Contact, and Follow Me sections. Hover over the navigation links and cards to see the interactive effects. 🤖 AI Usage I used ChatGPT as a learning assistant to explain HTML and CSS concepts, help me debug problems, and answer my questions while I built and understood the project myself. Thank you for checking out my first website! ⭐...
|
1793620275.2927392
|
1793706675.2927392
|
|
8503
|
My first slack bot! by @zombieking1555 | Stardance
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zombieking1555
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1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T22:22:33Z", "hours": 1.0, "multiplier": 2.15, "payout": 1, "blessing": "neutral", "text": "I made my own Slack bot following the Stardance mission tutorial. This project, although beginner-level, was a challenge to me. It was my first time working with APIs, Hosting, and generally programming with JavaScript. I am proud of my custom Calendar command; it taught me a lot about working with APIs and allowed me to dip my toes past what was provided for me in the tutorial. My bot should be live using Nest and testable by anyone on Slack!", "repo": "https://github.com/zombieking1555/slack-zombot", "demo": "https://hackclub.enterprise.slack.com/archives/C0APH2MMHH7"}]...
|
[{"post_id": 4562, "ts": "2026 [{"post_id": 4562, "ts": "2026-06-07T22:07:19Z", "hours": 0.6578, "text": "First devlog for a project I’m working on - likely last for this project. I wanted to create this project to learn the flow of creating and shipping for the Stardance challenge. Almost everything I did here was entirely new to me: coding in JS, using API keys and tokens, and SSHing to host my bot on Nest. Luckily, I was able to figure out how to have my coding time properly logged to have enough to devlog. My 37 minutes reflect the time I spent tidying the project for shipment, not the 2 and a half hours spent figuring out how to parse a command into API parameters. This Slack bot was a lot of fun, looking forward to devlogging again on my next project."}]...
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Title: My first slack bot! by @zombieking1555 | St Title: My first slack bot! by @zombieking1555 | Stardance
Devlogs:
First devlog for a project I’m working on - likely last for this project. I wanted to create this project to learn the flow of creating and shipping for the Stardance challenge. Almost everything I did here was entirely new to me: coding in JS, using API keys and tokens, and SSHing to host my bot on Nest. Luckily, I was able to figure out how to have my coding time properly logged to have enough to devlog. My 37 minutes reflect the time I spent tidying the project for shipment, not the 2 and a half hours spent figuring out how to parse a command into API parameters. This Slack bot was a lot of fun, looking forward to devlogging again on my next project.
Ships:
I made my own Slack bot following the Stardance mission tutorial. This project, although beginner-level, was a challenge to me. It was my first time working with APIs, Hosting, and generally programming with JavaScript. I am proud of my custom Calendar command; it taught me a lot about working with APIs and allowed me to dip my toes past what was provided for me in the tutorial. My bot should be live using Nest and testable by anyone on Slack!...
|
1793620276.4695976
|
1793706676.4695976
|
|
1495
|
App that collects Data and tells about oncoming ai App that collects Data and tells about oncoming airplanes in the area by @Rishik | Stardance...
|
Rishik
|
1
|
3.99
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14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:28:36Z", "hours": 3.0, "multiplier": 4.97, "payout": 14, "blessing": "neutral", "text": "I really really like planes so i made a radar that tracks planes. Well im new to programming so getting a grasp of what i am going to write was hard, but well there was help.", "repo": "https://github.com/CherryJapanIndia/ADSB-PLANE-TRACKER", "demo": "https://github.com/CherryJapanIndia/ADSB-PLANE-TRACKER/releases/tag/V3.0"}]...
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[{"post_id": 11206, "ts": "202 [{"post_id": 11206, "ts": "2026-06-18T10:36:33Z", "hours": 0.4703, "text": "added a v3.0 release that made several improvements and added a globe that shows coordinates. holy frick was this stressful"}, {"post_id": 4056, "ts": "2026-06-07T07:29:30Z", "hours": 0.5242, "text": "Added an exe release!!!!"}, {"post_id": 824, "ts": "2026-06-02T14:44:58Z", "hours": 2.7219, "text": "i just completed it!!! >_<"}]...
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Title: App that collects Data and tells about onco Title: App that collects Data and tells about oncoming airplanes in the area by @Rishik | Stardance
Devlogs:
i just completed it!!! >_<
Added an exe release!!!!
added a v3.0 release that made several improvements and added a globe that shows coordinates. holy frick was this stressful
Ships:
I really really like planes so i made a radar that tracks planes. Well im new to programming so getting a grasp of what i am going to write was hard, but well there was help....
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1793620277.615674
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1793706677.615674
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55235
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Portfolio by @Alafandri | Stardance
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Alafandri
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T23:57:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a portfolio with 4 different sections. The most challenging part was to make the code. I am most proud of the look of the portfolio cause it turned out better than I first imagined. I definitely plan on expanding on the design and the stuff there in the future but for now im happy with the results.", "repo": "https://github.com/Alafandri/Portfolio", "demo": "https://alafandri.github.io/Portfolio/"}]...
|
[{"post_id": 56949, "ts": "202 [{"post_id": 56949, "ts": "2026-08-28T23:53:55Z", "hours": 1.2558, "text": "Devlog #1: I made a portfolio :D Hey everyone! I have started working on my portfolio. It’s basically done, but it still needs to be tweaked. I plan on making it better in the future but itll do for now. Currently I have: About me Projects list Gallery Social links Well thats it for now. See you soon! <3"}]...
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Title: Portfolio by @Alafandri | Stardance
Devlog Title: Portfolio by @Alafandri | Stardance
Devlogs:
Devlog #1: I made a portfolio :D Hey everyone! I have started working on my portfolio. It’s basically done, but it still needs to be tweaked. I plan on making it better in the future but itll do for now. Currently I have: About me Projects list Gallery Social links Well thats it for now. See you soon! <3
Ships:
I made a portfolio with 4 different sections. The most challenging part was to make the code. I am most proud of the look of the portfolio cause it turned out better than I first imagined. I definitely plan on expanding on the design and the stuff there in the future but for now im happy with the results....
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1793620278.8331618
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1793706678.8331618
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52605
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actionator by @evmaagca | Stardance
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evmaagca
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1
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41.27
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711
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T22:17:28Z", "hours": 41.0, "multiplier": 17.32, "payout": 711, "blessing": "neutral", "text": "#13 all of the features of this game: The player can move, attack, dash, use charged attacks, and build combos while managing their health and stamina. Players can collect apples, earn points, open chests, and find upgrades throughout the levels. The game includes different terrain, enemies, sound effects, animations, and visual effects to make the gameplay more engaging. There is also a timer and high score system that tracks how far and how quickly the player gets. The game has a title screen, pause menu, controls, credits, run results, and achievement menu where players can see their accomplishments. The overall goal is to survive as long as possible and reach Level 15. finally finished what I believe as my favorite coding project! I am so proud of this game and it is the first one I can truly call a success. I learned so much when making this and am hoping to continue with this knowledge on the next game. my final question is “how far can you go?”", "repo": "https://github.com/evacoffee/actionator", "demo": "https://evmaagca.itch.io/actionatior"}]...
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[{"post_id": 68843, "ts": "202 [{"post_id": 68843, "ts": "2026-09-15T20:58:50Z", "hours": 0.2667, "text": "#14 just rewrote some code that was bothering me, also I forgot to write why I made this code, I’m hoping to get a Bambu Lab A1 3D printer to help bring parts of the project into the real world. If you’re rating my project, any support toward helping me reach that goal would mean a lot! Thank you in advance!"}, {"post_id": 65010, "ts": "2026-09-09T20:00:19Z", "hours": 7.0094, "text": "#12 completely updated the title screen (now has moving slime!! + buttons for other stuff (still kinda bad) will update again"}, {"post_id": 63138, "ts": "2026-09-06T19:31:16Z", "hours": 4.5922, "text": "#11 added heartbeatsound, bestscore/bestlevel, created combo score thingy, fixed double attack, added chests + upgrades in them"}, {"post_id": 61183, "ts": "2026-09-04T00:00:21Z", "hours": 6.0297, "text": "#10 added 2 levels, added feature where you gain a heart after 5 apples, added flickering during dashing + no damage when dashing, redid player, fixed the apple collection and scoring system, added a end of run screen with stats, added paused menu, added title screen, added stamina bar, added dashes and a second stronger attack"}, {"post_id": 59523, "ts": "2026-09-01T12:07:31Z", "hours": 4.0561, "text": "#9 added another level and tried (key word tried) to add collectables with a score hud for like 2 hours straight until i realized i just forgot to capitalize something"}, {"post_id": 58069, "ts": "2026-08-30T12:41:24Z", "hours": 2.5608, "text": "#8 added 2 more levels, more notes, changed the music, fixed a bug that was hindering the loading of levels and fixed (again) the textboxes"}, {"post_id": 56988, "ts": "2026-08-29T01:33:08Z", "hours": 3.47, "text": "#7 added 2 more levels, also added words to some levels using canvaslayer, panels and layers!!"}, {"post_id": 55295, "ts": "2026-08-27T01:16:44Z", "hours": 1.3264, "text": "#6 kind of short but I added 2 more levels and fixed a few more bugs with the nodes :0"}, {"post_id": 55159, "ts": "2026-08-26T17:09:10Z", "hours": 2.4722, "text": "#5 added more levels, fixed some music bugs, and added level numbers on the levels themselves"}, {"post_id": 54972, "ts": "2026-08-26T12:27:23Z", "hours": 2.1908, "text": "#4 added hearts after killing slimes, added bg music and added more levels with water"}, {"post_id": 54072, "ts": "2026-08-24T20:54:04Z", "hours": 2.8656, "text": "#3 added player health & damage, created a fading black and white screen between levels and added 2 more levels (there are more to the scripts not just what i uploaded)"}, {"post_id": 52713, "ts": "2026-08-23T00:55:19Z", "hours": 1.5569, "text": "#2 added the tilemaplayer, the level itself, and the foliage around it!"}, {"post_id": 52004, "ts": "2026-08-22T00:56:02Z", "hours": 2.9169, "text": "#1 adding character/slime/config movements basically all i did was add all the main entities, added sword, combat system & attack hitbox, and player/enemy movement and animation."}]...
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Title: actionator by @evmaagca | Stardance
Devlog Title: actionator by @evmaagca | Stardance
Devlogs:
#1 adding character/slime/config movements basically all i did was add all the main entities, added sword, combat system & attack hitbox, and player/enemy movement and animation.
#2 added the tilemaplayer, the level itself, and the foliage around it!
#3 added player health & damage, created a fading black and white screen between levels and added 2 more levels (there are more to the scripts not just what i uploaded)
#4 added hearts after killing slimes, added bg music and added more levels with water
#5 added more levels, fixed some music bugs, and added level numbers on the levels themselves
#6 kind of short but I added 2 more levels and fixed a few more bugs with the nodes :0
#7 added 2 more levels, also added words to some levels using canvaslayer, panels and layers!!
#8 added 2 more levels, more notes, changed the music, fixed a bug that was hindering the loading of levels and fixed (again) the textboxes
#9 added another level and tried (key word tried) to add collectables with a score hud for like 2 hours straight until i realized i just forgot to capitalize something
#10 added 2 levels, added feature where you gain a heart after 5 apples, added flickering during dashing + no damage when dashing, redid player, fixed the apple collection and scoring system, added a end of run screen with stats, added paused menu, added title screen, added stamina bar, added dashes and a second stronger attack
#11 added heartbeatsound, bestscore/bestlevel, created combo score thingy, fixed double attack, added chests + upgrades in them
#12 completely updated the title screen (now has moving slime!! + buttons for other stuff (still kinda bad) will update again
#14 just rewrote some code that was bothering me, also I forgot to write why I made this code, I’m hoping to get a Bambu Lab A1 3D printer to help bring parts of the project into the real world. If you’re rating my project, any support toward helping me reach that goal would mean a lot! Thank you in advance!
Ships:
#13 all of the features of this game: The player can move, attack, dash, use charged attacks, and build combos while managing their health and stamina. Players can collect apples, earn points, open chests, and find upgrades throughout the levels. The game includes different terrain, enemies, sound effects, animations, and visual effects to make the gameplay more engaging. There is also a timer and high score system that tracks how far and how quickly the player gets. The game has a title screen, pause menu, controls, credits, run results, and achievement menu where players can see their accomplishments. The overall goal is to survive as long as possible and reach Level 15. finally finished what I believe as my favorite coding project! I am so proud of this game and it is the first one I can truly call a success. I learned so much when making this and am hoping to continue with this knowledge on the next game. my final question is “how far can you go?”...
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1793620279.9969614
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1793706679.9969614
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12014
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Minecraft Mod Loader by @Jadon | Stardance
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Jadon
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T21:23:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "⭐ What Was Challenging Building the Minecraft Mod Manager involved several real challenges: Coordinating multiple systems (PyQt6 UI, file management, modpack manifests, CurseForge downloads). Handling errors safely so the launcher never silently crashes. Managing mod conflicts between Forge and Fabric loaders. Creating a clean, multi‑page UI with navigation, settings, downloads, and modpack tools. Packaging the project into a single .exe using PyInstaller and then building a proper installer with Inno Setup. Designing an update system using a remote version.txt file. Ensuring cross‑folder compatibility with %APPDATA%, Minecraft directories, and user‑selected paths. These challenges pushed the project from a simple script into a full desktop application. ⭐ What I Made This project is a full desktop Minecraft launcher with: Mod Manager Modpack Creator & Importer CurseForge Downloader Play Launcher Settings Page Update Checker Conflict Detector Installer (Inno Setup) Global Error Handler Clean PyQt6 UI It’s designed for personal use, with a focus on simplicity, reliability, and clean UI design. ⭐ What Others Need to Know to Test This Project To test this project, users need: ✔ Python 3.10+ The project uses PyQt6 and several libraries that require modern Python. ✔ Required Python packages Install dependencies: pip install -r requirements.txt (If you don’t have a requirements.txt, I can generate one.) ✔ A Minecraft installation The launcher needs access to: C:\\Users < User>\\AppData\\Roaming . minecraft or whichever folder the user selects in Settings. ✔ Internet connection Required for: CurseForge mod downloads Update checking Manifest imports ✔ Windows OS The .exe and installer are built for Windows. ✔ Optional: Virtual environment Recommended but not required ✔ To test the EXE Users can download the compiled .exe from your GitHub Releases page. ✔ To test the update system Users need access to your version.txt repo: MinecraftModManager-Update", "repo": "https://github.com/jadonzbfranklin-dot/Minecraft-Mod-Launcher", "demo": "https://github.com/jadonzbfranklin-dot/MinecraftModManager/releases/tag/v1.0.0"}]...
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[{"post_id": 19432, "ts": "202 [{"post_id": 19432, "ts": "2026-06-30T19:08:10Z", "hours": 4.3658, "text": "This is a nightmare! - I accedentally deleted it all!"}]...
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Title: Minecraft Mod Loader by @Jadon | Stardance
Title: Minecraft Mod Loader by @Jadon | Stardance
Devlogs:
This is a nightmare! - I accedentally deleted it all!
Ships:
⭐ What Was Challenging Building the Minecraft Mod Manager involved several real challenges: Coordinating multiple systems (PyQt6 UI, file management, modpack manifests, CurseForge downloads). Handling errors safely so the launcher never silently crashes. Managing mod conflicts between Forge and Fabric loaders. Creating a clean, multi‑page UI with navigation, settings, downloads, and modpack tools. Packaging the project into a single .exe using PyInstaller and then building a proper installer with Inno Setup. Designing an update system using a remote version.txt file. Ensuring cross‑folder compatibility with %APPDATA%, Minecraft directories, and user‑selected paths. These challenges pushed the project from a simple script into a full desktop application. ⭐ What I Made This project is a full desktop Minecraft launcher with: Mod Manager Modpack Creator & Importer CurseForge Downloader Play Launcher Settings Page Update Checker Conflict Detector Installer (Inno Setup) Global Error Handler Clean PyQt6 UI It’s designed for personal use, with a focus on simplicity, reliability, and clean UI design. ⭐ What Others Need to Know to Test This Project To test this project, users need: ✔ Python 3.10+ The project uses PyQt6 and several libraries that require modern Python. ✔ Required Python packages Install dependencies: pip install -r requirements.txt (If you don’t have a requirements.txt, I can generate one.) ✔ A Minecraft installation The launcher needs access to: C:\Users < User>\AppData\Roaming . minecraft or whichever folder the user selects in Settings. ✔ Internet connection Required for: CurseForge mod downloads Update checking Manifest imports ✔ Windows OS The .exe and installer are built for Windows. ✔ Optional: Virtual environment Recommended but not required ✔ To test the EXE Users can download the compiled .exe from your GitHub Releases page. ✔ To test the update system Users need access to your version.txt repo: MinecraftModManager-Update...
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1793620281.2542262
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1793706681.2542262
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47799
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My own site! by @baaadrv2 | Stardance
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baaadrv2
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T20:58:30Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Personal website yayyy", "repo": "https://github.com/badrislam201269-ship-it/Personal-website", "demo": "https://personal-website-two-blond-k7iojixk8d.vercel.app/"}]...
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[{"post_id": 51100, "ts": "202 [{"post_id": 51100, "ts": "2026-08-20T16:23:20Z", "hours": 6.8831, "text": "I finally finished my personal website, i focused on making it fairly simple so i don’t get burnt early on in the event as I’m going to be making more projects soon. Sadly i couldn’t get a screenshot of the website :( but you can go check it out using this link: https://personal-website-two-blond-k7iojixk8d.vercel.app/ (Also the 6 hours logged weren’t all toward the website, most of it was watching a tutorial and following along on YouTube, only about 2 hours were spent on the website itself)"}]...
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Title: My own site! by @baaadrv2 | Stardance
Devl Title: My own site! by @baaadrv2 | Stardance
Devlogs:
I finally finished my personal website, i focused on making it fairly simple so i don’t get burnt early on in the event as I’m going to be making more projects soon. Sadly i couldn’t get a screenshot of the website :( but you can go check it out using this link: https://personal-website-two-blond-k7iojixk8d.vercel.app/ (Also the 6 hours logged weren’t all toward the website, most of it was watching a tutorial and following along on YouTube, only about 2 hours were spent on the website itself)
Ships:
Personal website yayyy...
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1793620282.423299
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1793706682.423299
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23877
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My first slack bot! by @bakiran | Stardance
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bakiran
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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": "2026-07-13T22:35:14Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that does a lot of cool things such as give a cat-fact, a funny joke, and lots of other cool things.", "repo": "https://github.com/bakiran2311-bit/biswajit", "demo": "https://youtu.be/5cGAVhldb8w"}]...
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[{"post_id": 27968, "ts": "202 [{"post_id": 27968, "ts": "2026-07-13T22:32:30Z", "hours": 0.2775, "text": "I am working on a slack bot, it can give you a random cat-fact, a really funny joke, a list of all the commands under the name /biswajit, and can do a lot of other cool things."}]...
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Title: My first slack bot! by @bakiran | Stardance Title: My first slack bot! by @bakiran | Stardance
Devlogs:
I am working on a slack bot, it can give you a random cat-fact, a really funny joke, a list of all the commands under the name /biswajit, and can do a lot of other cool things.
Ships:
I made a slack bot that does a lot of cool things such as give a cat-fact, a funny joke, and lots of other cool things....
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1793620283.5920148
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1793706683.5920148
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20111
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Hardware-In-the-Loop (HIL) by @sathyndhira | Stard Hardware-In-the-Loop (HIL) by @sathyndhira | Stardance...
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sathyndhira
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T20:37:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simulator that treats an Arduino like a flight computer that displays the status of a satellite. I was hard to connect the Arduino’s language to the python script, but I learned how to do that with the help of AI. I felt proud of it because this is my first public independent project with no guide to help me on the way.", "repo": "https://github.com/Sathyndhira/HIL-Satellite-Simulator", "demo": ""}]...
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[{"post_id": 10121, "ts": "202 [{"post_id": 10121, "ts": "2026-06-16T18:41:49Z", "hours": 0.5667, "text": "Hardware-In-the-Loop Satellite Simluation This projects connects a testing bridge between two things: an Arduino UNO (Physical Microcontroller) which acts like a Flight Computer, and a Python Script in VS Code which acts as Ground Control. As the orbital physics are simulated in Python and sent live over a serial data highway to the Arduino, the Arduino must process this information to execute decision-making logic, and showcase the simulation’s state based on hardware constraints."}]...
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Title: Hardware-In-the-Loop (HIL) by @sathyndhira Title: Hardware-In-the-Loop (HIL) by @sathyndhira | Stardance
Devlogs:
Hardware-In-the-Loop Satellite Simluation This projects connects a testing bridge between two things: an Arduino UNO (Physical Microcontroller) which acts like a Flight Computer, and a Python Script in VS Code which acts as Ground Control. As the orbital physics are simulated in Python and sent live over a serial data highway to the Arduino, the Arduino must process this information to execute decision-making logic, and showcase the simulation’s state based on hardware constraints.
Ships:
I made a simulator that treats an Arduino like a flight computer that displays the status of a satellite. I was hard to connect the Arduino’s language to the python script, but I learned how to do that with the help of AI. I felt proud of it because this is my first public independent project with no guide to help me on the way....
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1793620284.737847
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1793706684.737847
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50387
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personal site by @ibrahim- | Stardance
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ibrahim-
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T17:56:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the homepage for the IBFactor website (my personal portfolio). Runs on vanilla JS, HTML, & CSS Sections: Profile Projects Blog Contact (Neko!)", "repo": "https://github.com/ibfactor/main", "demo": "https://ibfactor.com"}]...
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[{"post_id": 49058, "ts": "202 [{"post_id": 49058, "ts": "2026-08-17T17:28:52Z", "hours": 0.2714, "text": "Devlog #3 Added a sample blog post + contact (did i added mention neko.js )"}, {"post_id": 49046, "ts": "2026-08-17T17:12:00Z", "hours": 0.5067, "text": "Devlog #2 Icons! (and profile + blog)"}, {"post_id": 48945, "ts": "2026-08-17T14:51:13Z", "hours": 0.3525, "text": "Devlog #1 Added my projects and got done with some basic css (the logo is based on a jasmine flower)"}]...
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Title: personal site by @ibrahim- | Stardance
Dev Title: personal site by @ibrahim- | Stardance
Devlogs:
Devlog #1 Added my projects and got done with some basic css (the logo is based on a jasmine flower)
Devlog #2 Icons! (and profile + blog)
Devlog #3 Added a sample blog post + contact (did i added mention neko.js )
Ships:
This is the homepage for the IBFactor website (my personal portfolio). Runs on vanilla JS, HTML, & CSS Sections: Profile Projects Blog Contact (Neko!)...
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1793620285.9006944
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1793706685.9006944
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32760
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DNS Lookup Tool by @jow544445 | Stardance
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jow544445
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1
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2.28
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T20:25:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A responsive DNS Lookup Tool built with HTML, CSS, and Vanilla JavaScript. The application allows users to look up different DNS record types, view simulated DNS information, copy lookup results, and store recent searches locally in the browser. This project is ideal as a frontend template for a real DNS lookup service or for learning how DNS records work.", "repo": "https://github.com/jow5445/domain-info", "demo": "https://jow5445.github.io/domain-info"}]...
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[{"post_id": 24950, "ts": "202 [{"post_id": 24950, "ts": "2026-07-08T20:41:32Z", "hours": 0.2764, "text": "A responsive DNS Lookup Tool built with HTML, CSS, and Vanilla JavaScript. The application allows users to look up different DNS record types, view simulated DNS information, copy lookup results, and store recent searches locally in the browser."}, {"post_id": 24931, "ts": "2026-07-08T20:08:26Z", "hours": 2.0331, "text": "Building Domain Info … Today I finished the first version of Domain Info, a simple web application that lets users inspect a domain and retrieve useful networking information in one place.What I builtDomain lookupDNS record viewerIP geolocationWHOIS informationResponsive user interfaceError handling for invalid domainsThe project uses the free APIs from Hack Club, so no API key is required, making it easy for anyone to try.Design improvementsI spent time redesigning the interface to make it feel cleaner and more modern. Instead of using a plain layout, I focused on:Better spacingImproved typographyResponsive cardsCleaner color paletteSimpler navigationThe goal was to make technical information easier to read without overwhelming the user.ChallengesOne of the biggest challenges was handling the different API responses. Some domains don’t expose the same information, so I added validation and graceful fallbacks to avoid breaking the UI.Another challenge was keeping the interface lightweight while displaying a large amount of networking data.What I learnedWorking on this project helped me understand:DNS records and how they workWHOIS lookupsFetching data from multiple APIsBetter frontend state managementCreating responsive layouts with HTML, CSS, and JavaScriptNext stepsFor future updates, I plan to add:SSL certificate informationDNS propagation checkerDomain availability searchExport results as JSON or PDFSearch historyDark/Light mode toggleOverall, this was a fun project that helped me improve both my frontend development skills and my understanding of networking concepts."}]...
