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31031
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Cosmic Pioneers by @Melek | Stardance
|
Melek
|
1
|
3.72
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T14:53:37Z", "hours": 3.0, "multiplier": 1.06, "payout": 3, "blessing": "neutral", "text": "I am making a website called Cosmic Pioneers to showcase legendary female astronauts. The website is still a work in progress.", "repo": "https://github.com/melek7-wq/Cosmic-Pioneers", "demo": "https://melek7-wq.github.io/Cosmic-Pioneers/"}]...
|
[{"post_id": 24055, "ts": "202 [{"post_id": 24055, "ts": "2026-07-07T11:18:02Z", "hours": 0.7183, "text": "I implemented the click navigation functionality for the astronaut images; clicking them now routes to their sub-pages. Next up, I will work on researching, writing, and designing the specific biography layouts for the astronauts."}, {"post_id": 23482, "ts": "2026-07-06T14:14:21Z", "hours": 1.8739, "text": "I finished the core structure and styling for the main landing page of Cosmic Pioneers . What I did in this update: Created the main layout, setting up the framework for the 6 pioneering female astronauts. Designed a custom polkadot background and integrated pixel/retro-style typography to match the space-era theme. Styled individual profile cards for each astronaut (Valentina Tereshkova, Svetlana Savitskaya, Sally Ride, Mae Jemison, Peggy Whitson, and Christina Koch) using CSS to make them look like clean, vintage polaroid photos. Next Steps: I am moving on to implementing JavaScript. I will be coding the interactions so that clicking on an astronaut’s photo dynamically guides the user to their personalized, custom-themed biography page!"}, {"post_id": 23338, "ts": "2026-07-06T07:04:25Z", "hours": 1.4475, "text": "Hello! For my project, I wanted to highlight the powerful and inspiring stories of women who made history in space exploration.My website features 6 extraordinary women astronauts. The most unique part of this project is the personalized design: when you click on an astronaut’s profile, the entire page transforms into a color palette and style inspired by their favorite things and personality. https://github.com/melek7-wq/Cosmic-Pioneers"}]...
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Title: Cosmic Pioneers by @Melek | Stardance
Devl Title: Cosmic Pioneers by @Melek | Stardance
Devlogs:
Hello! For my project, I wanted to highlight the powerful and inspiring stories of women who made history in space exploration.My website features 6 extraordinary women astronauts. The most unique part of this project is the personalized design: when you click on an astronaut’s profile, the entire page transforms into a color palette and style inspired by their favorite things and personality. https://github.com/melek7-wq/Cosmic-Pioneers
I finished the core structure and styling for the main landing page of Cosmic Pioneers . What I did in this update: Created the main layout, setting up the framework for the 6 pioneering female astronauts. Designed a custom polkadot background and integrated pixel/retro-style typography to match the space-era theme. Styled individual profile cards for each astronaut (Valentina Tereshkova, Svetlana Savitskaya, Sally Ride, Mae Jemison, Peggy Whitson, and Christina Koch) using CSS to make them look like clean, vintage polaroid photos. Next Steps: I am moving on to implementing JavaScript. I will be coding the interactions so that clicking on an astronaut’s photo dynamically guides the user to their personalized, custom-themed biography page!
I implemented the click navigation functionality for the astronaut images; clicking them now routes to their sub-pages. Next up, I will work on researching, writing, and designing the specific biography layouts for the astronauts.
Ships:
I am making a website called Cosmic Pioneers to showcase legendary female astronauts. The website is still a work in progress....
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1793616746.4413629
|
1793703146.4413629
|
|
51576
|
Sand Game by @M1gel | Stardance
|
M1gel
|
1
|
6.0
|
50
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T13:11:50Z", "hours": 6.0, "multiplier": 15.81, "payout": 50, "blessing": "neutral", "text": "I made a physics based Sand Game where falling blocks break apart and flow into realistic sand. The most challenging part was coding the sand physics and integrating the Web Audio API for custom SFX. I’m proud of adding browser localStorage to save your score even after refreshing the page.", "repo": "https://github.com/M1gel-123/SandGame", "demo": "https://m1gel-123.github.io/SandGame/"}]...
|
[{"post_id": 51636, "ts": "202 [{"post_id": 51636, "ts": "2026-08-21T12:42:22Z", "hours": 2.6961, "text": "Final Devlog: Committed the finished game and deployed the website through GitHub, so the game is now accessible. What I changed in the last 3 hours: Added SFX using the Web Audio API. Added the bot to the background until you begin playing. Added a particle system for the background. Added a localStorage system for saving the best round, even after refreshing the browser. Edited README.md file from scratch."}, {"post_id": 51523, "ts": "2026-08-21T09:05:14Z", "hours": 2.0783, "text": "Second Devlog: Made an UI with a more polished look. It’s still missing SFX, though. I’m also thinking about adding animated background and a bot that plays the game and places blocks until you click Start. The idea for the bot was inspired by Pac-Man, where the game is already running in the background until you begin playing. Also I am planning to add localStorage system for saving best round."}, {"post_id": 51347, "ts": "2026-08-20T23:30:49Z", "hours": 1.5353, "text": "First Devlog: I made a prototype version of my Sand Game where the physics work, but it lacks a good UI and SFX. There was also one bug where the sand would melt before touching the ground that I fixed."}]...
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Title: Sand Game by @M1gel | Stardance
Devlogs:
F Title: Sand Game by @M1gel | Stardance
Devlogs:
First Devlog: I made a prototype version of my Sand Game where the physics work, but it lacks a good UI and SFX. There was also one bug where the sand would melt before touching the ground that I fixed.
Second Devlog: Made an UI with a more polished look. It’s still missing SFX, though. I’m also thinking about adding animated background and a bot that plays the game and places blocks until you click Start. The idea for the bot was inspired by Pac-Man, where the game is already running in the background until you begin playing. Also I am planning to add localStorage system for saving best round.
Final Devlog: Committed the finished game and deployed the website through GitHub, so the game is now accessible. What I changed in the last 3 hours: Added SFX using the Web Audio API. Added the bot to the background until you begin playing. Added a particle system for the background. Added a localStorage system for saving the