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Title: DNS Lookup Tool by @jow544445 | Stardance
Title: DNS Lookup Tool by @jow544445 | Stardance
Devlogs:
Building Domain Info … Today I finished the first version of Domain Info, a simple web application that lets users inspect a domain and retrieve useful networking information in one place.What I builtDomain lookupDNS record viewerIP geolocationWHOIS informationResponsive user interfaceError handling for invalid domainsThe project uses the free APIs from Hack Club, so no API key is required, making it easy for anyone to try.Design improvementsI spent time redesigning the interface to make it feel cleaner and more modern. Instead of using a plain layout, I focused on:Better spacingImproved typographyResponsive cardsCleaner color paletteSimpler navigationThe goal was to make technical information easier to read without overwhelming the user.ChallengesOne of the biggest challenges was handling the different API responses. Some domains don’t expose the same information, so I added validation and graceful fallbacks to avoid breaking the UI.Another challenge was keeping the interface lightweight while displaying a large amount of networking data.What I learnedWorking on this project helped me understand:DNS records and how they workWHOIS lookupsFetching data from multiple APIsBetter frontend state managementCreating responsive layouts with HTML, CSS, and JavaScriptNext stepsFor future updates, I plan to add:SSL certificate informationDNS propagation checkerDomain availability searchExport results as JSON or PDFSearch historyDark/Light mode toggleOverall, this was a fun project that helped me improve both my frontend development skills and my understanding of networking concepts.
A responsive DNS Lookup Tool built with HTML, CSS, and Vanilla JavaScript. The application allows users to look up different DNS record types, view simulated DNS information, copy lookup results, and store recent searches locally in the browser.
Ships:
A responsive DNS Lookup Tool built with HTML, CSS, and Vanilla JavaScript. The application allows users to look up different DNS record types, view simulated DNS information, copy lookup results, and store recent searches locally in the browser. This project is ideal as a frontend template for a real DNS lookup service or for learning how DNS records work....
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1793620287.1012542
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1793706687.1012542
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27411
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Natural Gas pricing Model by @knightfallShashy | S Natural Gas pricing Model by @knightfallShashy | Stardance...
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knightfallShashy
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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": "2026-07-01T05:43:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a natural gas contract pricing model in Python for the JPMorgan Chase Quantitative Research Virtual Experience (Task 2). The model calculates the fair value of a storage contract where a client buys gas cheaply in summer, stores it, and sells it at a premium in winter. It accounts for every cash flow — purchase cost, sale revenue, monthly storage fees, and per-MMBtu injection/withdrawal costs. The most challenging part was figuring out how to calculate storage duration in months from two datetime objects, and making sure the for loops were subtracting vs adding the right cash flows at the right time. Proud that I built this line by line with a real understanding of what each piece does rather than just copying code. To test it: download the executable from the release, make sure Nat_Gas.csv is in the same folder, and run it. You’ll see two contract valuations printed — one summer-to-winter trade worth $2,073,333 and one fall-to-winter trade worth $3,481,600.", "repo": "https://github.com/Shashyster/JP-Morgan-Quant-task-2", "demo": "https://github.com/Shashyster/JP-Morgan-Quant-task-2/releases/tag/v1.0"}]...
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[{"post_id": 17387, "ts": "202 [{"post_id": 17387, "ts": "2026-06-28T04:36:26Z", "hours": 1.5008, "text": "I built a natural gas contract pricing model in Python as part of the JPMorgan Chase Quantitative Research Virtual Experience (Task 2). The model calculates the fair value of a storage contract where a client buys gas in summer, stores it, and sells in winter. It accounts for all cash flows: purchase cost, sale revenue, monthly storage fees, and injection/withdrawal costs."}]...
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Title: Natural Gas pricing Model by @knightfallSha Title: Natural Gas pricing Model by @knightfallShashy | Stardance
Devlogs:
I built a natural gas contract pricing model in Python as part of the JPMorgan Chase Quantitative Research Virtual Experience (Task 2). The model calculates the fair value of a storage contract where a client buys gas in summer, stores it, and sells in winter. It accounts for all cash flows: purchase cost, sale revenue, monthly storage fees, and injection/withdrawal costs.
Ships:
Built a natural gas contract pricing model in Python for the JPMorgan Chase Quantitative Research Virtual Experience (Task 2). The model calculates the fair value of a storage contract where a client buys gas cheaply in summer, stores it, and sells it at a premium in winter. It accounts for every cash flow — purchase cost, sale revenue, monthly storage fees, and per-MMBtu injection/withdrawal costs. The most challenging part was figuring out how to calculate storage duration in months from two datetime objects, and making sure the for loops were subtracting vs adding the right cash flows at the right time. Proud that I built this line by line with a real understanding of what each piece does rather than just copying code. To test it: download the executable from the release, make sure Nat_Gas.csv is in the same folder, and run it. You’ll see two contract valuations printed — one summer-to-winter trade worth $2,073,333 and one fall-to-winter trade worth $3,481,600....
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1793620291.0863705
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1793706691.0863705
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16172
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My very own 'Pokedex' by @Sashish | Starda My very own 'Pokedex' by @Sashish | Stardance...
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Sashish
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T21:28:49Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its as simple at it gets, a real life Pokedex. It works just as you would think, animal in frame, click scan and you have your identification. I learned a lot while making this, I am happy with how it turned out, I will continue to add more features. Please let me know if something does not work or is bugged.", "repo": "https://github.com/Cosmis-SS/stardance-webos", "demo": "https://stardance-webos-brown.vercel.app/"}]...
|
[{"post_id": 12154, "ts": "202 [{"post_id": 12154, "ts": "2026-06-19T21:06:44Z", "hours": 2.5864, "text": "The very very basics are now down, at least it will scan and identify the animal, next steps will mostly be to add a log animals the user has scanned!"}, {"post_id": 10398, "ts": "2026-06-17T02:42:06Z", "hours": 0.2928, "text": "Right now its a very basic and quick mock up for the UI of a IRL ‘Pokedex’ right now its for North American animals, later it will push into recognizing stars in the sky and etc."}]...
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Title: My very own 'Pokedex' by @Sashish | Title: My very own 'Pokedex' by @Sashish | Stardance
Devlogs:
Right now its a very basic and quick mock up for the UI of a IRL ‘Pokedex’ right now its for North American animals, later it will push into recognizing stars in the sky and etc.
The very very basics are now down, at least it will scan and identify the animal, next steps will mostly be to add a log animals the user has scanned!
Ships:
Its as simple at it gets, a real life Pokedex. It works just as you would think, animal in frame, click scan and you have your identification. I learned a lot while making this, I am happy with how it turned out, I will continue to add more features. Please let me know if something does not work or is bugged....
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1793620292.2879949
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1793706692.2879949
|
|
36874
|
WorldLoot by @onako | Stardance
|
onako
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T23:00:32Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? WorldLoot allows you to spawn structures post-generation in your world. This can be used for stuff such as random loot drops inside your world that spawn inside generated and new chunks. Showcase video: https://youtu.be/desu4AxK-B4 What was challenging? There were a few challenge. One challenge was to find out which classes/methods in the Minecraft source code to use (difficult if there is no documentation online) Another challenge was that I had to restart the game each time I changed something because mixin reload requires additional setup. I’ve configured mixin hot-swapping somewhere at the end. Additionally I was debugging a problem with the map containing a map because I tried adding 0 maps to a map…. (the debugger showed me that the original map had elements but the other one didn’t) What am I proud of? I’m proud of myself not becoming crazy with the difficulties I had especially because of the bug with the map How to try Download latest release from the releases page Put the mod inside a Minecraft 26.2 instance (useful guide https://docs.fabricmc.net/players/installing-fabric/ ) Launch Minecraft with the mod Configure inside <minecraft_dir>/config/worldloot.json Restart the game and test the change", "repo": "https://github.com/Onako2/WorldLoot", "demo": "https://modrinth.com/project/worldloot"}]...
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[{"post_id": 56855, "ts": "202 [{"post_id": 56855, "ts": "2026-08-28T20:16:43Z", "hours": 1.0258, "text": "Touch water grass I’ve added a small water check to ensure that structures cannot spawn on water (or any liquid blocks that extend LiquidBlock) Seems like the plugin’s now feature complete (please brain, no last minute ideas)"}, {"post_id": 50578, "ts": "2026-08-19T19:39:00Z", "hours": 0.6822, "text": "The Polish (not Poland) The documentation should be much easier to read than before and I’ve polished the source code a bit (removed commented out code that was outdated)"}, {"post_id": 46887, "ts": "2026-08-14T13:04:11Z", "hours": 4.5483, "text": "The mod is feature complete now. Currently I am writing the documentation. Somehow I forgot to include the progress… Most things were easy except the separate dimensions feature. You can configure structures per dimension but it took a really long while to figure it out how to fix a bug that snuck in and was difficult to spot. From the non-dimension-aware version there was stuff left that broke it at first. config . structures . forEach (( id , structures ) -> { timer . put ( id , new ConcurrentHashMap <>()); // old code // it tried to use the ConcurrentHashMap which was empty... timer . get ( id ). forEach (( structure , intervalTicks ) -> { timer . get ( id ). put ( structure , structure . intervalTicks ); }); }); config . structures . forEach (( id , structures ) -> { timer . put ( id , new ConcurrentHashMap <>()); // new code // now it uses the provided structures properly for ( Config . Configuration . Structure structure : structures ) { timer . get ( id ). put ( structure , structure . intervalTicks ); } }); That bug had cost me the most time. Second comes testing. Debugging using breakpoints was almost impossible because I had mixins from Lithium interfering with the breakpoints. The mod does also support additional placeholders now. {x} : structure spawn x pos {y} : structure spawn y pos {z} : structure spawn z pos {name} : structure name {formatted_time} : Time formatted e.g. 2026-08-12 13:40:09 {dc_relative_time} : Shows 2 minutes ago , etc. inside Discord (adapted to time zone) {dc_short_time} : Shows 13:42 , etc. inside Discord (adapted to time zone) {dc_long_time} : Shows 13:42:00 , etc. inside Discord (adapted to time zone) {dc_short_date_time} : Shows 12/08/26 , etc. inside Discord (adapted to time zone) {dc_long_date_time} : Shows 12 August 2026 , etc. inside Discord (adapted to time zone) {dc_long_date_short_time} : Shows 12 August 2026 13:42 , etc. inside Discord (adapted to time zone) {dc_long_date_day_of_week_short_time} : Shows Wednesday, 12 August 2026 13:42 , etc. inside Discord (adapted to time zone) {unix_millis} : Milliseconds since Jan 01 1970. (UTC): e.g. 1786535327509 {unix_secs} : Seconds since Jan 01 1970. (UTC): e.g. 1786535327"}, {"post_id": 38236, "ts": "2026-07-31T15:11:11Z", "hours": 1.7303, "text": "Got Minecraft structure spawning working yay. (I used a small radius for spawning). Next step: Checking the ground to ensure that structures don’t spawn in the air"}, {"post_id": 30690, "ts": "2026-07-18T13:59:10Z", "hours": 2.8703, "text": "Start There is a config file. It verifies if values are sus or are null/nonexistent."}]...
|
Title: WorldLoot by @onako | Stardance
Devlogs:
S Title: WorldLoot by @onako | Stardance
Devlogs:
Start There is a config file. It verifies if values are sus or are null/nonexistent.
Got Minecraft structure spawning working yay. (I used a small radius for spawning). Next step: Checking the ground to ensure that structures don’t spawn in the air
The mod is feature complete now. Currently I am writing the documentation. Somehow I forgot to include the progress… Most things were easy except the separate dimensions feature. You can configure structures per dimension but it took a really long while to figure it out how to fix a bug that snuck in and was difficult to spot. From the non-dimension-aware version there was stuff left that broke it at first. config . structures . forEach (( id , structures ) -> { timer . put ( id , new ConcurrentHashMap <>()); // old code // it tried to use the ConcurrentHashMap which was empty... timer . get ( id ). forEach (( structure , intervalTicks ) -> { timer . get ( id ). put ( structure , structure . intervalTicks ); }); }); config . structures . forEach (( id , structures ) -> { timer . put ( id , new ConcurrentHashMap <>()); // new code // now it uses the provided structures properly for ( Config . Configuration . Structure structure : structures ) { timer . get ( id ). put ( structure , structure . intervalTicks ); } }); That bug had cost me the most time. Second comes testing. Debugging using breakpoints was almost impossible because I had mixins from Lithium interfering with the breakpoints. The mod does also support additional placeholders now. {x} : structure spawn x pos {y} : structure spawn y pos {z} : structure spawn z pos {name} : structure name {formatted_time} : Time formatted e.g. 2026-08-12 13:40:09 {dc_relative_time} : Shows 2 minutes ago , etc. inside Discord (adapted to time zone) {dc_short_time} : Shows 13:42 , etc. inside Discord (adapted to time zone) {dc_long_time} : Shows 13:42:00 , etc. inside Discord (adapted to time zone) {dc_short_date_time} : Shows 12/08/26 , etc. inside Discord (adapted to time zone) {dc_long_date_time} : Shows 12 August 2026 , etc. inside Discord (adapted to time zone) {dc_long_date_short_time} : Shows 12 August 2026 13:42 , etc. inside Discord (adapted to time zone) {dc_long_date_day_of_week_short_time} : Shows Wednesday, 12 August 2026 13:42 , etc. inside Discord (adapted to time zone) {unix_millis} : Milliseconds since Jan 01 1970. (UTC): e.g. 1786535327509 {unix_secs} : Seconds since Jan 01 1970. (UTC): e.g. 1786535327
The Polish (not Poland) The documentation should be much easier to read than before and I’ve polished the source code a bit (removed commented out code that was outdated)
Touch water grass I’ve added a small water check to ensure that structures cannot spawn on water (or any liquid blocks that extend LiquidBlock) Seems like the plugin’s now feature complete (please brain, no last minute ideas)
Ships:
What did I make? WorldLoot allows you to spawn structures post-generation in your world. This can be used for stuff such as random loot drops inside your world that spawn inside generated and new chunks. Showcase video: https://youtu.be/desu4AxK-B4 What was challenging? There were a few challenge. One challenge was to find out which classes/methods in the Minecraft source code to use (difficult if there is no documentation online) Another challenge was that I had to restart the game each time I changed something because mixin reload requires additional setup. I’ve configured mixin hot-swapping somewhere at the end. Additionally I was debugging a problem with the map containing a map because I tried adding 0 maps to a map…. (the debugger showed me that the original map had elements but the other one didn’t) What am I proud of? I’m proud of myself not becoming crazy with the difficulties I had especially because of the bug with the map How to try Download latest release from the releases page Put the mod inside a Minecraft 26.2 instance (useful guide https://docs.fabricmc.net/players/installing-fabric/ ) Launch Minecraft with the mod Configure inside <minecraft_dir>/config/worldloot.json Restart the game and test the change...
|
1793620293.5217972
|
1793706693.5217972
|
|
68087
|
ASM 8-ball! by @HarvyLiu | Stardance
|
HarvyLiu
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T18:50:27Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "8-ball written in PURE Assembly~~~~~~ I know it might not be much for some of you out there, but it means a lot for me This is my first time trying assembly, the use of it is for me to not get frightened at it if I encounter it in the future like in college where they teach operating systems which I am SOOOOO hyped about. If this was written in python, it just takes 10 minutes or less and its done, including the learning. With Assembly and it’s difficult concepts, it took me literally 1 hour and more to just understand things. After that I built a smaller version first, then gradually modify it into a real 8ball. How it works I wrote comments on everyline, comments start with ; , so basically the code is just : section .data inlen equ 64 prompt db \"Ask the oracle (ENTER = wisdom, q + ENTER = quit): \", 10 plen equ $ - prompt hello db \"Hello! Always standing by, ASM 8ball!!! The 8ball for devs\", 10 hl equ $ - hello ; So I don't have to count manually how many bytes (len: a var (length), equ: set const, $: current loc, msg: a var) msg0 db \"Go for it\", 10 len0 equ $ - msg0 msg1 db \"Don't worry, it's not a bug. It's a feature.\", 10 len1 equ $ - msg1 msg2 db \"Perhaps you forgot to add a semicolon\", 10 len2 equ $ - msg2 msg3 db \"Try again... \", 10 len3 equ $ - msg3 msg4 db \"If it works, it works, don't you dare touch it.\", 10 len4 equ $ - msg4 msg5 db \"Perhaps you should try low level\", 10 len5 equ $ - msg5 msgs dq msg0, msg1, msg2, msg3, msg4, msg5 ; creates a list sort of stuff lens dq len0, len1, len2, len3, len4, len5 section .bss input resb inlen ;reserve 8 bytes section .text global _start _start: mov rax, 1 mov rdi, 1 mov rsi, hello mov rdx, hl syscall again: mov rax, 1 mov rdi, 1 mov rsi, prompt mov rdx, plen syscall mov rax, 0 ; sys_read mov rdi, 0 ; keyboard mov rsi, input mov rdx, inlen syscall cmp byte [input], 'q' ; first typed byte = 'q'? cmp = sort of like compare, but it subtracts then throws is it 0 (throws flag ZF = 0 or 1)? byte to specify the size to operate, which here is one byte, might be dword qword also. je done ; if yes, jump to exit. je = jmp only if equal (ZF = 1, which means true in language) rdtsc ; basically this reads a timestamp and dumps it into edx:eax eax changes fast and edx changes slowly xor edx, edx ; since we want randomness we use lower half (xoring edx leaves 0 which clears the upper half) 'cause it spins faster mov ecx, 6 ; this is the msg count we have, which we will use to divide div ecx ; div ecx divides edx:eax and the result is edx: remainder, eax: quotient mov ecx, edx ; store num in ecx shl rcx, 3 ; left shift 3 so multiply 8 which is used later to search address ;========================================================== mov rax, 1 ; What should it do? 1 = sys_write mov rdi, 1 ; And to where? 1 = screen (0 = keyboard) mov rsi, [msgs + rcx] ; Which bytes? the address? mov rdx, [lens + rcx] ; How many? syscall ; Linux gets instructions and does the work, prints jmp again ; jump back to the start of the prompt, forever ;=================================================================================== done: mov rax, 60 ; 60 = sys_exit xor rdi, rdi ; basically mov rdi, 0, but it's somehow faster, using xor technique, rdi = rdi for each bit so = 0 syscall ; exits code cleanly else CPU wanders past my code into garbage and crashes.", "repo": "https://github.com/HarvyLiu/ASM_8ball", "demo": "https://github.com/HarvyLiu/ASM_8ball/releases"}]...
|
[{"post_id": 82403, "ts": "202 [{"post_id": 82403, "ts": "2026-10-24T18:35:26Z", "hours": 0.3558, "text": "I successfully configured github actions myself for the First time in my life! (YAY! #before this project it always fails everytime and I had to use AI to fix) why is it v0.8.6? because apperently there are still a few bugs for it to become a v1.0.0 but most of the functionality is ok, its just a problem with loops and the byte allocation/reservation for input (i think), but it works, as long as you dont abuse the input and put too long sentences (I should make it show only 64 characters and below should I, but it doesnt crash tho)"}, {"post_id": 78395, "ts": "2026-10-10T17:11:47Z", "hours": 0.6844, "text": "I did some homework, and found out how to made things loop. And learnt a little bit of what flags are because of that cmp byte [input], ‘q’ This project is just mainly teaching me how Assembly works from beginner level. Really learnt a lot. I still plan to add one more feature, and it might crush me /jk I’ll try to make the prompts customize, I wish to import txt, try and except logic, and well yk the others are the say, tho it might be a bit of a hassle. It’s fun tho"}, {"post_id": 77804, "ts": "2026-10-08T11:35:13Z", "hours": 0.6783, "text": "They’re random now!!!!!"}, {"post_id": 77301, "ts": "2026-10-06T14:06:43Z", "hours": 0.4675, "text": "Assembly getting out of hands. Learning this is taking 3x the time"}]...
|
Title: ASM 8-ball! by @HarvyLiu | Stardance
Devlo Title: ASM 8-ball! by @HarvyLiu | Stardance
Devlogs:
Assembly getting out of hands. Learning this is taking 3x the time
They’re random now!!!!!
I did some homework, and found out how to made things loop. And learnt a little bit of what flags are because of that cmp byte [input], ‘q’ This project is just mainly teaching me how Assembly works from beginner level. Really learnt a lot. I still plan to add one more feature, and it might crush me /jk I’ll try to make the prompts customize, I wish to import txt, try and except logic, and well yk the others are the say, tho it might be a bit of a hassle. It’s fun tho
I successfully configured github actions myself for the First time in my life! (YAY! #before this project it always fails everytime and I had to use AI to fix) why is it v0.8.6? because apperently there are still a few bugs for it to become a v1.0.0 but most of the functionality is ok, its just a problem with loops and the byte allocation/reservation for input (i think), but it works, as long as you dont abuse the input and put too long sentences (I should make it show only 64 characters and below should I, but it doesnt crash tho)
Ships:
8-ball written in PURE Assembly~~~~~~ I know it might not be much for some of you out there, but it means a lot for me This is my first time trying assembly, the use of it is for me to not get frightened at it if I encounter it in the future like in college where they teach operating systems which I am SOOOOO hyped about. If this was written in python, it just takes 10 minutes or less and its done, including the learning. With Assembly and it’s difficult concepts, it took me literally 1 hour and more to just understand things. After that I built a smaller version first, then gradually modify it into a real 8ball. How it works I wrote comments on everyline, comments start with ; , so basically the code is just : section .data inlen equ 64 prompt db "Ask the oracle (ENTER = wisdom, q + ENTER = quit): ", 10 plen equ $ - prompt hello db "Hello! Always standing by, ASM 8ball!!! The 8ball for devs", 10 hl equ $ - hello ; So I don't have to count manually how many bytes (len: a var (length), equ: set const, $: current loc, msg: a var) msg0 db "Go for it", 10 len0 equ $ - msg0 msg1 db "Don't worry, it's not a bug. It's a feature.", 10 len1 equ $ - msg1 msg2 db "Perhaps you forgot to add a semicolon", 10 len2 equ $ - msg2 msg3 db "Try again... ", 10 len3 equ $ - msg3 msg4 db "If it works, it works, don't you dare touch it.", 10 len4 equ $ - msg4 msg5 db "Perhaps you should try low level", 10 len5 equ $ - msg5 msgs dq msg0, msg1, msg2, msg3, msg4, msg5 ; creates a list sort of stuff lens dq len0, len1, len2, len3, len4, len5 section .bss input resb inlen ;reserve 8 bytes section .text global _start _start: mov rax, 1 mov rdi, 1 mov rsi, hello mov rdx, hl syscall again: mov rax, 1 mov rdi, 1 mov rsi, prompt mov rdx, plen syscall mov rax, 0 ; sys_read mov rdi, 0 ; keyboard mov rsi, input mov rdx, inlen syscall cmp byte [input], 'q' ; first typed byte = 'q'? cmp = sort of like compare, but it subtracts then throws is it 0 (throws flag ZF = 0 or 1)? byte to specify the size to operate, which here is one byte, might be dword qword also. je done ; if yes, jump to exit. je = jmp only if equal (ZF = 1, which means true in language) rdtsc ; basically this reads a timestamp and dumps it into edx:eax eax changes fast and edx changes slowly xor edx, edx ; since we want randomness we use lower half (xoring edx leaves 0 which clears the upper half) 'cause it spins faster mov ecx, 6 ; this is the msg count we have, which we will use to divide div ecx ; div ecx divides edx:eax and the result is edx: remainder, eax: quotient mov ecx, edx ; store num in ecx shl rcx, 3 ; left shift 3 so multiply 8 which is used later to search address ;========================================================== mov rax, 1 ; What should it do? 1 = sys_write mov rdi, 1 ; And to where? 1 = screen (0 = keyboard) mov rsi, [msgs + rcx] ; Which bytes? the address? mov rdx, [lens + rcx] ; How many? syscall ; Linux gets instructions and does the work, prints jmp again ; jump back to the start of the prompt, forever ;=================================================================================== done: mov rax, 60 ; 60 = sys_exit xor rdi, rdi ; basically mov rdi, 0, but it's somehow faster, using xor technique, rdi = rdi for each bit so = 0 syscall ; exits code cleanly else CPU wanders past my code into garbage and crashes....
|
1793620294.6660438
|
1793706694.6660438
|
|
43890
|
SarSynth by @manayp | Stardance
|
manayp
|
2
|
25.0
|
410
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T18:34:17Z", "hours": 8.0, "multiplier": 11.91, "payout": 101, "blessing": "neutral", "text": "This innovation is something that I am proud about in SarSynth since it combines both technology and Indian classical music. SarSynth turns your camera into a musical instrument with the ability to play swaras using hand gestures while using ragas, instruments, tanpura, among other concepts. Getting the gesture recognition and the playing of music using the system was what I enjoyed most in the process of creating SarSynth. SarSynth can recognize hand poses, translate them into notes, and even incorporate features such as different ragas, synthetic instruments, training games, and tuner. I had many mishaps and stuff because in this new update I focused on the TOOLS which was not needed but I just did it. But in the same time I honestly also learned some new things so for me personally it was a win-win situation even though a bit of time was wasted in bugs and other random mishaps. In general, I believe that SarSynth is a nice application since it incorporates Indian classical music in an interactive manner and in addition to learning a lot through this experience especially when trying to debug different systems. And I hope you guys liked it. If you guys have any suggestions or things to add lemme know in slack. Thank you and adios. Note: This update is for the tools only.", "repo": "https://github.com/manayparikh1/sarsynth", "demo": "https://golden-pudding-d83524.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-10T19:35:04Z", "hours": 17.0, "multiplier": 18.38, "payout": 309, "blessing": "neutral", "text": "What have you created? Sargam Synth - an instrument of Indian music which you can play through gestures of your hands in front of a webcam. Left hand defines the swara depending on the number of fingers raised (1 = Sa, 2 = Re, etc. up to Ni), while right hand controls the volume, tone and ornamental variations. Sargam Synth includes 37 ragas and scales, eight synthetic instruments, like sitar and bansuri, tanpura drone and three training games. What was difficult? Developing reliable gesture recognition system - my initial prototype reacted to each frame from the webcam, so a lost frame cut the sound and any transition between the postures produced false notes. I solved this problem by making each finger press steady for 90 milliseconds before it is recognized and remembering the last known position of a hand when it is not currently recognized. The sound of sitar was the second difficulty because it is a synthetic oscillation simulating vibration of the string, not just the simple oscillator. What are you proud of? It’s properly tuned — when playing Ga in Yaman scale you actually hear 5/4 pure interval rather than somewhat different one a piano would provide you. And it even knows how to teach you — all swaras demonstrate their respective fingering on the screen, both hands show you fingers captured by the camera. Thus, if a pose is not recognized, you will immediately understand if it’s you or the tracker who fails to recognize. Overall it had been an amazing journey and its lowkey fun to use with a bit of practice and stuff (I added a guide below for fingerings just incase)… What should people know in order to try it? Allow the camera, and don’t forget about this: Left hand chooses the tone, right hand makes the sound appear — nothing plays until your right hand is raised. If your hands appear inverted, there is a Swap hand detection option in Settings menu that will correct it for you in one tap. No camera? Then press Continue without camera and play using clicks on the swaras or A S D F G H J keys.", "repo": "https://github.com/manayparikh1/sarsynth", "demo": "https://golden-pudding-d83524.netlify.app/"}]...
|
[{"post_id": 49025, "ts": "202 [{"post_id": 49025, "ts": "2026-08-17T16:48:32Z", "hours": 2.1342, "text": "So first of all yes I finished my readme. By finished I mean updated because I added tools. There are 6 distinct tools I created which are in indian style and it works pretty well. I also learned some new stuff from claude like I didnt know too. I learned some stuff in this long session like I never knew that if you set the opaqueness to 1.2 instead of 1 it will be dead code because apparently 1 and 1.1 is the same thing which to be honest is fairly the same. Lol I know this is kinda lame but for some reason it surprises me a lot. I also learned what npm run build does…according to claude it means it checks errors and stuff which personally for some reason I did not know that either… In my project theres some dead space in some areas of the tools pages but thats fine because tbh I was aiming for that because to show its simplicity and stuff lol. The biggest thing that stumped me though was the error in toolspage.tsx…. it says theres an error with the connection of the pages but I think its just a glitch because its all connected right with all the files in the right space so overall I just think thats an error or a glitch. Special thx to claude and vs code suggestions because they helped me learn stuff and made my life easier and possibly faster in some sorta of way so thx. Claude and vs code and github copilot also helped me push my files faster and more efficient so thx. Overall this is my last devlog and I had a great time making this and it went really well (at times lol) and if you guys like this make sure to possibly follow and like some of my devlogs and if you dont then contact me in slack if you have anything I should change or add or even fix lol. Thanks and adioss."}, {"post_id": 48563, "ts": "2026-08-17T00:23:54Z", "hours": 0.4247, "text": "So I did 115 ish lines for the tuner and claude did like 50-65 percent of it because mostly it was repeats of other stuff but also a bit of new stuff in it especailly the logical part of it. So this was actually my second last file so I juse gotta finish the CSS for everything and I am going to be done. Also I found out that the <ToolShell function that I created had glitches or idk something was happening but I fixed it and realized it was a spelling mistake lol. I spend 3 min on solving that so its fine… Ok so the tuner I was working on is basically going to do exactly what your thinking of its going to tune instruments or even your voice using cents which is a thing for tuners that shows its close or far. Overall its going veryy well so lets see if my css goes well or not adioss."}, {"post_id": 48515, "ts": "2026-08-16T22:12:19Z", "hours": 1.3925, "text": "So basically I am almost done… So all my files for the extra tools were supposed to be much more longer but because I do not wanna spend too much time on this project I shortened each file by 200 ish lines with the help of Claude and my wits. So I finished all the tools so far, but I just have like one more left. And I also have to do the CSS which I have to make so that will take some time. During this phase, I worked on improving the whole SarSynth interface, designing a dark theme with gold accents and creating the whole layer of UI elements which feels stable and high-performance. I defined the CSS variables for the whole interface, its colors, font styles, and panel styles, made the camera backdrop with mirrored video and vignette with smooth transition of opacity. Top bar design took much of my effort, as I designed the fields with labels, custom selects with gradients and arrows, hint texts, buttons with icons and Devanagari tanpura switch with activated and inactive states. After that, I added the pose list functionality with glyphs for melody and expression, mono-font labels and muted notes. Readout part and the layout as a whole received tuning of spacing and blur effect, and at the same time, I was solving various irritating problems such as proper placement of select-element arrows, right background for backdrop, and visual matching of components. Overall I believe I am 80 percent done the tools code and everything but that will all be resolved and established soo adios cya in my next log….."}, {"post_id": 47072, "ts": "2026-08-14T18:16:23Z", "hours": 1.8797, "text": "So I completed the TheoryReference.tsx and finally just now completed the TaalMetronome.tsx. I also researched various types of taals and beats for the metronome and I learned new things and concepts which include vibhag, sam, tali, and khali. And to be honest claude and chatgpt helped in coding chunks which just made my coding and stuff faster. So overall I had good enough progresss in the last 1-2 hours so yep. I completed the development of my fully cycle-based taal metronome today. In this project, I have FINALLY developed a system that would be based on the concepts of vibhag, sam, tali, and khali rather than the conventional method of bar-based counting. I created a complete set of taals that contain information about their vibhag structure, khali, bols, and notes. Then, I coded the system to dynamically create matra counts, accent patterns, and vibhag markers. The audio engine is now powered by an advanced Web Audio scheduler that allows pre-scheduling of clicks, takes care of subdivisions and accent playback so that the structure of taal is perceivable to the user via sound. I have also incorporated tap tempo with averaging and reset functionality with “const” placed in numerous lines which will not change anything. Special thanks to vs code because it gave me auto suggestions which auto fixed my code which actually helped me a lot because honestly I suck at typing fast lol. I also pushed many commits in github so its all active and ongoing. More will also have to be fixed though soo stay tuned and adiossssssssss. So overall I have good progress and I will see you in the next devlog adioss."}, {"post_id": 46108, "ts": "2026-08-13T03:01:22Z", "hours": 1.2167, "text": "After almost an hour I finally completed 2 files. I completed the ToolsPage.tsx fully and the ScaleFinder.tsx…. Now I havent really fully tested the toolspage one but the scalefinder one works (I tested it with onecompilor and it works great. So my first tool is finally completed and working now I just gotta keep going at it and finish a few more…So I am done for today and personally I got a good amount done. I am still running into a few errors in the ToolsPage.tsx but 100 percent thats because of the imports because currently I do not have some of the pages but it willl get fixed. And today I finished about 250-300 + lines of code and thanks to chatgpt and claude because they taught me a lot of things including blurb…honestly I am not that good at this coding language but I am still learning. Adiosss see u in the next devlog…"}, {"post_id": 46042, "ts": "2026-08-12T23:37:29Z", "hours": 1.4278, "text": "So this is my first devlog of the new ship and I thought a lot and wondered a lot of what else to add. And now I know. I am adding internal tools to it like a whole page which can be easily accessed. So far I have completed toolAudio.ts and it was about 130 ish lines of code and overall it works well. And yeah so I spent 50 minutes just writing 80 ish lines of code which is pretty not that bad but I slowed down because I changed my ideas mid writing… and also my github got reset or something somehow and alll my commit messages are gone so I have restarted with another repository with new commits. And also I made the most crap mistake ever so instead of making the folder in SRC I made it in localhistory which wasted SOO MUCH of my time. BUT I just copy pasted my code into the right place so overall its all good now. Ill see you guys later. Stay tuned for the upcoming tools. Thanks. ADIOSS"}, {"post_id": 44771, "ts": "2026-08-10T19:28:37Z", "hours": 0.7036, "text": "So in the past half and hour I did a lot and yes this is actually my final devlog this time. Ok so I finished the css around like 100-200 lines of code but it was light because the color scheme sorta connected with the theme anyway… I ran into a few alignment errors like it was blocking my whole screen but I fixed it so thats solved. I also updatted my readme about the games. Below I added a picture of my finger guide SarSynth it just shows how all your fingers should be aligned and for what and personally dha and ni is the hardest but with practice (like 5-10min) you can get used to it. I made it with Canva it took like 2 Minutes because the pictures I didnt really count towards my time just the making and alignments were counted. Overall thank you and goodbye."}, {"post_id": 44733, "ts": "2026-08-10T17:53:30Z", "hours": 1.1725, "text": "I fixed the Tanpura instrumental background track and now it works more properly because last time it was glitching even when I spammed it so it is fine now just a small JS error. I also finished the games logic its 3 simple games which you will come to know soon… In total it is about 250 lines of code which is fairly simple but the games are actually nice in my opinion. And soon I will be making a sort of guide on how to position your fingers for each note which includes Sa, Re, Ga, Ma, Pa, Dha, Ni, Sa. But tbh I have everything thats needed but it doesent hurt to give a bit of teaching because honestly even though I made it, it was pretty hard doing the dha and ni because my hands were keep forgetting the placement but after some time and practice I got it (10 min lol)… So lets see what happens next… Byee and ADioss"}, {"post_id": 44415, "ts": "2026-08-10T04:46:56Z", "hours": 0.6417, "text": "Ok so my README.md is done after like 1 ish hour in total. I incorporated as much as I could including a license in the bottom and honestly this is my first time not writing it raw and actually using hashtags and asterisks to make the text look better in the readme so it went well. I hosted it and was going to ship it. I showed it to my sibling and my feedback was “can you make it not that fun its kinda boring” so that obviously struck me inside considering the effort I put into this so what I did next was crazy. So as you know I was gonna ship it but instead I mapped out a way where I can add small games into it like GUESS THE RAGA and more which I will incorporate later. So sorry Guys I will need to add a bit more before I can ship it but I got this. Adioss."}, {"post_id": 44320, "ts": "2026-08-10T00:14:15Z", "hours": 0.3931, "text": "The front page was zoomed in a bit which was because of the css which I figured out after going through the CSS so that I fixed. Claude helped me a ton just now because I told it to make me 8 different panels in the front page which lead to a page and claude did that which was nice but for some reason it wrote 600 lines of css which is wild because there is not much that was added just colour and a bit of shadows but its fine because its just panels. OK then off hackatime I did my own little research and basically MY IDEA was to make a panel of each instrument that was incorporated in this project and write a 1 paragraph historical perspective of each instrument and overall it worked out pretty well but AGAIN a sizing issue occurred due to claude and I told claude 4 times to fix it but it could not for some reason And then I went in and figured it out lol it was the most funniest mistake…the css was on 2x zoom and my browser was also on 2x zoom for some reason. So yeahh… that has been solved now I also worked on my readme a bit like 2-3 sentences ish. So overall in these last 25 minutes I got through a lot of progress…"}, {"post_id": 44258, "ts": "2026-08-09T21:45:42Z", "hours": 0.7853, "text": "Over the past 45 Minutes or so I have been writing my readme and organizing some files. In all my other projects my readmes were always the worst part of my project but not anymore starting from now. I learned how to write readmes with more efficiency by adding # and * which basically makes text bigger and also bold or italic. So far I wrote the overview on what my project actually is and I have also wrote some of the philosophy and design goals which include data in jots. I also completed the tech stack and computer vision data which is in the same section as the design goals. Overall I am like 20 ish percent done the Readme and my folders are properly organized and I am done that section now."}, {"post_id": 44188, "ts": "2026-08-09T19:49:37Z", "hours": 1.6772, "text": "TODAY WAS CRAZY and this may be my last devlog I’ve spent today creating the entire visual backbone of the app, and now finally feel that the UI actually has some personality and doesn’t consist of random pieces. To start with, I defined a complete theme in :root – all golds, teals, ink shades, subdued overlays, panel colors, and two font stacks – so all the elements of the app draw colors from one consistent palette. Next, I created the layout guidelines for html, body and #root, and implemented the backdrop system – mirrored camera feed, vignette gradients, and stage layer below the canvas. Finally, I added the top bar styling, dropdowns, hint text, icon buttons, and tanpura toggle styling using the gold/teal accent language. I included the UI for the pose list, the readout section with Devanagari + monospace swara display, and the stat blocks with small capital letter labels. And now, I have the help and settings panels with blurred glass background, gold section headers, chips, toggles, and sliders. In addition, I designed the footer banner and the whole start overlay consisting of the brand logo, tagline, buttons, loading animation, error message, and legal disclaimer, so that the app can have a nice onboarding screen. Last but not least, I provided the full responsive layout for small screens so that UI elements will be reorganized on mobile devices properly. Overall, this stylesheet became the core of the application UI design. SO overall it works pretty well and its amazing and I made it indian because I am personally indian. So overall this is prolly note my last devlog but LETS SEE. Adioss."}, {"post_id": 43519, "ts": "2026-08-08T20:46:51Z", "hours": 0.9217, "text": "HII guys so heres what I did in the last hour… I spent a good amount of time was spent working on the design of the interface. Finally, I would say that now the interface looks like a finished product rather than some temporary solution. As the first step, I set up a complete theme via CSS variables in :root. In particular, there were colors for the background which should be dark, golden accents, teal expression color, ink text, muted overlays, as well as font stacks of Devanagari and monospace. All those settings in one place immediately gave the interface much better structure and increased convenience of further editing. Further, I adjusted the global layout to make the app take the full screen and have a nice dark mode design, fitting into the overall musical concept of the project. Then, I designed the camera backdrop including the mirrored video feed, vignette gradients, and stage layer. It provides the project with a moody and atmospheric design. After the backdrop was completed, I turned to designing the top bar which includes the design of fields, labels, dropdowns, hint text, and icon buttons. I added select styles with gold arrows, blurring effect, and transition on hover to make all of these elements responsive and clean. Then, I created the tanpura toggle button with its teal glow and devanagari title, which fits very well into the overall Indian classical theme. Finally, I added styles for the pose list and pose glyphs, which include small circles that represent poses, pose names, and subdued note labels. In short, this was the process that turned the plain UI into an actual design. And now I also tested it BUT ima keep it a surprise for yall so I guess stay tuned for the next devlog loll adioss. (I pasted a few of the theme colours in the code below…"}, {"post_id": 43411, "ts": "2026-08-08T17:10:30Z", "hours": 1.2394, "text": "So heres what happened… In the last hour Claude generated well over 600 lines of new code, covering roughly 70% of the work, and while it dramatically sped me up the alternative was that my entire project instantly threw errors because none of it was connected together yet. While trying to make some sense of the chaos it dawned on me I had an entirely abandoned folder within my project called Components that was full of React components – HelpPanel, Readout, SettingsPanel, StartOverlay, TopBar – that I’d previously created but never attached to anything, and the kicker was my project wasn’t even set up to buildReact. My package.json didn’t contain react or react-dom, tsconfig.json had no JSX support, and my main.tsx was just vanilla JS with a button, and a tag masquerading as a UI element. So I decide to just bite the bullet and hook up React to my project for real. I install React, ReactDOM, and the types for both. Add a vite plugin in a new vite.config.ts, update tsconfig.json’s jsx compiler option to “react-jsx”, write an actual App.tsx that owns the top-level application state (my Performer engine, configuration, the live snapshot of what’s playing, and the state of the camera module) and passing that down into all the components so that the top bar, readout, panels and start screen actually did things. I wire it into my existing drawScene() function via the canvas, I implement some keyboard shortcuts for notes(A-L), octave raises/lowers(Z/X) and tanpura playback(space). I also implement pointer support for playing notes via click and drag without a camera attached. Two things I spotted and removed was a React StrictMode wrap, which would immediately break AudioContext and my handtracking model by remounting them when they just shouldn’t. I also had an import mistmatch between App with braces and a default exported App. Lastly I added a real index.html with a where React mounts and styled the top bar, readout, panels, and start overlay with a whole new styles.css. I was able to clear down all of Claude’s errors, get TSC output zero errors(tsc –noEmit) and build."}, {"post_id": 42783, "ts": "2026-08-07T17:47:04Z", "hours": 1.4017, "text": "Today’s process of working on scene.ts has certainly been one of the most complex parts of my work, since this file involves practically every visual and interaction mechanism I have designed. The imports for degree poses, snapshots and hand tracking points have been implemented and the constants for melody and expression colors, Devanagari fonts, monospace labels and the whole hand skeleton map were defined. Also, the SceneLabel and SceneInput interfaces were implemented; these two mechanisms serve as a sort of backbone for all the information needed by the renderer, such as hands, poses, thresholds, reachable degrees, video size, etc. Then, the geometry helper methods such as roundRect() and ribbonGeometry() were implemented; these methods determine how the swara ribbon would be drawn and how every cell would scale based on window size. Lastly, the drawScene() method is now partially implemented; at the moment it takes care of projection from camera coordinates, drawing of the octaves ladder, ribbon itself, intensity meter and conditional drawings of both hands with landmarks, tone lean arcs, gamak waves and role tags. However, since this file is extremely large and complex, it results in numerous TypeScript errors such as undefined functions, type mismatches, unresolved references, and half-written helper methods like drawPoseGlyph(), which are used before the rest of the code is written. Some errors stem from hand tracking processing, some come from the ribbon rendering code, and some are generated by the math code responsible for resizing the video stream. At this point, the code has reached that chaotic state when the structure starts taking form while the compiler throws numerous errors due to the incomplete file. However, despite the chaos, I have managed to make the ribbon rendering code work, the octave ladder operational, and the hand skeleton drawing code properly working, which means that the visual layer is already being created. I am still working on the code, and hopefully, when more code will be written, many of the above errors will disappear automatically. But yeah overall I fixed them overtime so now I am gonna start the COMPONENTS section around 200+ lines will be written I hope unless an error occurs lets see!!!"}, {"post_id": 42683, "ts": "2026-08-07T15:15:51Z", "hours": 0.5711, "text": "So I was busy getting down deep into scene.ts, where I’m about half way done with the code necessary to render the hand tracking visual layer. Scene.ts is huge and highly interconnected, bringing in pose definition data, Devanagari/roman naming, ribbon geometry data, skeleton structuring, projector calculation, and all the UI controls to display swara, articulation, gamak, tone lean, and expression-hand behaviors. I got all the constants wired in, the skeleton mapping, the tip detection set, the margining mechanism, the complete SceneInput interface, and I began wiring up the drawScene() function pipeline responsible for the octave ladder, ribbon, intensity meter, and hands overlays. Despite having a good structural backbone in place, I’m encountering a crazy amount of errors – some from TypeScript whining about type mismatches, some from missing imports, and some because drawPoseGlyph() or some other functions aren’t written yet but referenced. There are just too many red lines at this point that I cannot tell which are legit obstacles, and which are only temporary noise from not-yet-written parts. However, the basic rendering code is coming together, the projector calculation works, and the skeleton hand-drawing process seems to be halfway there. I’m not finished coding yet, and so I’m hoping that once things come together, a lot of these errors will clear up as the file is completed. Right now, the code is quite a mess, but at least I’m getting somewhere, and the whole scene code system will become operational. So lets see how it goes see ya’ll later adioss."}, {"post_id": 42241, "ts": "2026-08-06T21:11:38Z", "hours": 1.6803, "text": "The day became one of those big pushes where each individual piece I worked on became part of a much bigger picture, and it truly seems that today marked one of the largest leaps forward in the entire process. Claude assisted me in my work throughout the day not only with small bugs but with several large problems standing in my way and thus allowed me to successfully stabilize the entire workflow. Once I managed to deal with the problems, I returned to main.tsx and properly fixed the rendering flow along with ensuring that the components were mounted correctly. The key accomplishment was managing to get the performer.ts file fully rendered and working, which is a great achievement considering that this particular file deals with handling the camera feed, recognizing finger positions, and turning those positions into musical gestures. The moment that it actually worked was a feeling of unlocking another level of the project altogether. My entire objective with this application is to create something where one hand can perform the Indian classical notes of sa, re, ga, ma, pa, dha, ni, sa using the finger position to do so, akin to the bansuri or sargam software, and at the same time having the other hand trigger background sounds such as the tanpura drone sound to produce the atmosphere of the Hindustani classical music. The achievement of making the logic of the camera recognize and respond to the gestures makes the entire idea into a reality. This session is definitely one of those milestones since with the main.tsx file sorted out, performer.tsx rendered successfully, and the gesture pipeline behaving the way I envisioned it, there is no stopping what I want to achieve next. And again claude helped soo much in giving big code blocks especially when there were large errors. SO overall great but it could go better because right now it looks like crap."}, {"post_id": 42004, "ts": "2026-08-06T15:28:18Z", "hours": 1.0119, "text": "Today, I ended up doing more backend setup than what I had expected to do today, in that, after executing the terminal commands to set up the project environment, there were created two files, namely package.json and tsconfig.json, totaling over a thousand lines of configurations. Although mostly being boilerplate, the creation of the two files marked a huge milestone for me in the sense that the project had now become a TypeScript-based one rather than the earlier looser one. After doing that, I then proceeded into the main codebase to modify main.tsx by refactoring the old code. However, my major achievement was the completion of hands.ts, which is one of the harder pieces of codes in the project, in that it deals with hand-tracking, gesture recognition, and all the movement-related logic in the project. I feel really satisfied in doing this file because it is one of those modules that would allow us to implement lots of other features in the future, and seeing the results of my hard work compile successfully after so much setup was truly satisfying. After implementing all the configurations, making changes in the main entry point file, and completing hands.ts, things went pretty well. Overall everything worked out well and I finally figured out the issue lol it was because I did not have these packages so thank you to Claude because it told me what to put in terminal."}, {"post_id": 41663, "ts": "2026-08-06T01:02:52Z", "hours": 2.8281, "text": "Today ended up being one of the most efficient, yet very chaotic coding sessions that I’ve had in a while, because I have managed to finish the entire audio file and the entire engine.ts file, which is essentially one of the key aspects of my entire project, and grew to become more than 700 lines long at the end. Even though I was able to get a lot done, the process was far from being easy, as I encountered some really stubborn errors that would stop the project from running entirely, which were mostly connected to some problems with main.ts file and the Vite configuration, which I did not even know was misconfigured and causing silent problems in the process. I spent far too much time on figuring out the real reasons for those errors until Claude helped me to finally get an idea of what’s really going on. In the process of debugging I found some duplicated code in the engine, which made me quite angry, since it resulted in wasting a lot of time chasing some bugs that occurred due to my mistake when copy-pasting code earlier. Now that I managed to get the engine running at last, I created a little localhost test where I play a sitar sound in order to make sure that the audio stream is functional in real life, and hearing the one little note played made me feel so relieved, knowing that the whole thing really works and not just some theory written in the folder. Now that I have finished all that, I am going to continue to work with hands.ts, which is the part responsible for detecting the hand movements and gestures, and I am excited to see what happens. I also wanna add more instruments which will not be hard but lets see btw I also added a tanpura soo lets see how that goes. See you guys in the next devlog lets see what happens next…Adiosss."}, {"post_id": 40974, "ts": "2026-08-04T21:01:59Z", "hours": 1.7672, "text": "Today was quite productive – more so than I anticipated at the start – and I finished with something on the order of 400-600 lines of code, most of which were devoted to implementing the entire music module in full with its poses.ts, ragas.ts, and swaras.ts, which I have put together in a clean and working fashion without any odd edge cases and inconsistencies. I think it was very satisfying to see that I had finally managed to put all of the pieces together into one coherent system. Next up was the JavaScript part of the audio pipeline which was much faster to implement than I anticipated because once I figured out the general architecture of it, I managed to do it pretty quickly. Claude helped me a little here and there with some hints and clarifications, but the actual implementation was relatively simple after all that. Today turned out to be one of those productive coding sessions where you just seem to get a lot done and end up with a very well-structured and organized system on your hands. So yeah overall I am like 15-20 percent done I think but its really based on how the rest goes especially the camera tracking my hands lets see."}]...
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Title: SarSynth by @manayp | Stardance
Devlogs:
T Title: SarSynth by @manayp | Stardance
Devlogs:
Today was quite productive – more so than I anticipated at the start – and I finished with something on the order of 400-600 lines of code, most of which were devoted to implementing the entire music module in full with its poses.ts, ragas.ts, and swaras.ts, which I have put together in a clean and working fashion without any odd edge cases and inconsistencies. I think it was very satisfying to see that I had finally managed to put all of the pieces together into one coherent system. Next up was the JavaScript part of the audio pipeline which was much faster to implement than I anticipated because once I figured out the general architecture of it, I managed to do it pretty quickly. Claude helped me a little here and there with some hints and clarifications, but the actual implementation was relatively simple after all that. Today turned out to be one of those productive coding sessions where you just seem to get a lot done and end up with a very well-structured and organized system on your hands. So yeah overall I am like 15-20 percent done I think but its really based on how the rest goes especially the camera tracking my hands lets see.
Today ended up being one of the most efficient, yet very chaotic coding sessions that I’ve had in a while, because I have managed to finish the entire audio file and the entire engine.ts file, which is essentially one of the key aspects of my entire project, and grew to become more than 700 lines long at the end. Even though I was able to get a lot done, the process was far from being easy, as I encountered some really stubborn errors that would stop the project from running entirely, which were mostly connected to some problems with main.ts file and the Vite configuration, which I did not even know was misconfigured and causing silent problems in the process. I spent far too much time on figuring out the real reasons for those errors until Claude helped me to finally get an idea of what’s really going on. In the process of debugging I found some duplicated code in the engine, which made me quite angry, since it resulted in wasting a lot of time chasing some bugs that occurred due to my mistake when copy-pasting code earlier. Now that I managed to get the engine running at last, I created a little localhost test where I play a sitar sound in order to make sure that the audio stream is functional in real life, and hearing the one little note played made me feel so relieved, knowing that the whole thing really works and not just some theory written in the folder. Now that I have finished all that, I am going to continue to work with hands.ts, which is the part responsible for detecting the hand movements and gestures, and I am excited to see what happens. I also wanna add more instruments which will not be hard but lets see btw I also added a tanpura soo lets see how that goes. See you guys in the next devlog lets see what happens next…Adiosss.
Today, I ended up doing more backend setup than what I had expected to do today, in that, after executing the terminal commands to set up the project environment, there were created two files, namely package.json and tsconfig.json, totaling over a thousand lines of configurations. Although mostly being boilerplate, the creation of the two files marked a huge milestone for me in the sense that the project had now become a TypeScript-based one rather than the earlier looser one. After doing that, I then proceeded into the main codebase to modify main.tsx by refactoring the old code. However, my major achievement was the completion of hands.ts, which is one of the harder pieces of codes in the project, in that it deals with hand-tracking, gesture recognition, and all the movement-related logic in the project. I feel really satisfied in doing this file because it is one of those modules that would allow us to implement lots of other features in the future, and seeing the results of my hard work compile successfully after so much setup was truly satisfying. After implementing all the configurations, making changes in the main entry point file, and completing hands.ts, things went pretty well. Overall everything worked out well and I finally figured out the issue lol it was because I did not have these packages so thank you to Claude because it told me what to put in terminal.
The day became one of those big pushes where each individual piece I worked on became part of a much bigger picture, and it truly seems that today marked one of the largest leaps forward in the entire process. Claude assisted me in my work throughout the day not only with small bugs but with several large problems standing in my way and thus allowed me to successfully stabilize the entire workflow. Once I managed to deal with the problems, I returned to main.tsx and properly fixed the rendering flow along with ensuring that the components were mounted correctly. The key accomplishment was managing to get the performer.ts file fully rendered and working, which is a great achievement considering that this particular file deals with handling the camera feed, recognizing finger positions, and turning those positions into musical gestures. The moment that it actually worked was a feeling of unlocking another level of the project altogether. My entire objective with this application is to create something where one hand can perform the Indian classical notes of sa, re, ga, ma, pa, dha, ni, sa using the finger position to do so, akin to the bansuri or sargam software, and at the same time having the other hand trigger background sounds such as the tanpura drone sound to produce the atmosphere of the Hindustani classical music. The achievement of making the logic of the camera recognize and respond to the gestures makes the entire idea into a reality. This session is definitely one of those milestones since with the main.tsx file sorted out, performer.tsx rendered successfully, and the gesture pipeline behaving the way I envisioned it, there is no stopping what I want to achieve next. And again claude helped soo much in giving big code blocks especially when there were large errors. SO overall great but it could go better because right now it looks like crap.
So I was busy getting down deep into scene.ts, where I’m about half way done with the code necessary to render the hand tracking visual layer. Scene.ts is huge and highly interconnected, bringing in pose definition data, Devanagari/roman naming, ribbon geometry data, skeleton structuring, projector calculation, and all the UI controls to display swara, articulation, gamak, tone lean, and expression-hand behaviors. I got all the constants wired in, the skeleton mapping, the tip detection set, the margining mechanism, the complete SceneInput interface, and I began wiring up the drawScene() function pipeline responsible for the octave ladder, ribbon, intensity meter, and hands overlays. Despite having a good structural backbone in place, I’m encountering a crazy amount of errors – some from TypeScript whining about type mismatches, some from missing imports, and some because drawPoseGlyph() or some other functions aren’t written yet but referenced. There are just too many red lines at this point that I cannot tell which are legit obstacles, and which are only temporary noise from not-yet-written parts. However, the basic rendering code is coming together, the projector calculation works, and the skeleton hand-drawing process seems to be halfway there. I’m not finished coding yet, and so I’m hoping that once things come together, a lot of these errors will clear up as the file is completed. Right now, the code is quite a mess, but at least I’m getting somewhere, and the whole scene code system will become operational. So lets see how it goes see ya’ll later adioss.
Today’s process of working on scene.ts has certainly been one of the most complex parts of my work, since this file involves practically every visual and interaction mechanism I have designed. The imports for degree poses, snapshots and hand tracking points have been implemented and the constants for melody and expression colors, Devanagari fonts, monospace labels and the whole hand skeleton map were defined. Also, the SceneLabel and SceneInput interfaces were implemented; these two mechanisms serve as a sort of backbone for all the information needed by the renderer, such as hands, poses, thresholds, reachable degrees, video size, etc. Then, the geometry helper methods such as roundRect() and ribbonGeometry() were implemented; these methods determine how the swara ribbon would be drawn and how every cell would scale based on window size. Lastly, the drawScene() method is now partially implemented; at the moment it takes care of projection from camera coordinates, drawing of the octaves ladder, ribbon itself, intensity meter and conditional drawings of both hands with landmarks, tone lean arcs, gamak waves and role tags. However, since this file is extremely large and complex, it results in numerous TypeScript errors such as undefined functions, type mismatches, unresolved references, and half-written helper methods like drawPoseGlyph(), which are used before the rest of the code is written. Some errors stem from hand tracking processing, some come from the ribbon rendering code, and some are generated by the math code responsible for resizing the video stream. At this point, the code has reached that chaotic state when the structure starts taking form while the compiler throws numerous errors due to the incomplete file. However, despite the chaos, I have managed to make the ribbon rendering code work, the octave ladder operational, and the hand skeleton drawing code properly working, which means that the visual layer is already being created. I am still working on the code, and hopefully, when more code will be written, many of the above errors will disappear automatically. But yeah overall I fixed them overtime so now I am gonna start the COMPONENTS section around 200+ lines will be written I hope unless an error occurs lets see!!!
So heres what happened… In the last hour Claude generated well over 600 lines of new code, covering roughly 70% of the work, and while it dramatically sped me up the alternative was that my entire project instantly threw errors because none of it was connected together yet. While trying to make some sense of the chaos it dawned on me I had an entirely abandoned folder within my project called Components that was full of React components – HelpPanel, Readout, SettingsPanel, StartOverlay, TopBar – that I’d previously created but never attached to anything, and the kicker was my project wasn’t even set up to buildReact. My package.json didn’t contain react or react-dom, tsconfig.json had no JSX support, and my main.tsx was just vanilla JS with a button, and a tag masquerading as a UI element. So I decide to just bite the bullet and hook up React to my project for real. I install React, ReactDOM, and the types for both. Add a vite plugin in a new vite.config.ts, update tsconfig.json’s jsx compiler option to “react-jsx”, write an actual App.tsx that owns the top-level application state (my Performer engine, configuration, the live snapshot of what’s playing, and the state of the camera module) and passing that down into all the components so that the top bar, readout, panels and start screen actually did things. I wire it into my existing drawScene() function via the canvas, I implement some keyboard shortcuts for notes(A-L), octave raises/lowers(Z/X) and tanpura playback(space). I also implement pointer support for playing notes via click and drag without a camera attached. Two things I spotted and removed was a React StrictMode wrap, which would immediately break AudioContext and my handtracking model by remounting them when they just shouldn’t. I also had an import mistmatch between App with braces and a default exported App. Lastly I added a real index.html with a where React mounts and styled the top bar, readout, panels, and start overlay with a whole new styles.css. I was able to clear down all of Claude’s errors, get TSC output zero errors(tsc –noEmit) and build.
HII guys so heres what I did in the last hour… I spent a good amount of time was spent working on the design of the interface. Finally, I would say that now the interface looks like a finished product rather than some temporary solution. As the first step, I set up a complete theme via CSS variables in :root. In particular, there were colors for the background which should be dark, golden accents, teal expression color, ink text, muted overlays, as well as font stacks of Devanagari and monospace. All those settings in one place immediately gave the interface much better structure and increased convenience of further editing. Further, I adjusted the global layout to make the app take the full screen and have a nice dark mode design, fitting into the overall musical concept of the project. Then, I designed the camera backdrop including the mirrored video feed, vignette gradients, and stage layer. It provides the project with a moody and atmospheric design. After the backdrop was completed, I turned to designing the top bar which includes the design of fields, labels, dropdowns, hint text, and icon buttons. I added select styles with gold arrows, blurring effect, and transition on hover to make all of these elements responsive and clean. Then, I created the tanpura toggle button with its teal glow and devanagari title, which fits very well into the overall Indian classical theme. Finally, I added styles for the pose list and pose glyphs, which include small circles that represent poses, pose names, and subdued note labels. In short, this was the process that turned the plain UI into an actual design. And now I also tested it BUT ima keep it a surprise for yall so I guess stay tuned for the next devlog loll adioss. (I pasted a few of the theme colours in the code below…
TODAY WAS CRAZY and this may be my last devlog I’ve spent today creating the entire visual backbone of the app, and now finally feel that the UI actually has some personality and doesn’t consist of random pieces. To start with, I defined a complete theme in :root – all golds, teals, ink shades, subdued overlays, panel colors, and two font stacks – so all the elements of the app draw colors from one consistent palette. Next, I created the layout guidelines for html, body and #root, and implemented the backdrop system – mirrored camera feed, vignette gradients, and stage layer below the canvas. Finally, I added the top bar styling, dropdowns, hint text, icon buttons, and tanpura toggle styling using the gold/teal accent language. I included the UI for the pose list, the readout section with Devanagari + monospace swara display, and the stat blocks with small capital letter labels. And now, I have the help and settings panels with blurred glass background, gold section headers, chips, toggles, and sliders. In addition, I designed the footer banner and the whole start overlay consisting of the brand logo, tagline, buttons, loading animation, error message, and legal disclaimer, so that the app can have a nice onboarding screen. Last but not least, I provided the full responsive layout for small screens so that UI elements will be reorganized on mobile devices properly. Overall, this stylesheet became the core of the application UI design. SO overall it works pretty well and its amazing and I made it indian because I am personally indian. So overall this is prolly note my last devlog but LETS SEE. Adioss.
Over the past 45 Minutes or so I have been writing my readme and organizing some files. In all my other projects my readmes were always the worst part of my project but not anymore starting from now. I learned how to write readmes with more efficiency by adding # and * which basically makes text bigger and also bold or italic. So far I wrote the overview on what my project actually is and I have also wrote some of the philosophy and design goals which include data in jots. I also completed the tech stack and computer vision data which is in the same section as the design goals. Overall I am like 20 ish percent done the Readme and my folders are properly organized and I am done that section now.
The front page was zoomed in a bit which was because of the css which I figured out after going through the CSS so that I fixed. Claude helped me a ton just now because I told it to make me 8 different panels in the front page which lead to a page and claude did that which was nice but for some reason it wrote 600 lines of css which is wild because there is not much that was added just colour and a bit of shadows but its fine because its just panels. OK then off hackatime I did my own little research and basically MY IDEA was to make a panel of each instrument that was incorporated in this project and write a 1 paragraph historical perspective of each instrument and overall it worked out pretty well but AGAIN a sizing issue occurred due to claude and I told claude 4 times to fix it but it could not for some reason And then I went in and figured it out lol it was the most funniest mistake…the css was on 2x zoom and my browser was also on 2x zoom for some reason. So yeahh… that has been solved now I also worked on my readme a bit like 2-3 sentences ish. So overall in these last 25 minutes I got through a lot of progress…
Ok so my README.md is done after like 1 ish hour in total. I incorporated as much as I could including a license in the bottom and honestly this is my first time not writing it raw and actually using hashtags and asterisks to make the text look better in the readme so it went well. I hosted it and was going to ship it. I showed it to my sibling and my feedback was “can you make it not that fun its kinda boring” so that obviously struck me inside considering the effort I put into this so what I did next was crazy. So as you know I was gonna ship it but instead I mapped out a way where I can add small games into it like GUESS THE RAGA and more which I will incorporate later. So sorry Guys I will need to add a bit more before I can ship it but I got this. Adioss.
I fixed the Tanpura instrumental background track and now it works more properly because last time it was glitching even when I spammed it so it is fine now just a small JS error. I also finished the games logic its 3 simple games which you will come to know soon… In total it is about 250 lines of code which is fairly simple but the games are actually nice in my opinion. And soon I will be making a sort of guide on how to position your fingers for each note which includes Sa, Re, Ga, Ma, Pa, Dha, Ni, Sa. But tbh I have everything thats needed but it doesent hurt to give a bit of teaching because honestly even though I made it, it was pretty hard doing the dha and ni because my hands were keep forgetting the placement but after some time and practice I got it (10 min lol)… So lets see what happens next… Byee and ADioss
So in the past half and hour I did a lot and yes this is actually my final devlog this time. Ok so I finished the css around like 100-200 lines of code but it was light because the color scheme sorta connected with the theme anyway… I ran into a few alignment errors like it was blocking my whole screen but I fixed it so thats solved. I also updatted my readme about the games. Below I added a picture of my finger guide SarSynth it just shows how all your fingers should be aligned and for what and personally dha and ni is the hardest but with practice (like 5-10min) you can get used to it. I made it with Canva it took like 2 Minutes because the pictures I didnt really count towards my time just the making and alignments were counted. Overall thank you and goodbye.
So this is my first devlog of the new ship and I thought a lot and wondered a lot of what else to add. And now I know. I am adding internal tools to it like a whole page which can be easily accessed. So far I have completed toolAudio.ts and it was about 130 ish lines of code and overall it works well. And yeah so I spent 50 minutes just writing 80 ish lines of code which is pretty not that bad but I slowed down because I changed my ideas mid writing… and also my github got reset or something somehow and alll my commit messages are gone so I have restarted with another repository with new commits. And also I made the most crap mistake ever so instead of making the folder in SRC I made it in localhistory which wasted SOO MUCH of my time. BUT I just copy pasted my code into the right place so overall its all good now. Ill see you guys later. Stay tuned for the upcoming tools. Thanks. ADIOSS
After almost an hour I finally completed 2 files. I completed the ToolsPage.tsx fully and the ScaleFinder.tsx…. Now I havent really fully tested the toolspage one but the scalefinder one works (I tested it with onecompilor and it works great. So my first tool is finally completed and working now I just gotta keep going at it and finish a few more…So I am done for today and personally I got a good amount done. I am still running into a few errors in the ToolsPage.tsx but 100 percent thats because of the imports because currently I do not have some of the pages but it willl get fixed. And today I finished about 250-300 + lines of code and thanks to chatgpt and claude because they taught me a lot of things including blurb…honestly I am not that good at this coding language but I am still learning. Adiosss see u in the next devlog…
So I completed the TheoryReference.tsx and finally just now completed the TaalMetronome.tsx. I also researched various types of taals and beats for the metronome and I learned new things and concepts which include vibhag, sam, tali, and khali. And to be honest claude and chatgpt helped in coding chunks which just made my coding and stuff faster. So overall I had good enough progresss in the last 1-2 hours so yep. I completed the development of my fully cycle-based taal metronome today. In this project, I have FINALLY developed a system that would be based on the concepts of vibhag, sam, tali, and khali rather than the conventional method of bar-based counting. I created a complete set of taals that contain information about their vibhag structure, khali, bols, and notes. Then, I coded the system to dynamically create matra counts, accent patterns, and vibhag markers. The audio engine is now powered by an advanced Web Audio scheduler that allows pre-scheduling of clicks, takes care of subdivisions and accent playback so that the structure of taal is perceivable to the user via sound. I have also incorporated tap tempo with averaging and reset functionality with “const” placed in numerous lines which will not change anything. Special thanks to vs code because it gave me auto suggestions which auto fixed my code which actually helped me a lot because honestly I suck at typing fast lol. I also pushed many commits in github so its all active and ongoing. More will also have to be fixed though soo stay tuned and adiossssssssss. So overall I have good progress and I will see you in the next devlog adioss.
So basically I am almost done… So all my files for the extra tools were supposed to be much more longer but because I do not wanna spend too much time on this project I shortened each file by 200 ish lines with the help of Claude and my wits. So I finished all the tools so far, but I just have like one more left. And I also have to do the CSS which I have to make so that will take some time. During this phase, I worked on improving the whole SarSynth interface, designing a dark theme with gold accents and creating the whole layer of UI elements which feels stable and high-performance. I defined the CSS variables for the whole interface, its colors, font styles, and panel styles, made the camera backdrop with mirrored video and vignette with smooth transition of opacity. Top bar design took much of my effort, as I designed the fields with labels, custom selects with gradients and arrows, hint texts, buttons with icons and Devanagari tanpura switch with activated and inactive states. After that, I added the pose list functionality with glyphs for melody and expression, mono-font labels and muted notes. Readout part and the layout as a whole received tuning of spacing and blur effect, and at the same time, I was solving various irritating problems such as proper placement of select-element arrows, right background for backdrop, and visual matching of components. Overall I believe I am 80 percent done the tools code and everything but that will all be resolved and established soo adios cya in my next log…..
So I did 115 ish lines for the tuner and claude did like 50-65 percent of it because mostly it was repeats of other stuff but also a bit of new stuff in it especailly the logical part of it. So this was actually my second last file so I juse gotta finish the CSS for everything and I am going to be done. Also I found out that the <ToolShell function that I created had glitches or idk something was happening but I fixed it and realized it was a spelling mistake lol. I spend 3 min on solving that so its fine… Ok so the tuner I was working on is basically going to do exactly what your thinking of its going to tune instruments or even your voice using cents which is a thing for tuners that shows its close or far. Overall its going veryy well so lets see if my css goes well or not adioss.
So first of all yes I finished my readme. By finished I mean updated because I added tools. There are 6 distinct tools I created which are in indian style and it works pretty well. I also learned some new stuff from claude like I didnt know too. I learned some stuff in this long session like I never knew that if you set the opaqueness to 1.2 instead of 1 it will be dead code because apparently 1 and 1.1 is the same thing which to be honest is fairly the same. Lol I know this is kinda lame but for some reason it surprises me a lot. I also learned what npm run build does…according to claude it means it checks errors and stuff which personally for some reason I did not know that either… In my project theres some dead space in some areas of the tools pages but thats fine because tbh I was aiming for that because to show its simplicity and stuff lol. The biggest thing that stumped me though was the error in toolspage.tsx…. it says theres an error with the connection of the pages but I think its just a glitch because its all connected right with all the files in the right space so overall I just think thats an error or a glitch. Special thx to claude and vs code suggestions because they helped me learn stuff and made my life easier and possibly faster in some sorta of way so thx. Claude and vs code and github copilot also helped me push my files faster and more efficient so thx. Overall this is my last devlog and I had a great time making this and it went really well (at times lol) and if you guys like this make sure to possibly follow and like some of my devlogs and if you dont then contact me in slack if you have anything I should change or add or even fix lol. Thanks and adioss.
Ships:
What have you created? Sargam Synth - an instrument of Indian music which you can play through gestures of your hands in front of a webcam. Left hand defines the swara depending on the number of fingers raised (1 = Sa, 2 = Re, etc. up to Ni), while right hand controls the volume, tone and ornamental variations. Sargam Synth includes 37 ragas and scales, eight synthetic instruments, like sitar and bansuri, tanpura drone and three training games. What was difficult? Developing reliable gesture recognition system - my initial prototype reacted to each frame from the webcam, so a lost frame cut the sound and any transition between the postures produced false notes. I solved this problem by making each finger press steady for 90 milliseconds before it is recognized and remembering the last known position of a hand when it is not currently recognized. The sound of sitar was the second difficulty because it is a synthetic oscillation simulating vibration of the string, not just the simple oscillator. What are you proud of? It’s properly tuned — when playing Ga in Yaman scale you actually hear 5/4 pure interval rather than somewhat different one a piano would provide you. And it even knows how to teach you — all swaras demonstrate their respective fingering on the screen, both hands show you fingers captured by the camera. Thus, if a pose is not recognized, you will immediately understand if it’s you or the tracker who fails to recognize. Overall it had been an amazing journey and its lowkey fun to use with a bit of practice and stuff (I added a guide below for fingerings just incase)… What should people know in order to try it? Allow the camera, and don’t forget about this: Left hand chooses the tone, right hand makes the sound appear — nothing plays until your right hand is raised. If your hands appear inverted, there is a Swap hand detection option in Settings menu that will correct it for you in one tap. No camera? Then press Continue without camera and play using clicks on the swaras or A S D F G H J keys.
This innovation is something that I am proud about in SarSynth since it combines both technology and Indian classical music. SarSynth turns your camera into a musical instrument with the ability to play swaras using hand gestures while using ragas, instruments, tanpura, among other concepts. Getting the gesture recognition and the playing of music using the system was what I enjoyed most in the process of creating SarSynth. SarSynth can recognize hand poses, translate them into notes, and even incorporate features such as different ragas, synthetic instruments, training games, and tuner. I had many mishaps and stuff because in this new update I focused on the TOOLS which was not needed but I just did it. But in the same time I honestly also learned some new things so for me personally it was a win-win situation even though a bit of time was wasted in bugs and other random mishaps. In general, I believe that SarSynth is a nice application since it incorporates Indian classical music in an interactive manner and in addition to learning a lot through this experience especially when trying to debug different systems. And I hope you guys liked it. If you guys have any suggestions or things to add lemme know in slack. Thank you and adios. Note: This update is for the tools only....
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1793620295.8502269
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1793706695.8502269
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46368
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Timeguessr by @tlevi | Stardance
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tlevi
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1
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4.0
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47
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T14:32:38Z", "hours": 4.0, "multiplier": 12.58, "payout": 47, "blessing": "neutral", "text": "My project is a simple guessing game where you choose which of the two world events happened first in time. There are 200 events from 1976 to 2026, and the game keeps track of your score and percentage. The most challenging part was getting the JavaScript to randomly choose events (and to not choose the same two). I’m proud that I managed to make the whole game work from scratch and only used ai for research only. Have fun playing! :)", "repo": "https://github.com/TLevi74/timeguessr", "demo": "https://tlevi74.github.io/timeguessr"}]...
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[{"post_id": 45178, "ts": "202 [{"post_id": 45178, "ts": "2026-08-11T14:29:56Z", "hours": 0.6231, "text": "Devlog 5 — Final Styling and README I finished the project by working on the style.css and making the website look cleaner. I added more styling to the buttons, headings, layout and overall page. I also created a README.md file explaining what the project is, how to use it and what technologies I used. The main game is now finished and everything works! Have fun playing! :)"}, {"post_id": 45153, "ts": "2026-08-11T13:45:59Z", "hours": 0.4131, "text": "Devlog 4 — Scoring and Fixes I added the scoring system and some headers to make the website clearer. I also went through the events and fixed some that had dates in their titles (so it would be very easy to guess them). The score now updates properly after each guess, showing the number of correct answers and the percentage. Now I will work on style.css"}, {"post_id": 45140, "ts": "2026-08-11T13:15:45Z", "hours": 0.6486, "text": "Devlog 3 — Making the Game Work Today I made the game actually playable. You can now click one of the two events to guess which one happened first. The game checks the dates and tells you if your answer was correct. I also added a Next button, so after making a guess you can move on to the next question instead of having to refresh the page. It appears after you guessed, then disappears when pressed. Up next: Add the score that updates after each guess, showing how many you got right out of the total and your percentage."}, {"post_id": 44605, "ts": "2026-08-10T14:16:52Z", "hours": 0.4794, "text": "Devlog 2 — Making the options I started building the actual webpage using HTML. I added two buttons where the random events will appear. I added the list of 200 events and made the game randomly choose two of them. I made sure that it doesn’t choose the exact same event twice. I also added two images (one for each option) which are randomly generated. I’m keeping the HTML quite basic because there isn’t really a need for anything complicated in this project."}, {"post_id": 44592, "ts": "2026-08-10T13:41:32Z", "hours": 1.5769, "text": "Devlog 1 — JSON Today I started planning my website project. Funny, because I started working on something else, but I got this idea and throw that project away to start working on this: I decided to make a game where the player gets two random world events and has to guess which one happened first. I made 200 events in total (json), ranging from 1976 to 2026. Each event has a name and a year, and an image query. I want to keep the website really simple, so there won’t be a menu or loads of different pages. It will basically just have the two event buttons, two images, the result, and the score. I’m using HTML for the structure, CSS for the design and Javascript for the game."}]...
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Title: Timeguessr by @tlevi | Stardance
Devlogs:
Title: Timeguessr by @tlevi | Stardance
Devlogs:
Devlog 1 — JSON Today I started planning my website project. Funny, because I started working on something else, but I got this idea and throw that project away to start working on this: I decided to make a game where the player gets two random world events and has to guess which one happened first. I made 200 events in total (json), ranging from 1976 to 2026. Each event has a name and a year, and an image query. I want to keep the website really simple, so there won’t be a menu or loads of different pages. It will basically just have the two event buttons, two images, the result, and the score. I’m using HTML for the structure, CSS for the design and Javascript for the game.
Devlog 2 — Making the options I started building the actual webpage using HTML. I added two buttons where the random events will appear. I added the list of 200 events and made the game randomly choose two of them. I made sure that it doesn’t choose the exact same event twice. I also added two images (one for each option) which are randomly generated. I’m keeping the HTML quite basic because there isn’t really a need for anything complicated in this project.
Devlog 3 — Making the Game Work Today I made the game actually playable. You can now click one of the two events to guess which one happened first. The game checks the dates and tells you if your answer was correct. I also added a Next button, so after making a guess you can move on to the next question instead of having to refresh the page. It appears after you guessed, then disappears when pressed. Up next: Add the score that updates after each guess, showing how many you got right out of the total and your percentage.
Devlog 4 — Scoring and Fixes I added the scoring system and some headers to make the website clearer. I also went through the events and fixed some that had dates in their titles (so it would be very easy to guess them). The score now updates properly after each guess, showing the number of correct answers and the percentage. Now I will work on style.css
Devlog 5 — Final Styling and README I finished the project by working on the style.css and making the website look cleaner. I added more styling to the buttons, headings, layout and overall page. I also created a README.md file explaining what the project is, how to use it and what technologies I used. The main game is now finished and everything works! Have fun playing! :)
Ships:
My project is a simple guessing game where you choose which of the two world events happened first in time. There are 200 events from 1976 to 2026, and the game keeps track of your score and percentage. The most challenging part was getting the JavaScript to randomly choose events (and to not choose the same two). I’m proud that I managed to make the whole game work from scratch and only used ai for research only. Have fun playing! :)...
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1793620297.21564
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1793706697.21564
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28918
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WarioWare Game by @Vigaash | Stardance
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Vigaash
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2
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19.0
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43
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T17:57:40Z", "hours": 10.0, "multiplier": 4.45, "payout": 43, "blessing": "neutral", "text": "I made Warioware, a game full of fun minigames that follows the concept of Mario Party, where you play Wario-related minigames without losing your lives! It was built using Godot, GDscript, and a passion for Nintendo. Currently, there are four games that are active. The games are: Super Wario, Star Collector, Garlic Catcher, and Flappy Bird. A problem that I had with this was trying to create the score and make sure that the score doesn’t automatically update because of a bug in the scoring system. More thorough details are in my Readme! Hope you guys like it! Link: https://github.com/Vigaash-Lingeswaran/WarioWare-game Link to game: https://vigaash-lingeswaran.itch.io/super-wario-ware", "repo": "https://github.com/Vigaash-Lingeswaran/WarioWare-game", "demo": "https://vigaash-lingeswaran.itch.io/super-wario-ware"}, {"ship_num": 2, "ts": "2026-07-04T18:00:55Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey guys! I made a WarioWare-themed game with 2 minigames so far (I am working on more). You have to beat the game without losing your 5 lives. What I found challenging was trying to both to try to create my own creative screens and addons like GIFS, as well as the coding for these new games. Even though I haven’t added these new games yet, I still have a little trouble with it, especially the code for the PONG game, since it is also my first time using GDscript and Godot. The controls and all other features are in my readme, but it is pretty intuitive to play. Hope you guys like it!", "repo": "https://github.com/Vigaash-Lingeswaran/WarioWare-game", "demo": "https://vigaash-lingeswaran.itch.io/super-wario-ware"}]...
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[{"post_id": 50463, "ts": "202 [{"post_id": 50463, "ts": "2026-08-19T16:58:08Z", "hours": 1.8992, "text": "Hey guys! I have been working a lot on the Warioware game. Here’s what I have done so far. I started off by creating and finishing the fourth game, which was the flappy bird game. This game was a decent challenge, but I was able to figure it out in the end. I used a player scene (CharacterBody 2D), then an obstacle scene (Area2D), and finally a main game scene. From there, I just combined each of the elements and their respective scripts. One challenge that I faced with this was trying to get the score working for it. Since the score would have to be referenced into two different scripts, I remembered that I could use a Global variable, which allowed me to easily reference the score in both scripts which allowed the game to flow smoothly to the next scenes. I learned a lot through this game. Next steps would be just to finish any polishing steps."}, {"post_id": 49319, "ts": "2026-08-18T02:10:36Z", "hours": 7.7967, "text": "Hey guys! I have been working a lot on the WarioWare game. Here’s what I have done so far. I started off by creating the third game, which would be a catcher game, where the player would move across the x-axis to catch all of the garlic. I did this by combining three different scenes, where one scene was the player, the next was the garlic spawner, and the final one was the entire minigame scene. I learned a lot through this game because it introduced me to how something like a spawner would be created in Godot, where you would have to use a timer, and then load an Sprite2D with a CollisionShape2D attached to it. The next steps would be to create the final game, which I am thinking to be a flappy bird game."}, {"post_id": 22258, "ts": "2026-07-04T17:09:40Z", "hours": 7.0564, "text": "Hey guys! It’s kind of been a while since I last posted, but I have seemed to lock in. Here’s what I did: I started off by basically finishing all of the first game. This included all of the controls of the player and how it interacts with the platform. I have also learned how to start animating things for the coins I created. I then started on the second game, which was the clicker game. I decided it would be good to include a star as the thing to collect. This one was also pretty easy, but I had a little bit of trouble trying to figure out how to get the code for the next level intermission that would come after this, because it would sometimes reload the global variables. After that, I decided to start working on the winner and death scenes. I wanted to try and make the whole game kind of close to the Super Mario vibe, so I also spent a lot of time trying to make different designs. That’s where most of the time was, because I was able to get the background images from things I designed on canva, but some parts I had to overlap onto Godot like the different buttons. After that, I basically put all of the finishing touches on the game. This included any design changes like adding some GIFs at the end of the game, and just adding things like a settings page. Overall, I have pretty much finished all of the required parts of this mission, but I will continue to work on this further. I really had a great time with this mission, as it was my first time using Godot, and it taught me a lot about the game. Next steps would just be to add a little bit more games, and some more animations, and maybe even music."}, {"post_id": 19615, "ts": "2026-06-30T23:54:07Z", "hours": 1.69, "text": "Hey Guys! This is my first devlog for the WarioWare Game. Here’s what I got done. I started off by making the title page. I followed the general guide, but since there were a couple of components that just didn’t seem to work on my side, I ended up switching up some of the elements. These included the types of elements like labels, textureRect, and more. I also didn’t like how the font was on the exmaple so I fooled around with it until I liked it. Another thing that I started on was the usage of buttons and their functions. I haven’t used Java before, so it was a little challenging at the start, especially with the use of “:” instead of “;” which is what I am used to. I have been able to get my first button to work. Another thing that I started was the timer for the minigame. I have figured out how to ensure that the timer ends properly (without going into the negatives), and it has been working so far. I have started a very little bit of the first minigame, but I was a little too tired to keep going. Next steps would be to get the first mingame working. This would mean being able to move the character and have it interact with the different elements on the screen. But pretty good progress for today."}]...
|
Title: WarioWare Game by @Vigaash | Stardance
Dev Title: WarioWare Game by @Vigaash | Stardance
Devlogs:
Hey Guys! This is my first devlog for the WarioWare Game. Here’s what I got done. I started off by making the title page. I followed the general guide, but since there were a couple of components that just didn’t seem to work on my side, I ended up switching up some of the elements. These included the types of elements like labels, textureRect, and more. I also didn’t like how the font was on the exmaple so I fooled around with it until I liked it. Another thing that I started on was the usage of buttons and their functions. I haven’t used Java before, so it was a little challenging at the start, especially with the use of “:” instead of “;” which is what I am used to. I have been able to get my first button to work. Another thing that I started was the timer for the minigame. I have figured out how to ensure that the timer ends properly (without going into the negatives), and it has been working so far. I have started a very little bit of the first minigame, but I was a little too tired to keep going. Next steps would be to get the first mingame working. This would mean being able to move the character and have it interact with the different elements on the screen. But pretty good progress for today.
Hey guys! It’s kind of been a while since I last posted, but I have seemed to lock in. Here’s what I did: I started off by basically finishing all of the first game. This included all of the controls of the player and how it interacts with the platform. I have also learned how to start animating things for the coins I created. I then started on the second game, which was the clicker game. I decided it would be good to include a star as the thing to collect. This one was also pretty easy, but I had a little bit of trouble trying to figure out how to get the code for the next level intermission that would come after this, because it would sometimes reload the global variables. After that, I decided to start working on the winner and death scenes. I wanted to try and make the whole game kind of close to the Super Mario vibe, so I also spent a lot of time trying to make different designs. That’s where most of the time was, because I was able to get the background images from things I designed on canva, but some parts I had to overlap onto Godot like the different buttons. After that, I basically put all of the finishing touches on the game. This included any design changes like adding some GIFs at the end of the game, and just adding things like a settings page. Overall, I have pretty much finished all of the required parts of this mission, but I will continue to work on this further. I really had a great time with this mission, as it was my first time using Godot, and it taught me a lot about the game. Next steps would just be to add a little bit more games, and some more animations, and maybe even music.
Hey guys! I have been working a lot on the WarioWare game. Here’s what I have done so far. I started off by creating the third game, which would be a catcher game, where the player would move across the x-axis to catch all of the garlic. I did this by combining three different scenes, where one scene was the player, the next was the garlic spawner, and the final one was the entire minigame scene. I learned a lot through this game because it introduced me to how something like a spawner would be created in Godot, where you would have to use a timer, and then load an Sprite2D with a CollisionShape2D attached to it. The next steps would be to create the final game, which I am thinking to be a flappy bird game.
Hey guys! I have been working a lot on the Warioware game. Here’s what I have done so far. I started off by creating and finishing the fourth game, which was the flappy bird game. This game was a decent challenge, but I was able to figure it out in the end. I used a player scene (CharacterBody 2D), then an obstacle scene (Area2D), and finally a main game scene. From there, I just combined each of the elements and their respective scripts. One challenge that I faced with this was trying to get the score working for it. Since the score would have to be referenced into two different scripts, I remembered that I could use a Global variable, which allowed me to easily reference the score in both scripts which allowed the game to flow smoothly to the next scenes. I learned a lot through this game. Next steps would be just to finish any polishing steps.
Ships:
Hey guys! I made a WarioWare-themed game with 2 minigames so far (I am working on more). You have to beat the game without losing your 5 lives. What I found challenging was trying to both to try to create my own creative screens and addons like GIFS, as well as the coding for these new games. Even though I haven’t added these new games yet, I still have a little trouble with it, especially the code for the PONG game, since it is also my first time using GDscript and Godot. The controls and all other features are in my readme, but it is pretty intuitive to play. Hope you guys like it!
I made Warioware, a game full of fun minigames that follows the concept of Mario Party, where you play Wario-related minigames without losing your lives! It was built using Godot, GDscript, and a passion for Nintendo. Currently, there are four games that are active. The games are: Super Wario, Star Collector, Garlic Catcher, and Flappy Bird. A problem that I had with this was trying to create the score and make sure that the score doesn’t automatically update because of a bug in the scoring system. More thorough details are in my Readme! Hope you guys like it! Link: https://github.com/Vigaash-Lingeswaran/WarioWare-game Link to game: https://vigaash-lingeswaran.itch.io/super-wario-ware...
|
1793620298.4288757
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1793706698.4288757
|
|
2233
|
R0B0 by @Rocket | Stardance
|
Rocket
|
1
|
4.01
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-10T19:54:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an mini Jarvis, is only on vocal command. The hardest thing was making him listen, because pyaudio wasn’t working so I had to replace it. I’m proud of making it open task manager,chrome and youtube.", "repo": "https://github.com/rocket806/R0B0", "demo": "https://github.com/rocket806/R0B0/releases/tag/v1.0.2-demo"}]...
|
[{"post_id": 8251, "ts": "2026 [{"post_id": 8251, "ts": "2026-06-13T18:37:01Z", "hours": 1.0142, "text": "Devlog 3 Hi! My first ship was denied so I’m making a new devlog. What I did today: So I made a new readme for my project(it took a while) and I fixed something. R0B0 was doing the task whitout the wake word,so I finally managed to make it respond only with the wake word. That’s all for today, see you soon,bye!"}, {"post_id": 6413, "ts": "2026-06-10T19:49:17Z", "hours": 0.5822, "text": "Devlog 2 Hi! this is my last devlog on this project and I want to tell you the latest functions that I added. One of them is opening Chrome and vs code that I do it with the library os. And the last function is searching and opening Youtube. This function I do it with de library webbrowser. See you soon! Bye!"}, {"post_id": 6336, "ts": "2026-06-10T17:46:19Z", "hours": 2.4108, "text": "Devlog 1 Hi! My name is Rocket, and I really like Jarvis, so I thought I’d make my own. The idea is simple: create an assistant that is always ready to do simple tasks (like creating a new directory or opening Task Manager) and is also fun (he can tell jokes! :) ). Today, I managed to implement some important functions for R0B0. One of them was making him listen continuously. In the beginning, I had some problems with this feature because it was consuming around 20-30% of my CPU. After some tweaking, I managed to lower it below 10% (it still spikes over 10% sometimes, but only for a very short moment). Another very important feature I added was microphone input. At first, I tried using PyAudio (an older Python library for microphone access), but it didn’t work because I am using a very recent version of Python. I also tried workarounds like pipwin, but that failed too. Ultimately, I used two other libraries sounddevice and scipy and it worked perfectly! That’s all for today! See you soon, bye!"}]...
|
Title: R0B0 by @Rocket | Stardance
Devlogs:
Devlo Title: R0B0 by @Rocket | Stardance
Devlogs:
Devlog 1 Hi! My name is Rocket, and I really like Jarvis, so I thought I’d make my own. The idea is simple: create an assistant that is always ready to do simple tasks (like creating a new directory or opening Task Manager) and is also fun (he can tell jokes! :) ). Today, I managed to implement some important functions for R0B0. One of them was making him listen continuously. In the beginning, I had some problems with this feature because it was consuming around 20-30% of my CPU. After some tweaking, I managed to lower it below 10% (it still spikes over 10% sometimes, but only for a very short moment). Another very important feature I added was microphone input. At first, I tried using PyAudio (an older Python library for microphone access), but it didn’t work because I am using a very recent version of Python. I also tried workarounds like pipwin, but that failed too. Ultimately, I used two other libraries sounddevice and scipy and it worked perfectly! That’s all for today! See you soon, bye!
Devlog 2 Hi! this is my last devlog on this project and I want to tell you the latest functions that I added. One of them is opening Chrome and vs code that I do it with the library os. And the last function is searching and opening Youtube. This function I do it with de library webbrowser. See you soon! Bye!
Devlog 3 Hi! My first ship was denied so I’m making a new devlog. What I did today: So I made a new readme for my project(it took a while) and I fixed something. R0B0 was doing the task whitout the wake word,so I finally managed to make it respond only with the wake word. That’s all for today, see you soon,bye!
Ships:
I made an mini Jarvis, is only on vocal command. The hardest thing was making him listen, because pyaudio wasn’t working so I had to replace it. I’m proud of making it open task manager,chrome and youtube....
|
1793620299.6226928
|
1793706699.6226928
|
|
2597
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My first slack bot! by @GoshoBobcho | Stardance
|
GoshoBobcho
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T14:34:18Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made 24/7 Slack bot. It is very simple. It only has 4 commands and all of them don’t require an input. What I am proud of: Starting the challenge and making my first every online base project. Before i didn’t any javascript and Node.js and how Slack or Nest worked. What I am proud of: I was able to do host everything through the terminal or PowerShell. (Before i only knew how to upload filles to Github by draging them to the browser). It was very fun trying to find my mistakes(Half the times i wrote my repo name wrong). What commands the bot can do: +/pesho-help - displays all the commands +/pesho-ping - check bot latency +/pesho-joke - get a cat fact +/pesho-joke - get a random joke", "repo": "https://github.com/GeorgiPGeorgiev/Slack-bot-Pesho", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8YSMV9BN"}]...
|
[{"post_id": 4290, "ts": "2026 [{"post_id": 4290, "ts": "2026-06-07T15:28:41Z", "hours": 0.6389, "text": "Finally got the /ping command working. First time doing a project in hack club and it’s very fun"}]...
|
Title: My first slack bot! by @GoshoBobcho | Stard Title: My first slack bot! by @GoshoBobcho | Stardance
Devlogs:
Finally got the /ping command working. First time doing a project in hack club and it’s very fun
Ships:
I made 24/7 Slack bot. It is very simple. It only has 4 commands and all of them don’t require an input. What I am proud of: Starting the challenge and making my first every online base project. Before i didn’t any javascript and Node.js and how Slack or Nest worked. What I am proud of: I was able to do host everything through the terminal or PowerShell. (Before i only knew how to upload filles to Github by draging them to the browser). It was very fun trying to find my mistakes(Half the times i wrote my repo name wrong). What commands the bot can do: +/pesho-help - displays all the commands +/pesho-ping - check bot latency +/pesho-joke - get a cat fact +/pesho-joke - get a random joke...
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1793620300.8371797
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1793706700.8371797
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30163
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WarioWare Game by @Adedamola | Stardance
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Adedamola
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1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T21:58:33Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WarioWare is a simple 2D game featuring three fast-paced mini-games combined into one experience. Players progress through three levels, completing a different challenge at each stage while managing a limited number of lives.", "repo": "https://github.com/AderogbaAdedamola/WarioWareGame", "demo": "https://aderogbaadedamola.itch.io/warioware"}]...
|
[{"post_id": 28514, "ts": "202 [{"post_id": 28514, "ts": "2026-07-14T20:21:23Z", "hours": 7.3964, "text": "Dev Log #3 – WarioWare Made solid progress on Quadrio by completing the game’s core progression system. Implemented: 🎮 Three mini-games across three levels 🏆 Level completion screen after each successful mini-game 👑 Final victory screen after clearing all three levels ❤️ Three garlic-life system shared across the entire game 💀 Game Over screen when all three lives(garlics) are lost 🔄 Restart option to play again after winning or losing The full game loop is now in place, making the gameplay feel complete from start to finish. 🚀"}, {"post_id": 27656, "ts": "2026-07-13T12:52:23Z", "hours": 1.2842, "text": "Devlog #2 – WarioWare Made good progress on WarioWare today. Implemented the basic gameplay UI, including: 🧅 Item display system 🎯 Score counter 📊 Level indicator 🌄 Initial game scene layout The core interface is coming together, and the foundation is now in place for adding gameplay mechanics and increasing the challenge in future updates. Still early in development, but it’s starting to take shape. 🚀"}, {"post_id": 21792, "ts": "2026-07-03T22:05:59Z", "hours": 1.3222, "text": "I’m working on WarioWare game"}]...
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Title: WarioWare Game by @Adedamola | Stardance
D Title: WarioWare Game by @Adedamola | Stardance
Devlogs:
I’m working on WarioWare game
Devlog #2 – WarioWare Made good progress on WarioWare today. Implemented the basic gameplay UI, including: 🧅 Item display system 🎯 Score counter 📊 Level indicator 🌄 Initial game scene layout The core interface is coming together, and the foundation is now in place for adding gameplay mechanics and increasing the challenge in future updates. Still early in development, but it’s starting to take shape. 🚀
Dev Log #3 – WarioWare Made solid progress on Quadrio by completing the game’s core progression system. Implemented: 🎮 Three mini-games across three levels 🏆 Level completion screen after each successful mini-game 👑 Final victory screen after clearing all three levels ❤️ Three garlic-life system shared across the entire game 💀 Game Over screen when all three lives(garlics) are lost 🔄 Restart option to play again after winning or losing The full game loop is now in place, making the gameplay feel complete from start to finish. 🚀
Ships:
WarioWare is a simple 2D game featuring three fast-paced mini-games combined into one experience. Players progress through three levels, completing a different challenge at each stage while managing a limited number of lives....
|
1793620302.0313756
|
1793706702.0313756
|
|
56298
|
Slack bot by @aarav_shrivastava | Stardance
|
aarav_shrivastava
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T06:50:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is just a basic slack bot with some additional commands like roll dice and flip coin. It was easy to complete it. To try just click “Try project” button it will redirect you to slack channel named “nobita-bot-demo” there try using the following commands:- /nobita-help - To see all slash commands. /nobita-ping - Check bot latency. /nobita-catfact - Get a cat fact. /nobita-joke - Tells a joke. /nobita-fact - Tells a fact. /nobita-coinflip - Flips a coin. /nobita-rolldice - Rolls a die.", "repo": "https://github.com/aaravshrivastava4129/Nobita-Bot-Slack-Bot-", "demo": "https://hackclub.enterprise.slack.com/archives/C0BU5FX1ANN"}]...
|
[{"post_id": 59585, "ts": "202 [{"post_id": 59585, "ts": "2026-09-01T14:21:21Z", "hours": 0.7017, "text": "Nobita Bot (Slack Bot) I have completed slack bot project and now soon I will ship my project."}, {"post_id": 59128, "ts": "2026-08-31T19:14:10Z", "hours": 1.1469, "text": "Nobita Bot (Slack Bot) I have completed Bot’s main working structure and I have also uploaded its backend files on NEST. Now I will add more slash commands and complete its README then I will ship it."}]...
|
Title: Slack bot by @aarav_shrivastava | Stardance Title: Slack bot by @aarav_shrivastava | Stardance
Devlogs:
Nobita Bot (Slack Bot) I have completed Bot’s main working structure and I have also uploaded its backend files on NEST. Now I will add more slash commands and complete its README then I will ship it.
Nobita Bot (Slack Bot) I have completed slack bot project and now soon I will ship my project.
Ships:
It is just a basic slack bot with some additional commands like roll dice and flip coin. It was easy to complete it. To try just click “Try project” button it will redirect you to slack channel named “nobita-bot-demo” there try using the following commands:- /nobita-help - To see all slash commands. /nobita-ping - Check bot latency. /nobita-catfact - Get a cat fact. /nobita-joke - Tells a joke. /nobita-fact - Tells a fact. /nobita-coinflip - Flips a coin. /nobita-rolldice - Rolls a die....
|
1793620303.217221
|
1793706703.217221
|
|
26621
|
Personal Blog by @eewdqwdqdwdqdwq | Stardance
|
eewdqwdqdwdqdwq
|
1
|
3.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T23:17:23Z", "hours": 3.0, "multiplier": 4.85, "payout": 15, "blessing": "neutral", "text": "https://fifthsol.github.io/blog/ Having a nice blog that reflects my personality and aesthetic preferences is really important to me because the reason I want to start writing in the first place is to properly express myself in my own way. Complete disclaimer, this project is heavily programmed using Claude. However, all design decisions were completely made by me. The goal was to have a solar punk-ish aesthetic with an interactive particle system that I made in a previous tutorial series I followed. I wanted to take it to the next level with my font choices of cinzel decorative for titles, DM sans for the legibility of text, and bitcount for buttons as well as the glassy icons and the CRT screen effect. There’s a lot to go into so I had Claude write a comprehensive features list in the ReadMe but the best way to experience this site is to just visit it and play around with the hero and the buttons yourself. I can’t state this enough but the code is almost all Claude written (I added some additional math to the particle functions but that’s mostly it) this is mostly just a product of my own design tastes if you can see it as that. I am mostly a hardware kind of guy in need of a blog so I wouldn’t blame you if you looked down on this project as a creation as I didn’t write a majority of the code. Thanks for your time!", "repo": "", "demo": ""}]...
|
[{"post_id": 17975, "ts": "202 [{"post_id": 17975, "ts": "2026-06-28T22:43:58Z", "hours": 1.2617, "text": "Final Dev-Log Before Shipping!! Black Hole Mode, Font Changes, Supernova, Placeholder Articles, etc :))"}, {"post_id": 17249, "ts": "2026-06-27T23:30:07Z", "hours": 1.1703, "text": "https://fifthsol.github.io/blog/ I just realized I didn’t include a link in the last devlog lmfao. Here it is! A lot of new features, especially with the stars which you can now drag ur cursor accross to move, there’s a button to reset them as well. It also link to my github and instagram now. Changed the fonts to Cinzel Decorative for headings and title and DM Sans for everything else, no articles yet but… Enjoy!"}, {"post_id": 17156, "ts": "2026-06-27T20:59:27Z", "hours": 0.69, "text": "eqewre"}]...
|
Title: Personal Blog by @eewdqwdqdwdqdwq | Stardan Title: Personal Blog by @eewdqwdqdwdqdwq | Stardance
Devlogs:
eqewre
https://fifthsol.github.io/blog/ I just realized I didn’t include a link in the last devlog lmfao. Here it is! A lot of new features, especially with the stars which you can now drag ur cursor accross to move, there’s a button to reset them as well. It also link to my github and instagram now. Changed the fonts to Cinzel Decorative for headings and title and DM Sans for everything else, no articles yet but… Enjoy!
Final Dev-Log Before Shipping!! Black Hole Mode, Font Changes, Supernova, Placeholder Articles, etc :))
Ships:
https://fifthsol.github.io/blog/ Having a nice blog that reflects my personality and aesthetic preferences is really important to me because the reason I want to start writing in the first place is to properly express myself in my own way. Complete disclaimer, this project is heavily programmed using Claude. However, all design decisions were completely made by me. The goal was to have a solar punk-ish aesthetic with an interactive particle system that I made in a previous tutorial series I followed. I wanted to take it to the next level with my font choices of cinzel decorative for titles, DM sans for the legibility of text, and bitcount for buttons as well as the glassy icons and the CRT screen effect. There’s a lot to go into so I had Claude write a comprehensive features list in the ReadMe but the best way to experience this site is to just visit it and play around with the hero and the buttons yourself. I can’t state this enough but the code is almost all Claude written (I added some additional math to the particle functions but that’s mostly it) this is mostly just a product of my own design tastes if you can see it as that. I am mostly a hardware kind of guy in need of a blog so I wouldn’t blame you if you looked down on this project as a creation as I didn’t write a majority of the code. Thanks for your time!...
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1793620304.36031
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1793706704.36031
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10141
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Red River Pollution by @weibolin322 | Stardance
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weibolin322
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1
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11.0
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100
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T21:24:20Z", "hours": 11.0, "multiplier": 9.66, "payout": 100, "blessing": "neutral", "text": "I came up with this idea from a report that talks about 10 billion liters of untreated sewage are dumped into the Red River every year. As a someone lived here, I feel like it’s my responsibility to show more people about this so that it can be fixed as soon as possible.", "repo": "https://github.com/Weibo0123/Red-River-Pollution", "demo": "https://weibo0123.github.io/Red-River-Pollution/index.html"}]...
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[{"post_id": 11333, "ts": "202 [{"post_id": 11333, "ts": "2026-06-18T15:23:27Z", "hours": 0.3578, "text": "Compressed all the pictures so they load faster."}, {"post_id": 8847, "ts": "2026-06-14T18:29:55Z", "hours": 10.2225, "text": "This is a website that talk about the untreated sewage that gets dumped into the Red River in Winnipeg, Canada."}]...
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Title: Red River Pollution by @weibolin322 | Stard Title: Red River Pollution by @weibolin322 | Stardance
Devlogs:
This is a website that talk about the untreated sewage that gets dumped into the Red River in Winnipeg, Canada.
Compressed all the pictures so they load faster.
Ships:
I came up with this idea from a report that talks about 10 billion liters of untreated sewage are dumped into the Red River every year. As a someone lived here, I feel like it’s my responsibility to show more people about this so that it can be fixed as soon as possible....
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1793620305.5607188
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1793706705.5607188
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28365
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Super secret safe by @sh8nn0n_ | Stardance
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sh8nn0n_
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T01:33:49Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I decided to learn Arduino this summer for fun. This is my first arduino project, where I used an rfid to detect the correct card that’s being scanned, and if it’s the right card, it’ll open up a safe. If it’s not the right card, the person will hear a loud buzzer. Honestly the hardest part was doing the code since I only know basics of Python so a lot of my syntax was wrong but it was fun getting the rfid to work and also learning how to wire each component without needing help from external tutorials made me feel proud.", "repo": "https://github.com/sh8nn0n/RFID-demo", "demo": ""}]...
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[{"post_id": 23852, "ts": "202 [{"post_id": 23852, "ts": "2026-07-07T01:21:15Z", "hours": 2.6828, "text": "I modeled what the box would look like with the electronics attached. I haven’t touched CAD in a while so I was a bit rusty but this is my vision for what the RFID would trigger."}, {"post_id": 21222, "ts": "2026-07-03T01:39:29Z", "hours": 1.1042, "text": "EXCITING EXCITING!! I got the servo to work with the rfid (so when I first scan my card the servo opens, and then the next time I scan my card the servo closes). I was able to do this by modifying Arduino’s example code for the servo to work for my own file (added an if else statement inside the if loop that happens when I scan the correct card). And then I decided to add a buzzer whenever the wrong card is scanned so whoever’s trying to break in gets a surprise sound. Next I’m going to start doing the CAD for the case."}, {"post_id": 21179, "ts": "2026-07-03T00:05:25Z", "hours": 1.6631, "text": "I did two things: (1) I used a total of 3k resistors to regulate the voltage coming from the 5v arduino board into 3.3v so that the rfid could read the pins. This allowed the example sketch to read the UIDs of the two cards I have. (2) I modified the example sketch to only grant access to one of the cards, and after much debugging and asking Gemini for help for debugging, I finally got the program to only accept one of the cards and not the other one!"}, {"post_id": 18544, "ts": "2026-06-29T18:43:53Z", "hours": 0.8667, "text": "First, I wanted to understand how the rfid works, so I used the example code for it, but then I ran into a board doesn’t exist error, and I FINALLY understood why my rfid-rc522 was giving me a does not exist error after I searched up a demo code that I then used."}]...
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Title: Super secret safe by @sh8nn0n_ | Stardance
Title: Super secret safe by @sh8nn0n_ | Stardance
Devlogs:
First, I wanted to understand how the rfid works, so I used the example code for it, but then I ran into a board doesn’t exist error, and I FINALLY understood why my rfid-rc522 was giving me a does not exist error after I searched up a demo code that I then used.
I did two things: (1) I used a total of 3k resistors to regulate the voltage coming from the 5v arduino board into 3.3v so that the rfid could read the pins. This allowed the example sketch to read the UIDs of the two cards I have. (2) I modified the example sketch to only grant access to one of the cards, and after much debugging and asking Gemini for help for debugging, I finally got the program to only accept one of the cards and not the other one!
EXCITING EXCITING!! I got the servo to work with the rfid (so when I first scan my card the servo opens, and then the next time I scan my card the servo closes). I was able to do this by modifying Arduino’s example code for the servo to work for my own file (added an if else statement inside the if loop that happens when I scan the correct card). And then I decided to add a buzzer whenever the wrong card is scanned so whoever’s trying to break in gets a surprise sound. Next I’m going to start doing the CAD for the case.
I modeled what the box would look like with the electronics attached. I haven’t touched CAD in a while so I was a bit rusty but this is my vision for what the RFID would trigger.
Ships:
I decided to learn Arduino this summer for fun. This is my first arduino project, where I used an rfid to detect the correct card that’s being scanned, and if it’s the right card, it’ll open up a safe. If it’s not the right card, the person will hear a loud buzzer. Honestly the hardest part was doing the code since I only know basics of Python so a lot of my syntax was wrong but it was fun getting the rfid to work and also learning how to wire each component without needing help from external tutorials made me feel proud....
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1793620306.7741337
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1793706706.7741337
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53588
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EndLess's Website by @EndLess9 | Stardance
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EndLess9
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T16:53:01Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Making this website was a challenge as well as a good learning experience for me. It was the first time I made a website from scratch without relying heavily on AI or tutorials. My making this very basic website I learned alot about css properties and how html builds a website’s structure.", "repo": "https://github.com/EndLessDude/EndLess-s-Website", "demo": "https://endlesswebsite.netlify.app/"}]...
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[{"post_id": 55644, "ts": "202 [{"post_id": 55644, "ts": "2026-08-27T16:33:00Z", "hours": 2.1192, "text": "Devlog #3Changed the body’s color to black, and the header’s color to red instead of cyan.1. Nav bar:- Increased height- The Nav bar is now white, the opened page will appear as red and the ones that aren’t opened will be black2. Home:Added 2 bigger buttons that lead the user to the about me or projects page.3. About me:Here I wrote my introduction and added pictures of video games, animes, and f1 drivers that I like.4. Projects:Here I added hyper linked images of some of my programing projects.5. Readme:I wrote a basic readme for my repo."}, {"post_id": 54272, "ts": "2026-08-25T05:21:28Z", "hours": 0.4922, "text": "Devlog #2 I haven’t done much work in the website yet, but after about 30 minutes I figured out how to create separate pages for each href in my project. How I did it: I used some js to comepletely hide the sections for the hrefs while they weren’t selected in the nav bar. I also added some css to make the selected button look darker to show that it’s selected."}, {"post_id": 53544, "ts": "2026-08-24T04:17:00Z", "hours": 1.0756, "text": "Devlog #1: This is the first time I’m making a website from scratch without AI or video tutorials so it took me a while to create a simple heading for my website and the nav bar. Here is what I did to the nav bar’s buttons: text color: white bold un-underlined added a border radius of 7px to give it curvey edges changed the background to brown added a padding of 5px nav bar: vertically centered it horizontally aligned it to the right added a gap of 40px between each href Heading: gave it a height of 40px gave it a background color of bisque"}]...
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Title: EndLess's Website by @EndLess9 | Starda Title: EndLess's Website by @EndLess9 | Stardance
Devlogs:
Devlog #1: This is the first time I’m making a website from scratch without AI or video tutorials so it took me a while to create a simple heading for my website and the nav bar. Here is what I did to the nav bar’s buttons: text color: white bold un-underlined added a border radius of 7px to give it curvey edges changed the background to brown added a padding of 5px nav bar: vertically centered it horizontally aligned it to the right added a gap of 40px between each href Heading: gave it a height of 40px gave it a background color of bisque
Devlog #2 I haven’t done much work in the website yet, but after about 30 minutes I figured out how to create separate pages for each href in my project. How I did it: I used some js to comepletely hide the sections for the hrefs while they weren’t selected in the nav bar. I also added some css to make the selected button look darker to show that it’s selected.
Devlog #3Changed the body’s color to black, and the header’s color to red instead of cyan.1. Nav bar:- Increased height- The Nav bar is now white, the opened page will appear as red and the ones that aren’t opened will be black2. Home:Added 2 bigger buttons that lead the user to the about me or projects page.3. About me:Here I wrote my introduction and added pictures of video games, animes, and f1 drivers that I like.4. Projects:Here I added hyper linked images of some of my programing projects.5. Readme:I wrote a basic readme for my repo.
Ships:
Making this website was a challenge as well as a good learning experience for me. It was the first time I made a website from scratch without relying heavily on AI or tutorials. My making this very basic website I learned alot about css properties and how html builds a website’s structure....
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1793620307.9771216
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1793706707.9771216
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51660
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Downloads Organiser by @rosandrox | Stardance
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rosandrox
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1
|
8.0
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62
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T16:21:03Z", "hours": 8.0, "multiplier": 7.97, "payout": 62, "blessing": "neutral", "text": "First of all : I am currently working on a big update that will add way more potential to this cli fr fr so pls star my repo and follow me. A note for the reviewer: The project directly tackles the frustrating, manual problem of messy, unorganized desktop or download folders by automatically categorizing files into structured directories. + 3 major QoL improvements: Real-time background monitoring (start and stop commands) that automates organization continuously. Intelligent categorization & duplicate handling via SHA-256 duplicate matching and automated folder sorting across 10+ specific asset categories. Stale file archiving and cleanup tools (clean for archiving files older than 30 days and prune for recursively removing empty folders). For more generic use final V2.2 includes: Command Description start Begins real-time directory monitoring in the background. stop Halts the directory watcher thread/observer. status Checks active status and targets directory path. path Displays the target directory path. path <dir_path> Changes the target folder (requires watcher to be stopped first). scan Instantly processes all un-organized files currently in the directory. stats Shows storage analytics and category breakdowns clean Archives files older than 30 days into _Archive/. prune Safely removes empty folders recursively. custom delete Deletes all files matching a keyword or extension (e.g., .tmp). custom dir Moves all files matching a keyword into a targeted subfolder. help Prints the interactive command menu. exit Gracefully terminates the application.", "repo": "https://github.com/prodevmod/organiser-cli", "demo": "https://github.com/prodevmod/organiser-cli/releases/tag/V2"}]...
|
[{"post_id": 52462, "ts": "202 [{"post_id": 52462, "ts": "2026-08-22T16:16:57Z", "hours": 0.7747, "text": "Added a stats command and added some restrictions to the custom dir that could result in fatal crashes. More analytically the stats command shows storage analytics and category breakdowns also the custom dir update allows you to update an already made dir with more files either of the same or a different keyword!"}, {"post_id": 52395, "ts": "2026-08-22T14:48:55Z", "hours": 1.2181, "text": "I THOUGHT! I hadn;t finished it guys :( but now I think I am finished. Basically what happened is I thought of some methods that could be rly use full and also thought it would be better for you who don’t want the source code could download just an Executable so I delivered once again.But please tell me why to make the change in python it took me 20 mins and a dozen of lines but in cpp it took me 2 times the ammount and effort. What I added: A custom dir function where you insert to arguments: the folder’s in which everything will be moved to name and a keyword that all the files that contin it will be moved to it With the same exact logic custom delete deletes all files that contain the custom keyword"}, {"post_id": 52278, "ts": "2026-08-22T11:58:10Z", "hours": 0.4383, "text": "Updated the python script: Fixed the double-name problem Added 3D Models folder Fixed some hashing and cli class bugs here and there (yes I made my cli into a class for better managment (only in python btw)) I made the git repo and I am pushing this V1 to git I ’ll probably ship it too and when reviewed will release V2 with all the correction the smart fellas will sugest The cli INTERFACE is a stylistic Option I could ve easily made it into a GUI but it didn’t fell right. Hope youll like it!!!"}, {"post_id": 52252, "ts": "2026-08-22T10:56:17Z", "hours": 0.5578, "text": "I fixed theoverriding name problem and I also added 3d models extentions so that the scripts are more helpful."}, {"post_id": 52229, "ts": "2026-08-22T10:15:22Z", "hours": 1.0517, "text": "Finished The css vrsion just now: the logic is EXACTLY the same the files are Apps/Codes/Game_engines/Documents/Images/Archives/Media/Misc The default Dir is set to Downloads4. C version for now only works on windows I used sha256 hashing in c++ code too I gotta fix that if two files of different content have the same name one gets replaced automatically"}, {"post_id": 52194, "ts": "2026-08-22T09:00:22Z", "hours": 1.9025, "text": "Finished python version completly w/ more extensions and I am currently building the same exact thing on cpp hoping it will be faster and equaly user friendly! Btw I am already having lots of trouble understanding all the modules like take a look: #include #include #include #include #include #include #include #include #include #include #include #include #include <windows.h> #include <wincrypt.h> I am currently studying the windows api to know how to properly use it see yo in the next log ig?"}, {"post_id": 51030, "ts": "2026-08-20T14:55:18Z", "hours": 0.7625, "text": "got the python MvP UP AND RUNNING: While keeping the real-time monitoring, you set it now with the new client interface feature, so you can start it and stop it anytime. There is automated organization as in the just automated task. There’s duplicate detection. However, I added some maintenance features like scan, which manually organizes existing loose files in the directory, clean, which archives stale files older than 30 days into the archive folder, and prune, that cleans up and deletes empty folders across the directory tree. I also added a path function or method, which when called without any arguments, it displays the path you are in. Usually, that would be downloads. However, you can change it by adding an argument after path, which can make use for specialized directory organizing.The Logo dollar sign Thing I did by copying it from ascci big letters generator (usually used for bash toolboxes)"}, {"post_id": 50695, "ts": "2026-08-20T00:43:39Z", "hours": 0.7283, "text": "Made a working .py mvp (used a bit of stack overflow for hashing, like what the heck is sha256) nex I am gonna make a cli I am imaging it like thos bash toolboxes only mine just cleans up your files.Basically how it works is: Each file gets a distinct hashing value based on its content and is storred in a list (seen_hashes) If 2 files have the same hash value (same content) the file is saved once in the duplicates folder (check happens comparing with the seen_hashes) We have a dictionary called cattegories with various extentions and which cattegory they fall in so the file is compared to the extantions with a for loop that if looped thru without finding and storing in the right cattegory is saved in misc. Every file not oppened or touched for 30 days is discarded upon check / scan A file handler class makes the process easier utilising basic oop concepts I am off to adding codes file cuz I found out all my codes went to misc!"}, {"post_id": 50648, "ts": "2026-08-19T22:16:32Z", "hours": 0.4008, "text": "I don’t know abt you but lately managing my downloads tab has been hard and annoying because I have so many useless files on there I want to delete yet there are some things I rlyyyyyyy badly need bad can’t find inside this mess. Now I know there might already be a solution for this (PC cleaners ecc.) BUT I want to try and make my own I will be making 2 versions the MVP one Python (I just started it) and the most painfull tiring but faster one in C 😭😭🩻🩻💀💀. I am currently working on the python one almost finoshed but it has some errors I have to correct. ALSO NO AI IS ALLOWED (only stack overflow and geeksforgeeks)"}]...
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Title: Downloads Organiser by @rosandrox | Stardan Title: Downloads Organiser by @rosandrox | Stardance
Devlogs:
I don’t know abt you but lately managing my downloads tab has been hard and annoying because I have so many useless files on there I want to delete yet there are some things I rlyyyyyyy badly need bad can’t find inside this mess. Now I know there might already be a solution for this (PC cleaners ecc.) BUT I want to try and make my own I will be making 2 versions the MVP one Python (I just started it) and the most painfull tiring but faster one in C 😭😭🩻🩻💀💀. I am currently working on the python one almost finoshed but it has some errors I have to correct. ALSO NO AI IS ALLOWED (only stack overflow and geeksforgeeks)
Made a working .py mvp (used a bit of stack overflow for hashing, like what the heck is sha256) nex I am gonna make a cli I am imaging it like thos bash toolboxes only mine just cleans up your files.Basically how it works is: Each file gets a distinct hashing value based on its content and is storred in a list (seen_hashes) If 2 files have the same hash value (same content) the file is saved once in the duplicates folder (check happens comparing with the seen_hashes) We have a dictionary called cattegories with various extentions and which cattegory they fall in so the file is compared to the extantions with a for loop that if looped thru without finding and storing in the right cattegory is saved in misc. Every file not oppened or touched for 30 days is discarded upon check / scan A file handler class makes the process easier utilising basic oop concepts I am off to adding codes file cuz I found out all my codes went to misc!
got the python MvP UP AND RUNNING: While keeping the real-time monitoring, you set it now with the new client interface feature, so you can start it and stop it anytime. There is automated organization as in the just automated task. There’s duplicate detection. However, I added some maintenance features like scan, which manually organizes existing loose files in the directory, clean, which archives stale files older than 30 days into the archive folder, and prune, that cleans up and deletes empty folders across the directory tree. I also added a path function or method, which when called without any arguments, it displays the path you are in. Usually, that would be downloads. However, you can change it by adding an argument after path, which can make use for specialized directory organizing.The Logo dollar sign Thing I did by copying it from ascci big letters generator (usually used for bash toolboxes)
Finished python version completly w/ more extensions and I am currently building the same exact thing on cpp hoping it will be faster and equaly user friendly! Btw I am already having lots of trouble understanding all the modules like take a look: #include #include #include #include #include #include #include #include #include #include #include #include #include <windows.h> #include <wincrypt.h> I am currently studying the windows api to know how to properly use it see yo in the next log ig?
Finished The css vrsion just now: the logic is EXACTLY the same the files are Apps/Codes/Game_engines/Documents/Images/Archives/Media/Misc The default Dir is set to Downloads4. C version for now only works on windows I used sha256 hashing in c++ code too I gotta fix that if two files of different content have the same name one gets replaced automatically
I fixed theoverriding name problem and I also added 3d models extentions so that the scripts are more helpful.
Updated the python script: Fixed the double-name problem Added 3D Models folder Fixed some hashing and cli class bugs here and there (yes I made my cli into a class for better managment (only in python btw)) I made the git repo and I am pushing this V1 to git I ’ll probably ship it too and when reviewed will release V2 with all the correction the smart fellas will sugest The cli INTERFACE is a stylistic Option I could ve easily made it into a GUI but it didn’t fell right. Hope youll like it!!!
I THOUGHT! I hadn;t finished it guys :( but now I think I am finished. Basically what happened is I thought of some methods that could be rly use full and also thought it would be better for you who don’t want the source code could download just an Executable so I delivered once again.But please tell me why to make the change in python it took me 20 mins and a dozen of lines but in cpp it took me 2 times the ammount and effort. What I added: A custom dir function where you insert to arguments: the folder’s in which everything will be moved to name and a keyword that all the files that contin it will be moved to it With the same exact logic custom delete deletes all files that contain the custom keyword
Added a stats command and added some restrictions to the custom dir that could result in fatal crashes. More analytically the stats command shows storage analytics and category breakdowns also the custom dir update allows you to update an already made dir with more files either of the same or a different keyword!
Ships:
First of all : I am currently working on a big update that will add way more potential to this cli fr fr so pls star my repo and follow me. A note for the reviewer: The project directly tackles the frustrating, manual problem of messy, unorganized desktop or download folders by automatically categorizing files into structured directories. + 3 major QoL improvements: Real-time background monitoring (start and stop commands) that automates organization continuously. Intelligent categorization & duplicate handling via SHA-256 duplicate matching and automated folder sorting across 10+ specific asset categories. Stale file archiving and cleanup tools (clean for archiving files older than 30 days and prune for recursively removing empty folders). For more generic use final V2.2 includes: Command Description start Begins real-time directory monitoring in the background. stop Halts the directory watcher thread/observer. status Checks active status and targets directory path. path Displays the target directory path. path <dir_path> Changes the target folder (requires watcher to be stopped first). scan Instantly processes all un-organized files currently in the directory. stats Shows storage analytics and category breakdowns clean Archives files older than 30 days into _Archive/. prune Safely removes empty folders recursively. custom delete Deletes all files matching a keyword or extension (e.g., .tmp). custom dir Moves all files matching a keyword into a targeted subfolder. help Prints the interactive command menu. exit Gracefully terminates the application....
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1793620309.1555426
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1793706709.1555426
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40034
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Gameboy mini by @ari-therationalbirdie | Stardance
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ari-therationalbirdie
|
1
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37.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T11:05:57Z", "hours": 37.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a small hand-held console which plays 15 games, including retro titles and some made up from my own imagination. I really like the small form factor and the cute little details I’ve added. It was challenging to get the code just right, especially since I don’t know how to make bitmaps for game graphics.", "repo": "https://github.com/Aarez-Moazzam/Gameboy-mini", "demo": ""}]...
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[{"post_id": 85443, "ts": "202 [{"post_id": 85443, "ts": "2026-10-31T10:49:31Z", "hours": 14.6683, "text": "Final changes, a new look and adding more games: I forgot about this a while ago until today, when I was reminded about the last day to ship by email. I have made a lot of changes, including cleaner rewiring, the addition of more games to a total of 15 and the addition of a slimmer battery from an old phone."}, {"post_id": 39601, "ts": "2026-08-02T18:08:13Z", "hours": 8.3356, "text": "Fixed the code so that the super mario bros game had full 8 levels, a proper HUD for coins, points and time, a debug menu with all the levels. The map layout is not exactly like the original NES version but inspired by it (I don’t want to get sued by Nintendo :\\ )"}, {"post_id": 36549, "ts": "2026-07-28T18:56:06Z", "hours": 8.5503, "text": "Lots of changes in the code and some hardware this time. firstly added 3 square LEDS on top which are always on as a design choice and one blue LED which turns on with the buzzer. Added 5 new games including TETRIS, Super Mario Bros, Donkey kong, PacMan, and the Chrome Dino game. Now at a total of 10 games with storage to spare I believe I can add up to 35-40 games if I want to (please do give me some ideas for new games to add in the comments). Additionally added a start screen with inspiration from the real gameboy start screen along with 10 start screens for the games showing a cartridge (with custom cover art) moving into a reader, to add to that there are custom sounds (a sort of jingle) for the cover screen and each of the individual game start screen. Finally I added an end screen after the game ends with the score, and the Hi score which is saved and updated for each game and stored in the eprom of the microcontroller."}, {"post_id": 35972, "ts": "2026-07-27T19:22:18Z", "hours": 3.78, "text": "Changed the code so that the screen worked and rewired the gameboy to make it look better, also added a battery at the back."}, {"post_id": 35706, "ts": "2026-07-27T09:48:26Z", "hours": 0.4333, "text": "I tested the screen with an example code and it seems to work just fine. I believe it may be a problem with the code."}, {"post_id": 35365, "ts": "2026-07-26T18:24:35Z", "hours": 0.6283, "text": "Rewired and changed the code for the esp32-c3 but the screen doesn’t work :( I’ll test it to be sure it’s working tomorrow, but I feel like the internals are fried or something."}, {"post_id": 35218, "ts": "2026-07-26T14:33:44Z", "hours": 0.6817, "text": "Made a prototype to test the game boy but will switch to a xiao ESP32-C3 instead of an arduino nano every"}]...
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Title: Gameboy mini by @ari-therationalbirdie | St Title: Gameboy mini by @ari-therationalbirdie | Stardance
Devlogs:
Made a prototype to test the game boy but will switch to a xiao ESP32-C3 instead of an arduino nano every
Rewired and changed the code for the esp32-c3 but the screen doesn’t work :( I’ll test it to be sure it’s working tomorrow, but I feel like the internals are fried or something.
I tested the screen with an example code and it seems to work just fine. I believe it may be a problem with the code.
Changed the code so that the screen worked and rewired the gameboy to make it look better, also added a battery at the back.
Lots of changes in the code and some hardware this time. firstly added 3 square LEDS on top which are always on as a design choice and one blue LED which turns on with the buzzer. Added 5 new games including TETRIS, Super Mario Bros, Donkey kong, PacMan, and the Chrome Dino game. Now at a total of 10 games with storage to spare I believe I can add up to 35-40 games if I want to (please do give me some ideas for new games to add in the comments). Additionally added a start screen with inspiration from the real gameboy start screen along with 10 start screens for the games showing a cartridge (with custom cover art) moving into a reader, to add to that there are custom sounds (a sort of jingle) for the cover screen and each of the individual game start screen. Finally I added an end screen after the game ends with the score, and the Hi score which is saved and updated for each game and stored in the eprom of the microcontroller.
Fixed the code so that the super mario bros game had full 8 levels, a proper HUD for coins, points and time, a debug menu with all the levels. The map layout is not exactly like the original NES version but inspired by it (I don’t want to get sued by Nintendo :\ )
Final changes, a new look and adding more games: I forgot about this a while ago until today, when I was reminded about the last day to ship by email. I have made a lot of changes, including cleaner rewiring, the addition of more games to a total of 15 and the addition of a slimmer battery from an old phone.
Ships:
I have made a small hand-held console which plays 15 games, including retro titles and some made up from my own imagination. I really like the small form factor and the cute little details I’ve added. It was challenging to get the code just right, especially since I don’t know how to make bitmaps for game graphics....
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1793620310.4206157
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1793706710.4206157
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51670
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Caleb-Dev by @caleb_welch | Stardance
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caleb_welch
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T23:02:07Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very first website. With this project I learned basic HTML and CSS and to be completely honest I found that really challenging (harder than real coding). I’m not the most creative person especially when it comes to frontend developing but I think I did pretty good. I had help from AI in the whole learning process but I didn’t let it code everything for me most if not everything was written by me. The projects section doesn’t have anything inside of it mainly cause I haven’t done anything noteworthy lol. If you’ve checked it out I want to say thank you for doing so!", "repo": "https://github.com/sourcream1012/Personal-Website", "demo": "https://sourcream1012.github.io/Personal-Website/index.html"}]...
|
[{"post_id": 54122, "ts": "202 [{"post_id": 54122, "ts": "2026-08-24T22:56:54Z", "hours": 0.9369, "text": "I added mobile compatibility to my website. Was a bit of a long process but I got it done! What is shown below is the learn more section on mobile (I just listed a bunch of my favorite video games and movies/shows)"}, {"post_id": 53197, "ts": "2026-08-23T17:14:23Z", "hours": 0.38, "text": "Just came back to this project after a few days due to getting sick and being miserable. But after a few finishing touches I completed it. I have not tested it on mobile and will do so later but I also learned how to use markdown files for this projects README and how to deploy websites to Github Pages. The picture shown below is the socials tab where I put a link to my Github profile and my Stardance profile."}, {"post_id": 51377, "ts": "2026-08-21T01:19:13Z", "hours": 3.6178, "text": "My first ever website honestly think I’m doing pretty good. I’m not the most creative person alive so it overall looks pretty bland but that is ok."}]...
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Title: Caleb-Dev by @caleb_welch | Stardance
Devl Title: Caleb-Dev by @caleb_welch | Stardance
Devlogs:
My first ever website honestly think I’m doing pretty good. I’m not the most creative person alive so it overall looks pretty bland but that is ok.
Just came back to this project after a few days due to getting sick and being miserable. But after a few finishing touches I completed it. I have not tested it on mobile and will do so later but I also learned how to use markdown files for this projects README and how to deploy websites to Github Pages. The picture shown below is the socials tab where I put a link to my Github profile and my Stardance profile.
I added mobile compatibility to my website. Was a bit of a long process but I got it done! What is shown below is the learn more section on mobile (I just listed a bunch of my favorite video games and movies/shows)
Ships:
I made my very first website. With this project I learned basic HTML and CSS and to be completely honest I found that really challenging (harder than real coding). I’m not the most creative person especially when it comes to frontend developing but I think I did pretty good. I had help from AI in the whole learning process but I didn’t let it code everything for me most if not everything was written by me. The projects section doesn’t have anything inside of it mainly cause I haven’t done anything noteworthy lol. If you’ve checked it out I want to say thank you for doing so!...
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1793620311.624821
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1793706711.624821
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40761
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Craft CV by @ctrl_z_assem | Stardance
|
ctrl_z_assem
|
1
|
22.99
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T18:46:00Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it was hard bec it was my first but bec i didnt shp it bec i was not verfied i worked in other programs and had lots of exp of it so i came back and did lots of work and good code structre too so am over all happy and i hope its has use for u and feels good if i need to say what i wil ldo more to it its two main things first custom art which i do a lot and will come soon but nt in stardance :( but second is making it so its bare minunium info and make a very pro cool verstile CV am just happy bec i wanted to mkae it when i was 10 and i made the first step for ne of my dream hope u have THE BEST STAAAAAAAAAAAAAARDANCING :)))", "repo": "https://github.com/assembakr00/CraftCV", "demo": "https://assembakr00.github.io/CraftCV/"}]...
|
[{"post_id": 86390, "ts": "202 [{"post_id": 86390, "ts": "2026-11-01T15:57:47Z", "hours": 3.2419, "text": "Hey! How are you guys doing? Just devlogging because the new shipping deadline is ending soon. :( I had a BIG devlog written, but I forgot to save it! Anyways, I added a new settings page. It includes a whole new language—Arabic, by the way! The last reviewer really helped me because when I watched his video, I found a lot of bugs. So thank you, man! I solved them and even upgraded some features. Your API and the option to change fonts are now on the settings page and the most imp and hard to make is the section order it gives u a lot of levreage then at first and is also in the settings and as u see in the photo, which you can access through the hamburger menu. Also, please, if you are reviewing my project, please accept it! I only have one reship left after this. That’s all, guys. Hope to see you soon—and reviewers, please don’t reject me and make me go Napoleon and say there nothing i can do and sit on a rock anyways HAPPPPPPY STAAAAAAAAAAAAAR DAAANCING!!!"}, {"post_id": 84344, "ts": "2026-10-29T14:22:36Z", "hours": 1.7436, "text": "hey did lots of work the most major is i moved and added a side menu which in future will have lots of things but for now it has the settings which moves u to a new page for settings and has a choice for changing the font to pixl font if u want and can reatsrt the demo which also restarts ur api so beware of that and i simplifeid and commentd the js and added a cool hamburer for the hamburger settings icon :) and worked on the readme bec i had lots of details which honetley looked ai so i moved it to a file named extra docs which for ppl who liked the project and want more info and oh also i rewrote the funcs ai wrote and simpified it a lot in js and the classes in css and if a reveiwer is reading this btw idk why in the last reveiw in the vedio the github hosted an older version but dw its cool and new now :)"}, {"post_id": 83845, "ts": "2026-10-28T18:42:30Z", "hours": 2.2256, "text": "hey reveiwed some js i honstley tried making an api key and using it and that what toke up my 2 hrs and good and bad news good ofc it worked fine bad i found lots of holes and i need to fix it which made me take down half of my vars in js and tweak some code in css and classes but its fine rn"}, {"post_id": 83069, "ts": "2026-10-26T19:48:56Z", "hours": 13.3928, "text": "HEY LONG TIME NO SEE!!! HOW U DOING HAH ANSWER HOW U DOING!! jk hey guys am been affected by racctius in terra anyways i got bad new and good news lets start with ….“drums pls” … … … BAD NEWS oh yeah idk why am exctied anyways as u may have noticed some devlogs have 0s idk whast the reason for that and i didnt ask in slack but idk if i will do or not bec i dont even rembemer how much time was here anyways i did an unholy amount of coding bec i ofc relized why the hell is my app look like cluade and codex had an baby so i tried LOTS AND LOTS of new styles pixl art multi pages nothing and i mean nothing looked good so i looked at the date found out its only 5 days till stardance ends and sighed and just decdeid to leave most of the old design with some changes and ship i mean like bro i coded over 1k js lies but to be fair its been 3 months here and i used ai at the start bec this was my first project when i started coding and stardancng so i just reveiwed the code and found super dumb things ike bro WTH 9 THEMES WHY ARE WE MAKING A RAINBOW OR WHAT so ahem i ofc fixed that and did other things and tested it and i have a cool toggle theme i made it like a switch anyways am shipping BYE!!!"}, {"post_id": 42858, "ts": "2026-08-07T20:10:01Z", "hours": 0.0, "text": "hey i honstely just revised code and added some things like linkedin export and just waiting to get verfied"}, {"post_id": 42239, "ts": "2026-08-06T21:08:05Z", "hours": 0.0, "text": "Hey ,i added more frontend but i really wanna ship it here in stardance but i cant i need to get verfied first and the bot wont accept me i reached out to hackclub team but because so they are busy it needs more time like i have my demo link for github pages here it is btw https://assembakr00.github.io/CraftCV/"}, {"post_id": 41597, "ts": "2026-08-05T21:54:53Z", "hours": 0.0, "text": "Hey long time no see i havent been working here bec i worked on the other tick tack tread game project anyways i didnt do much but i tried some backend and made a db and tried to use it but idk if its worth it for a simple app but i mean its cool also srry this screen dont have my python files in it and json and jsonb too"}, {"post_id": 38520, "ts": "2026-07-31T23:00:55Z", "hours": 0.3194, "text": "renwed the readme and added some code"}, {"post_id": 37920, "ts": "2026-07-30T22:32:14Z", "hours": 0.2967, "text": "revised some code in js bec i acculty try to understand it more and more by writing it i wrote most of it in webstorm not vscode so it didnt get logged but i mangend to get some time in vs code at html at the end"}, {"post_id": 37314, "ts": "2026-07-29T22:33:50Z", "hours": 0.0, "text": "Hey i know i didnt ship but i feel it aint ready and i wanna add more flavor like am learning react so i can use it for this and other projects"}, {"post_id": 36698, "ts": "2026-07-28T22:29:12Z", "hours": 0.3014, "text": "i did a lot f things and small bug patches too and this a new sub version btw What changedSticky preview panel styling for the desktop two-column layout, with the mobile override kept static below the 900px breakpoint. Theme swatches now appear with small labels underneath each color.Each form section now has a collapse/expand toggle, and the state is saved in localStorage. A “Missing: …” counter now appears beside the progress bar and updates from the same progress logic.Added “Copy as JSON” and “Import JSON” actions with validation and toast feedback. Theme switching now uses smoother crossfade-like transitions across the main UI surfaces."}, {"post_id": 36082, "ts": "2026-07-27T23:12:05Z", "hours": 0.6194, "text": "i having hell with these bugs from new feauters rn!!!"}, {"post_id": 36045, "ts": "2026-07-27T21:26:11Z", "hours": 0.3547, "text": "hey guys just patched a few bugs and i think am ready for at least github pages"}]...
|
Title: Craft CV by @ctrl_z_assem | Stardance
Devl Title: Craft CV by @ctrl_z_assem | Stardance
Devlogs:
hey guys just patched a few bugs and i think am ready for at least github pages
i having hell with these bugs from new feauters rn!!!
i did a lot f things and small bug patches too and this a new sub version btw What changedSticky preview panel styling for the desktop two-column layout, with the mobile override kept static below the 900px breakpoint. Theme swatches now appear with small labels underneath each color.Each form section now has a collapse/expand toggle, and the state is saved in localStorage. A “Missing: …” counter now appears beside the progress bar and updates from the same progress logic.Added “Copy as JSON” and “Import JSON” actions with validation and toast feedback. Theme switching now uses smoother crossfade-like transitions across the main UI surfaces.
Hey i know i didnt ship but i feel it aint ready and i wanna add more flavor like am learning react so i can use it for this and other projects
revised some code in js bec i acculty try to understand it more and more by writing it i wrote most of it in webstorm not vscode so it didnt get logged but i mangend to get some time in vs code at html at the end
renwed the readme and added some code
Hey long time no see i havent been working here bec i worked on the other tick tack tread game project anyways i didnt do much but i tried some backend and made a db and tried to use it but idk if its worth it for a simple app but i mean its cool also srry this screen dont have my python files in it and json and jsonb too
Hey ,i added more frontend but i really wanna ship it here in stardance but i cant i need to get verfied first and the bot wont accept me i reached out to hackclub team but because so they are busy it needs more time like i have my demo link for github pages here it is btw https://assembakr00.github.io/CraftCV/
hey i honstely just revised code and added some things like linkedin export and just waiting to get verfied
HEY LONG TIME NO SEE!!! HOW U DOING HAH ANSWER HOW U DOING!! jk hey guys am been affected by racctius in terra anyways i got bad new and good news lets start with ….“drums pls” … … … BAD NEWS oh yeah idk why am exctied anyways as u may have noticed some devlogs have 0s idk whast the reason for that and i didnt ask in slack but idk if i will do or not bec i dont even rembemer how much time was here anyways i did an unholy amount of coding bec i ofc relized why the hell is my app look like cluade and codex had an baby so i tried LOTS AND LOTS of new styles pixl art multi pages nothing and i mean nothing looked good so i looked at the date found out its only 5 days till stardance ends and sighed and just decdeid to leave most of the old design with some changes and ship i mean like bro i coded over 1k js lies but to be fair its been 3 months here and i used ai at the start bec this was my first project when i started coding and stardancng so i just reveiwed the code and found super dumb things ike bro WTH 9 THEMES WHY ARE WE MAKING A RAINBOW OR WHAT so ahem i ofc fixed that and did other things and tested it and i have a cool toggle theme i made it like a switch anyways am shipping BYE!!!
hey reveiwed some js i honstley tried making an api key and using it and that what toke up my 2 hrs and good and bad news good ofc it worked fine bad i found lots of holes and i need to fix it which made me take down half of my vars in js and tweak some code in css and classes but its fine rn
hey did lots of work the most major is i moved and added a side menu which in future will have lots of things but for now it has the settings which moves u to a new page for settings and has a choice for changing the font to pixl font if u want and can reatsrt the demo which also restarts ur api so beware of that and i simplifeid and commentd the js and added a cool hamburer for the hamburger settings icon :) and worked on the readme bec i had lots of details which honetley looked ai so i moved it to a file named extra docs which for ppl who liked the project and want more info and oh also i rewrote the funcs ai wrote and simpified it a lot in js and the classes in css and if a reveiwer is reading this btw idk why in the last reveiw in the vedio the github hosted an older version but dw its cool and new now :)
Hey! How are you guys doing? Just devlogging because the new shipping deadline is ending soon. :( I had a BIG devlog written, but I forgot to save it! Anyways, I added a new settings page. It includes a whole new language—Arabic, by the way! The last reviewer really helped me because when I watched his video, I found a lot of bugs. So thank you, man! I solved them and even upgraded some features. Your API and the option to change fonts are now on the settings page and the most imp and hard to make is the section order it gives u a lot of levreage then at first and is also in the settings and as u see in the photo, which you can access through the hamburger menu. Also, please, if you are reviewing my project, please accept it! I only have one reship left after this. That’s all, guys. Hope to see you soon—and reviewers, please don’t reject me and make me go Napoleon and say there nothing i can do and sit on a rock anyways HAPPPPPPY STAAAAAAAAAAAAAR DAAANCING!!!
Ships:
it was hard bec it was my first but bec i didnt shp it bec i was not verfied i worked in other programs and had lots of exp of it so i came back and did lots of work and good code structre too so am over all happy and i hope its has use for u and feels good if i need to say what i wil ldo more to it its two main things first custom art which i do a lot and will come soon but nt in stardance :( but second is making it so its bare minunium info and make a very pro cool verstile CV am just happy bec i wanted to mkae it when i was 10 and i made the first step for ne of my dream hope u have THE BEST STAAAAAAAAAAAAAARDANCING :)))...
|
1793620312.7820587
|
1793706712.7820587
|
|
51679
|
Aerodynamic stabilizing fin can by @aaravw2001 | S Aerodynamic stabilizing fin can by @aaravw2001 | Stardance...
|
aaravw2001
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T00:06:25Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an aerodynamic fin can! I plan to use this one later and instead print it again in PA12-CF. This is also my first ship, and first thing that I designed that I have also 3d printed! In retrospect, I think making the fins bigger would have been a good idea, but in open rocket(the rocket simulation software) it showed that the design should be fine, so I guess it is!", "repo": "https://github.com/HIIACODER/Aerodynamic-Fin-can", "demo": ""}]...
|
[{"post_id": 53437, "ts": "202 [{"post_id": 53437, "ts": "2026-08-23T23:51:31Z", "hours": 8.55, "text": "I finished 3d printing the fin can, and am finally done, getting ready to ship. probably my last entry."}, {"post_id": 52573, "ts": "2026-08-22T19:08:38Z", "hours": 1.0669, "text": "Sooo I simulated the fin shape, and tried to fix the fin can. Regrettably, was not able to fix the fin can yet, but the fin shape seemed perfectly fine in simulation"}, {"post_id": 51392, "ts": "2026-08-21T02:07:40Z", "hours": 0.7, "text": "Mostly done with the fin can. I am facing a problem with fillets, as they will not apply for some reason. I will be troubleshooting the problem for a while."}]...
|
Title: Aerodynamic stabilizing fin can by @aaravw2 Title: Aerodynamic stabilizing fin can by @aaravw2001 | Stardance
Devlogs:
Mostly done with the fin can. I am facing a problem with fillets, as they will not apply for some reason. I will be troubleshooting the problem for a while.
Sooo I simulated the fin shape, and tried to fix the fin can. Regrettably, was not able to fix the fin can yet, but the fin shape seemed perfectly fine in simulation
I finished 3d printing the fin can, and am finally done, getting ready to ship. probably my last entry.
Ships:
I made an aerodynamic fin can! I plan to use this one later and instead print it again in PA12-CF. This is also my first ship, and first thing that I designed that I have also 3d printed! In retrospect, I think making the fins bigger would have been a good idea, but in open rocket(the rocket simulation software) it showed that the design should be fine, so I guess it is!...
|
1793620314.0016866
|
1793706714.0016866
|
|
13129
|
Moondew Mountains by @samriddhjoneja | Stardance
|
samriddhjoneja
|
2
|
14.0
|
59
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T17:17:18Z", "hours": 2.0, "multiplier": 5.52, "payout": 13, "blessing": "neutral", "text": "I made an rpg game . WASD or arrow keys to move, slay all the slimes in all the levels to win. the slimes might drop health. Added a main menu and made slimes more dangerous and fixed some bugs", "repo": "https://github.com/sj6258/Moondew--Mountains", "demo": "https://sj6258.itch.io/moondew-mountains"}, {"ship_num": 2, "ts": "2026-08-27T17:39:36Z", "hours": 12.0, "multiplier": 7.83, "payout": 46, "blessing": "neutral", "text": "I made an RPG game with cute retro graphics. The part which was really challenging and which i am proud of is making the collisions work for the enemy and the HUD heart health display system. WASD to move and E to attack. The goal is to eliminate all the enemies on all 3 levels", "repo": "https://github.com/sj6258/Moondew--Mountains", "demo": "https://sj6258.itch.io/moondew-mountains"}]...
|
[{"post_id": 59696, "ts": "202 [{"post_id": 59696, "ts": "2026-09-01T16:53:57Z", "hours": 2.3514, "text": "Made a Main Menu screen with a settings menu where you can control volume and adjust fullscreen Also changed enemy behaviour and made it more menacing. scaled it up and increase its sight. fixed a bug where the health wouldn’t get dropped correctly when enemy is killed"}, {"post_id": 55669, "ts": "2026-08-27T17:05:00Z", "hours": 0.8497, "text": "Designed th e health mechanics for the player Used the depiction of 5 hearts on the HUD for the player health where each half heart gets taken away for each slime hit. Fixed a bug where the player would get heart after the slime was defeated The slimes now have a 50 percent chance to drop a heart Finally finished my game"}, {"post_id": 55034, "ts": "2026-08-26T13:49:14Z", "hours": 1.3253, "text": "Made the health system for the player where the health gets reduced when damaged by a slime. Health does not regenerate when changing levels also added the UI for health as 5 hearts which deplete accordingly."}, {"post_id": 53721, "ts": "2026-08-24T12:02:27Z", "hours": 1.9056, "text": "Created the transitions between the levels and scenes so that when the player dies the screen fades away and restarts from level 1 Made the player death animation and coded it in the game Fixed a bug where the bridge in level 3 was not working properly Fixed another bug where the players health would remain the same after death and respawn. Added variables and elements for players health Also fixed the player taking damage sound"}, {"post_id": 48052, "ts": "2026-08-16T10:28:10Z", "hours": 1.0256, "text": "Completed Level design made level 2 and level 3. Also made transitions using gdscript and preload cmd. Finished combat mechanics only player health and slime damage is left fixed a bug where it wouldn’t changed scenes or get back to the root scene completed the levels by using a root scene and making inherited scenes . added a bridge sprite to the game"}, {"post_id": 47557, "ts": "2026-08-15T15:11:11Z", "hours": 1.0408, "text": "Started on level 2 and level 3 inherited from root level, made a change in scene transitions so that it changes it automatically using the level no. as int variable Changed Enemy behaviour and increased the detection range Fixed Combat bugs and the enemy would be thrown in the opposite direction"}, {"post_id": 46485, "ts": "2026-08-13T18:36:37Z", "hours": 2.235, "text": "Finished making the player and added a camera that moves with the player with limits. Made the root level from which scenes will be inherited and added overlay decoration Added Y-sorting so that the game feels 3D and normal Fixed collisions for slimes and decorations and also added world borders Fixed some bugs in combat and movement mechanics"}, {"post_id": 9489, "ts": "2026-06-15T20:49:00Z", "hours": 1.1489, "text": "Connected the signals for detection and attack Added attack mechanics to the player so now the player hits the slime and it takes damage and gets pushed back Added health to slime so that it plays destroyed animation after getting hit a few times and evaporates from the game"}, {"post_id": 4984, "ts": "2026-06-08T17:09:10Z", "hours": 2.0567, "text": "Started working on a top down role playing game with 3 levels and slimes as enemies to deal with. Imported the assets Added player and enemy sprites Made the animations for the player and sprites Added collisions and detection box"}]...
|
Title: Moondew Mountains by @samriddhjoneja | Star Title: Moondew Mountains by @samriddhjoneja | Stardance
Devlogs:
Started working on a top down role playing game with 3 levels and slimes as enemies to deal with. Imported the assets Added player and enemy sprites Made the animations for the player and sprites Added collisions and detection box
Connected the signals for detection and attack Added attack mechanics to the player so now the player hits the slime and it takes damage and gets pushed back Added health to slime so that it plays destroyed animation after getting hit a few times and evaporates from the game
Finished making the player and added a camera that moves with the player with limits. Made the root level from which scenes will be inherited and added overlay decoration Added Y-sorting so that the game feels 3D and normal Fixed collisions for slimes and decorations and also added world borders Fixed some bugs in combat and movement mechanics
Started on level 2 and level 3 inherited from root level, made a change in scene transitions so that it changes it automatically using the level no. as int variable Changed Enemy behaviour and increased the detection range Fixed Combat bugs and the enemy would be thrown in the opposite direction
Completed Level design made level 2 and level 3. Also made transitions using gdscript and preload cmd. Finished combat mechanics only player health and slime damage is left fixed a bug where it wouldn’t changed scenes or get back to the root scene completed the levels by using a root scene and making inherited scenes . added a bridge sprite to the game
Created the transitions between the levels and scenes so that when the player dies the screen fades away and restarts from level 1 Made the player death animation and coded it in the game Fixed a bug where the bridge in level 3 was not working properly Fixed another bug where the players health would remain the same after death and respawn. Added variables and elements for players health Also fixed the player taking damage sound
Made the health system for the player where the health gets reduced when damaged by a slime. Health does not regenerate when changing levels also added the UI for health as 5 hearts which deplete accordingly.
Designed th e health mechanics for the player Used the depiction of 5 hearts on the HUD for the player health where each half heart gets taken away for each slime hit. Fixed a bug where the player would get heart after the slime was defeated The slimes now have a 50 percent chance to drop a heart Finally finished my game
Made a Main Menu screen with a settings menu where you can control volume and adjust fullscreen Also changed enemy behaviour and made it more menacing. scaled it up and increase its sight. fixed a bug where the health wouldn’t get dropped correctly when enemy is killed
Ships:
I made an RPG game with cute retro graphics. The part which was really challenging and which i am proud of is making the collisions work for the enemy and the HUD heart health display system. WASD to move and E to attack. The goal is to eliminate all the enemies on all 3 levels
I made an rpg game . WASD or arrow keys to move, slay all the slimes in all the levels to win. the slimes might drop health. Added a main menu and made slimes more dangerous and fixed some bugs...
|
1793620315.187725
|
1793706715.187725
|
|
3609
|
crepuscularity by @undivisible | Stardance
|
undivisible
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1
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16.34
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:54:47Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "crepuscularity is the rust-native react native on steroids. with one dsl (or you can write react jsx!) and have it work in a website, or a native desktop app, or a browser extension, or even a terminal app. mobile apps and embedded framebuffers are experimental and coming soon! here it is powering a browser extension i built completely in rust + crepuscularity based on vimium. the attached “try project” button takes you to the project’s website which is also completely built with crepuscularity and rust - even down to the documentation which is rendered from markdown.", "repo": "https://github.com/tschk/crepuscularity", "demo": "https://crepuscularity.tsc.hk/"}]...
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[{"post_id": 12331, "ts": "202 [{"post_id": 12331, "ts": "2026-06-20T03:39:44Z", "hours": 8.3361, "text": "native ir rendering from web code into native swift and jetpack compose on https://crepuscularity.tsc.hk these are using the exact same code written in my own web markup syntax + rust backend, and are rendering to the same native ui on android and ios."}, {"post_id": 4304, "ts": "2026-06-07T15:50:35Z", "hours": 0.6356, "text": "maintenance"}, {"post_id": 3337, "ts": "2026-06-06T06:56:28Z", "hours": 4.7228, "text": "the new crepuscularity.undivisible.dev site has refined transitions and a new download counter with an interactive graph 👍"}, {"post_id": 720, "ts": "2026-06-02T09:39:49Z", "hours": 1.0922, "text": "here’s web code running a tui with ratatui. crepuscularity also has syntax highlighting. https://crepuscularity.undivisible.dev/"}, {"post_id": 558, "ts": "2026-06-02T01:41:12Z", "hours": 1.6067, "text": "https://crepuscularity.undivisible.dev even down to the markdown rendering for documentation is made with crepuscularity + rust."}]...
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Title: crepuscularity by @undivisible | Stardance
Title: crepuscularity by @undivisible | Stardance
Devlogs:
https://crepuscularity.undivisible.dev even down to the markdown rendering for documentation is made with crepuscularity + rust.
here’s web code running a tui with ratatui. crepuscularity also has syntax highlighting. https://crepuscularity.undivisible.dev/
the new crepuscularity.undivisible.dev site has refined transitions and a new download counter with an interactive graph 👍
maintenance
native ir rendering from web code into native swift and jetpack compose on https://crepuscularity.tsc.hk these are using the exact same code written in my own web markup syntax + rust backend, and are rendering to the same native ui on android and ios.
Ships:
crepuscularity is the rust-native react native on steroids. with one dsl (or you can write react jsx!) and have it work in a website, or a native desktop app, or a browser extension, or even a terminal app. mobile apps and embedded framebuffers are experimental and coming soon! here it is powering a browser extension i built completely in rust + crepuscularity based on vimium. the attached “try project” button takes you to the project’s website which is also completely built with crepuscularity and rust - even down to the documentation which is rendered from markdown....
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1793620316.461578
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1793706716.461578
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32
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Terrain Simulator by @Shuflduf | Stardance
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Shuflduf
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1
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21.0
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230
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T20:18:17Z", "hours": 21.0, "multiplier": 11.51, "payout": 230, "blessing": "neutral", "text": "I made a terrain generator and renderer. It uses the WebGPU standard through the wgpu library for Rust for rendering, and uses a bunch of stacked perlin noise for the generation. Works on EVERY platform (including web) since Rust is just that sigma. Hardest part was learning wgpu in the first place, but the docs had a REALLY good guide/tutorial thing I followed, and a lot of my code is based off of it, including everything needed to get it to work in web. If I were to work on this project more, I’d optimize it a bit more so it’d run better, like 500fps on web somehow or smth. Or to add LODs or smth.", "repo": "https://github.com/Shuflduf/Terrain-Simulator", "demo": "https://shuflduf.github.io/Terrain-Simulator/"}]...
|
[{"post_id": 5859, "ts": "2026 [{"post_id": 5859, "ts": "2026-06-09T20:09:51Z", "hours": 1.7136, "text": "final polishes, random seed on every load, small changes like that MORE IMPORTANTLY setup a github action that auto builds for EVERY SINGLE PLATFORM, PUSHES TO CRATES.IO, AND DEPLOYS TO GITHUB PAGES https://shuflduf.github.io/Terrain-Simulator/"}, {"post_id": 5668, "ts": "2026-06-09T15:27:02Z", "hours": 2.4275, "text": "lots and lots of little optimizations and QOL things the project is basically done already. heap allocated some stuff that really shouldnt be on the stack made the textures actually tile each other instead of having harsh borders vsync toggle text rendering for overlay (using glyphon) Q and E for camera controls etc etc cant upload video because sd crashes every time i try to"}, {"post_id": 4939, "ts": "2026-06-08T15:41:41Z", "hours": 0.7283, "text": "frustum culling ! now chunks that you cant see arent rendered. i actually have no idea if its working or not because if the chunks are behind me then i cant see tham get culled anyways"}, {"post_id": 4710, "ts": "2026-06-08T04:11:07Z", "hours": 0.7336, "text": "procedural chunk loading so YOU CAN FLY FOREVER"}, {"post_id": 4690, "ts": "2026-06-08T03:25:47Z", "hours": 0.6975, "text": "SKYBOXXXXX i have a massive physics test tmw and my diploma is in 5 days ANYWAYS its cool because it draws over the water that draws over nothing, so when you go below the map you dont see the water plane since the skybox draws over it its so cool"}, {"post_id": 4679, "ts": "2026-06-08T02:37:08Z", "hours": 0.4097, "text": "ANIMATED WATERR!!!"}, {"post_id": 4667, "ts": "2026-06-08T02:09:50Z", "hours": 0.8589, "text": "WATER!!!!!!!!!!!!!!!!! IM PROCRASTINATING SCHOOL SO HARD RIGHT NOW!!!!!!!!! BUT IT LOOOKS SOOOO GOOOOOOD!!!!!!!!!!"}, {"post_id": 4641, "ts": "2026-06-08T01:17:27Z", "hours": 1.4264, "text": "FINALLY different textures depending on height right now theres 4, going from sand, grass, stone (mountain) to snow. and they all have their various blend thesrholds and widths and its so sigma next step is adding like water or smth"}, {"post_id": 3780, "ts": "2026-06-06T20:38:24Z", "hours": 0.6803, "text": "improve terrain generation, minor refactors, etc etc This is a video of me flying around the terrain while Chris Christodoulou’s “…con lentitud poderosa” from Risk of Rain 2 plays in it’s entirety."}, {"post_id": 3338, "ts": "2026-06-06T06:57:24Z", "hours": 0.2514, "text": "depth buffer was so light 15 minutes like holy the docs are just that good and wgpu is just that good code is becoming a mess tho might refactor that soon (again) it doesnt look very impressive but like the hills IN THE FRONT are IN FRONT of the hills IN THE BACK"}, {"post_id": 3330, "ts": "2026-06-06T06:34:33Z", "hours": 0.3664, "text": "lfkdslfsd vsync without vsync my laptop just renders so many frames and cpu usage spikes to 10% on idle like wtf with vsync it goes to a much more reasonable 2% also grass texture next step is to add a depth buffer because as you can see some chunks are clipping in front of chunks that are in front of them"}, {"post_id": 3313, "ts": "2026-06-06T05:35:42Z", "hours": 0.8303, "text": "big refactoring made it so the assets (textures and shaders) are basically created (not really) at compile time, so i can reference them using just their name (ex: “frog”) instead of the relative path from the file its being referenced in (ex: “../../assets/images/frog.png”) AND it lets me make sure the file exists at compile time AND it makes sure the final binary is completely standalone (i think)"}, {"post_id": 2798, "ts": "2026-06-05T16:45:06Z", "hours": 1.9056, "text": "implementing terrain now! the code is good now i think"}, {"post_id": 2444, "ts": "2026-06-04T22:50:18Z", "hours": 1.2917, "text": "camera system was lowk ass so i fixed it planning to add Q and E to move up and down relative to camera"}, {"post_id": 2269, "ts": "2026-06-04T17:42:13Z", "hours": 1.4847, "text": "so so so much refactoring i still don’t think its organized enough but i got the camera to work so thats cool"}, {"post_id": 1950, "ts": "2026-06-04T06:18:11Z", "hours": 1.555, "text": "Mostly just refactoring. I still have almost no idea how wgpu works, but at least everything is organized! One of the benefits of Factorio is knowing when something should be it’s own module that other parts of the program can interact with. Instead of having a massive main.rs, i split it up into like 4 different modules, the biggest ones being GpuContext, which handles setting up the wgpu backend stuff, Renderer, which renders stuff through wgpu, and Application, which handles the window management stuff."}, {"post_id": 1805, "ts": "2026-06-04T00:57:33Z", "hours": 1.8222, "text": "Shapes and stuff! I’m actually making draw calls with like shader info or smth. Buffers are weird I still don’t get them. I got the famous triangle thing and textures both working (not at the same time). The code is a mess that I no longer understand, and the docs I’ve been relying so much on are outdated for the latest version of wgpu, so that was painful (thank goodness for rust-analyzer). Next steps are to organize the codebase so that I don’t have a massive 433 line main.rs and to properly understand uniforms and buffers and layouts and primitives and bind groups and views and queues and attachments and"}, {"post_id": 1570, "ts": "2026-06-03T17:45:56Z", "hours": 0.7056, "text": "Continuing to follow the docs I’m now sending render passes to the window, which basically draws to the screen. Right now it just clears the screen with a certain color. Next step would be shaders I think, so I can get a triangle soon"}, {"post_id": 1546, "ts": "2026-06-03T16:58:54Z", "hours": 0.8783, "text": "First time using wgpu so I followed the docs to get started with it. So far I have a single window through winit, which should work cross platform on native. Might add web support later. Next step is getting something on the screen."}]...
|
Title: Terrain Simulator by @Shuflduf | Stardance
Title: Terrain Simulator by @Shuflduf | Stardance
Devlogs:
First time using wgpu so I followed the docs to get started with it. So far I have a single window through winit, which should work cross platform on native. Might add web support later. Next step is getting something on the screen.
Continuing to follow the docs I’m now sending render passes to the window, which basically draws to the screen. Right now it just clears the screen with a certain color. Next step would be shaders I think, so I can get a triangle soon
Shapes and stuff! I’m actually making draw calls with like shader info or smth. Buffers are weird I still don’t get them. I got the famous triangle thing and textures both working (not at the same time). The code is a mess that I no longer understand, and the docs I’ve been relying so much on are outdated for the latest version of wgpu, so that was painful (thank goodness for rust-analyzer). Next steps are to organize the codebase so that I don’t have a massive 433 line main.rs and to properly understand uniforms and buffers and layouts and primitives and bind groups and views and queues and attachments and
Mostly just refactoring. I still have almost no idea how wgpu works, but at least everything is organized! One of the benefits of Factorio is knowing when something should be it’s own module that other parts of the program can interact with. Instead of having a massive main.rs, i split it up into like 4 different modules, the biggest ones being GpuContext, which handles setting up the wgpu backend stuff, Renderer, which renders stuff through wgpu, and Application, which handles the window management stuff.
so so so much refactoring i still don’t think its organized enough but i got the camera to work so thats cool
camera system was lowk ass so i fixed it planning to add Q and E to move up and down relative to camera
implementing terrain now! the code is good now i think
big refactoring made it so the assets (textures and shaders) are basically created (not really) at compile time, so i can reference them using just their name (ex: “frog”) instead of the relative path from the file its being referenced in (ex: “../../assets/images/frog.png”) AND it lets me make sure the file exists at compile time AND it makes sure the final binary is completely standalone (i think)
lfkdslfsd vsync without vsync my laptop just renders so many frames and cpu usage spikes to 10% on idle like wtf with vsync it goes to a much more reasonable 2% also grass texture next step is to add a depth buffer because as you can see some chunks are clipping in front of chunks that are in front of them
depth buffer was so light 15 minutes like holy the docs are just that good and wgpu is just that good code is becoming a mess tho might refactor that soon (again) it doesnt look very impressive but like the hills IN THE FRONT are IN FRONT of the hills IN THE BACK
improve terrain generation, minor refactors, etc etc This is a video of me flying around the terrain while Chris Christodoulou’s “…con lentitud poderosa” from Risk of Rain 2 plays in it’s entirety.
FINALLY different textures depending on height right now theres 4, going from sand, grass, stone (mountain) to snow. and they all have their various blend thesrholds and widths and its so sigma next step is adding like water or smth
WATER!!!!!!!!!!!!!!!!! IM PROCRASTINATING SCHOOL SO HARD RIGHT NOW!!!!!!!!! BUT IT LOOOKS SOOOO GOOOOOOD!!!!!!!!!!
ANIMATED WATERR!!!
SKYBOXXXXX i have a massive physics test tmw and my diploma is in 5 days ANYWAYS its cool because it draws over the water that draws over nothing, so when you go below the map you dont see the water plane since the skybox draws over it its so cool
procedural chunk loading so YOU CAN FLY FOREVER
frustum culling ! now chunks that you cant see arent rendered. i actually have no idea if its working or not because if the chunks are behind me then i cant see tham get culled anyways
lots and lots of little optimizations and QOL things the project is basically done already. heap allocated some stuff that really shouldnt be on the stack made the textures actually tile each other instead of having harsh borders vsync toggle text rendering for overlay (using glyphon) Q and E for camera controls etc etc cant upload video because sd crashes every time i try to
final polishes, random seed on every load, small changes like that MORE IMPORTANTLY setup a github action that auto builds for EVERY SINGLE PLATFORM, PUSHES TO CRATES.IO, AND DEPLOYS TO GITHUB PAGES https://shuflduf.github.io/Terrain-Simulator/
Ships:
I made a terrain generator and renderer. It uses the WebGPU standard through the wgpu library for Rust for rendering, and uses a bunch of stacked perlin noise for the generation. Works on EVERY platform (including web) since Rust is just that sigma. Hardest part was learning wgpu in the first place, but the docs had a REALLY good guide/tutorial thing I followed, and a lot of my code is based off of it, including everything needed to get it to work in web. If I were to work on this project more, I’d optimize it a bit more so it’d run better, like 500fps on web somehow or smth. Or to add LODs or smth....
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1793620317.6149116
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1793706717.6149116
|
|
68
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Chaira by @YouSafe | Stardance
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YouSafe
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1
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95.0
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967
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T17:40:42Z", "hours": 95.0, "multiplier": 15.62, "payout": 967, "blessing": "neutral", "text": "project is done :D i hope yall enjoy it, the ui is better than last time and the backend is faster than it was :3 but its running in a twinkpad so ig its not going to be a big factor", "repo": "https://github.com/Y0usaf3/chaira/tree/ui-design", "demo": "https://chaira.y0usaf3.top/dashboard"}]...
|
[{"post_id": 30227, "ts": "202 [{"post_id": 30227, "ts": "2026-07-17T17:16:53Z", "hours": 7.99, "text": "boom, worked on a user page, the table component got polished af and now the project is shippable enought i feel like i write very short devlogs for some reason"}, {"post_id": 27217, "ts": "2026-07-12T16:18:21Z", "hours": 6.4719, "text": "added some context menu :p and also fixed a few issues when updating the cell and now im close to finishing this"}, {"post_id": 22431, "ts": "2026-07-04T21:57:16Z", "hours": 28.9733, "text": "yippee finally made the table component, now you can add fields and add records, and edit stuff, well there is still dropdowns to do extra stuff with fields but its already gud trust!"}, {"post_id": 12497, "ts": "2026-06-20T12:31:38Z", "hours": 20.5597, "text": "ah yes, sorry for not posting devlogs, got a bit too busy, so here it is, the base page, and also fixed the deployement which prob took most of the time, i also worked on the dashboard, still too simple rn but it looks pretty good so far, i will make a simple table page now , not using websocket as supposed to do in my plan but for the sake of shipping now lol"}, {"post_id": 8118, "ts": "2026-06-13T15:31:48Z", "hours": 11.3353, "text": "finally finished most of the backend, now i started making the ui and overall design, im going to deploy this somewhere so ppl can see the updates and try it out :3"}, {"post_id": 3609, "ts": "2026-06-06T16:42:49Z", "hours": 7.9256, "text": "finally added convertion code between all those types, that was hell, but now we can totally rely on the core to handle the type convertion for us ;3"}, {"post_id": 1709, "ts": "2026-06-03T21:25:58Z", "hours": 1.5189, "text": "so i was coding the convertion strategy for SingleLine and LongText, but i was going to accidentally invoke a demon"}, {"post_id": 1068, "ts": "2026-06-02T21:39:25Z", "hours": 5.7936, "text": "was redesigning the Record/field system since it was poorly made, i made a trait for ValueTypes and a macro to easly write convertion code for each type (also hackatime wouldnt track all da time i spent writing on my note book 3:<)"}, {"post_id": 431, "ts": "2026-06-01T20:42:12Z", "hours": 3.8186, "text": "was working on the cache, but it wasnt fast enough so instead we store the sessions in memory in the server directly for a short amount of time, and we refresh from redis, just gonna make sure it actually saves the data :p oh and the speed seems to be very unstable for some reason XD"}, {"post_id": 96, "ts": "2026-05-31T18:13:31Z", "hours": 0.4222, "text": "working on the caching part using redis, its mostly working for the session logic, and will soon use it for other tasks"}]...
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Title: Chaira by @YouSafe | Stardance
Devlogs:
wo Title: Chaira by @YouSafe | Stardance
Devlogs:
working on the caching part using redis, its mostly working for the session logic, and will soon use it for other tasks
was working on the cache, but it wasnt fast enough so instead we store the sessions in memory in the server directly for a short amount of time, and we refresh from redis, just gonna make sure it actually saves the data :p oh and the speed seems to be very unstable for some reason XD
was redesigning the Record/field system since it was poorly made, i made a trait for ValueTypes and a macro to easly write convertion code for each type (also hackatime wouldnt track all da time i spent writing on my note book 3:<)
so i was coding the convertion strategy for SingleLine and LongText, but i was going to accidentally invoke a demon
finally added convertion code between all those types, that was hell, but now we can totally rely on the core to handle the type convertion for us ;3
finally finished most of the backend, now i started making the ui and overall design, im going to deploy this somewhere so ppl can see the updates and try it out :3
ah yes, sorry for not posting devlogs, got a bit too busy, so here it is, the base page, and also fixed the deployement which prob took most of the time, i also worked on the dashboard, still too simple rn but it looks pretty good so far, i will make a simple table page now , not using websocket as supposed to do in my plan but for the sake of shipping now lol
yippee finally made the table component, now you can add fields and add records, and edit stuff, well there is still dropdowns to do extra stuff with fields but its already gud trust!
added some context menu :p and also fixed a few issues when updating the cell and now im close to finishing this
boom, worked on a user page, the table component got polished af and now the project is shippable enought i feel like i write very short devlogs for some reason
Ships:
project is done :D i hope yall enjoy it, the ui is better than last time and the backend is faster than it was :3 but its running in a twinkpad so ig its not going to be a big factor...
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1793620318.885549
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1793706718.885549
|
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39429
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Signmatrix by @itzzmarkus | Stardance
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itzzmarkus
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2
|
13.0
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29
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T03:53:57Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m super proud of v2! I managed to add so many more fonts, QoL features, presets and other sign hardware features from v1.4 (my last ship) all the way to v2! I also couldn’t have done it without @f99shi :) The features I added are also detailed in my latest devlog!", "repo": "https://github.com/itzzmarkus/Signmatrix", "demo": "https://signmatrix-beta.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-25T02:58:33Z", "hours": 2.0, "multiplier": 12.74, "payout": 29, "blessing": "neutral", "text": "I’m shipping v1 of Signmatrix! All main aspects of it are functional, although I do wish to add more features soon including multiple exposures and more fonts.", "repo": "https://github.com/itzzmarkus/Signmatrix", "demo": "https://signmatrix-beta.vercel.app/"}]...
|
[{"post_id": 85321, "ts": "202 [{"post_id": 85321, "ts": "2026-10-31T03:51:49Z", "hours": 6.2842, "text": "Woah…. we’ve come so far to v2.0 of Signmatrix!!! I wouldn’t be able to do any of this without @f99shi , who gave me so much invaluable advice on destination signs and even fonts (i know very little about transit signs). With v2.0, there are now 114 (almost 6x since my last devlog) new individual fonts, and 12 new presets to choose from! Firstly, fonts. Many new fonts were added, too many to list here (but you can check it out at the demo!) For example, Luminator Smart, Hanover, Axion, INIT, Sunrise, and additional Luminator fonts were all added. Next, a bunch of new presets were added! These include shuttle presets, Axion presets, Smart presets, side sign presets, rear sign presets and next stop presets. Also, you can save your own personal presets which will be saved in your localStorage. Furthermore, all presets now use round LEDs for maximum realism! One of the biggest changes is the full migration from Signmatrix-backend to a fully frontend rendering engine (should have done this sooner). You can expect SIGNIFICANTLY faster rendering and offline support (PWA added too) so you can make terrible signs anywhere! A flip-dot mode was added (I didn’t test this one extensively), optical LED glow (bloom) was added to provide a more realistic look for exports, and sign disease options were added to Signmatrix. Mixed colours are also now supported in input fields using Mixed Fonts. You can also pixel-perfect adjust text to get it EXACTLY where you need it. An inverted route box option was added to simulate what some transit agencies use, and a scrolling animation was added for overflowing destinations, which has a toggle. Another big addition is an icon library. You can select some premade icons (I am aware of some issues with bounding boxes) and even create your own in a basic image editor. You can also import images, which can be automatically changed into an icon. The final big addition is exporting. You can now select different exports for your signs (PNG, GIF, MP4, SVG) and transparency. Some QoL features added include a Copy to Clipboard button, shorter URLs, Undo / Redo buttons (CTRL Z + CTRL SHIFT Z), drag and drop frame reordering, collapsable cards, duplicate frame button, a pinnable live preview, and a Clear Text button. It’s a lot, and I probably missed a few obscure features / changes I made. So have fun, and good luck making your horribly good signs!"}, {"post_id": 35340, "ts": "2026-07-26T17:36:21Z", "hours": 2.0194, "text": "Now, you can select from 5 presets so you don’t have to manually change values when you want to make another sign! I also optimized the frontend, separating components for better readability!"}, {"post_id": 34890, "ts": "2026-07-25T23:45:32Z", "hours": 1.1636, "text": "I added the ability to add PR frames (frames with no route number)! They are automatically added to the end of your sign!"}, {"post_id": 34724, "ts": "2026-07-25T17:57:14Z", "hours": 1.4303, "text": "v1.11 I consolidated the route number and added the ability to add a suffix which can be sized independently. There’s also a new download button that allows you to download the PNG or GIF. Also you can add multiple frames!"}, {"post_id": 34411, "ts": "2026-07-25T02:56:41Z", "hours": 2.2619, "text": "I created this project based on chrislo27’s dotmatrix Kotlin library. However, there was no easily accessible way to use that without installing a bunch of stuff. I forked his project and created an API, which I utilized on a React frontend I created. It allows you to change the route number, spacing, lines and created stacked destination signs!"}]...
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Title: Signmatrix by @itzzmarkus | Stardance
Devl Title: Signmatrix by @itzzmarkus | Stardance
Devlogs:
I created this project based on chrislo27’s dotmatrix Kotlin library. However, there was no easily accessible way to use that without installing a bunch of stuff. I forked his project and created an API, which I utilized on a React frontend I created. It allows you to change the route number, spacing, lines and created stacked destination signs!
v1.11 I consolidated the route number and added the ability to add a suffix which can be sized independently. There’s also a new download button that allows you to download the PNG or GIF. Also you can add multiple frames!
I added the ability to add PR frames (frames with no route number)! They are automatically added to the end of your sign!
Now, you can select from 5 presets so you don’t have to manually change values when you want to make another sign! I also optimized the frontend, separating components for better readability!
Woah…. we’ve come so far to v2.0 of Signmatrix!!! I wouldn’t be able to do any of this without @f99shi , who gave me so much invaluable advice on destination signs and even fonts (i know very little about transit signs). With v2.0, there are now 114 (almost 6x since my last devlog) new individual fonts, and 12 new presets to choose from! Firstly, fonts. Many new fonts were added, too many to list here (but you can check it out at the demo!) For example, Luminator Smart, Hanover, Axion, INIT, Sunrise, and additional Luminator fonts were all added. Next, a bunch of new presets were added! These include shuttle presets, Axion presets, Smart presets, side sign presets, rear sign presets and next stop presets. Also, you can save your own personal presets which will be saved in your localStorage. Furthermore, all presets now use round LEDs for maximum realism! One of the biggest changes is the full migration from Signmatrix-backend to a fully frontend rendering engine (should have done this sooner). You can expect SIGNIFICANTLY faster rendering and offline support (PWA added too) so you can make terrible signs anywhere! A flip-dot mode was added (I didn’t test this one extensively), optical LED glow (bloom) was added to provide a more realistic look for exports, and sign disease options were added to Signmatrix. Mixed colours are also now supported in input fields using Mixed Fonts. You can also pixel-perfect adjust text to get it EXACTLY where you need it. An inverted route box option was added to simulate what some transit agencies use, and a scrolling animation was added for overflowing destinations, which has a toggle. Another big addition is an icon library. You can select some premade icons (I am aware of some issues with bounding boxes) and even create your own in a basic image editor. You can also import images, which can be automatically changed into an icon. The final big addition is exporting. You can now select different exports for your signs (PNG, GIF, MP4, SVG) and transparency. Some QoL features added include a Copy to Clipboard button, shorter URLs, Undo / Redo buttons (CTRL Z + CTRL SHIFT Z), drag and drop frame reordering, collapsable cards, duplicate frame button, a pinnable live preview, and a Clear Text button. It’s a lot, and I probably missed a few obscure features / changes I made. So have fun, and good luck making your horribly good signs!
Ships:
I’m shipping v1 of Signmatrix! All main aspects of it are functional, although I do wish to add more features soon including multiple exposures and more fonts.
I’m super proud of v2! I managed to add so many more fonts, QoL features, presets and other sign hardware features from v1.4 (my last ship) all the way to v2! I also couldn’t have done it without @f99shi :) The features I added are also detailed in my latest devlog!...
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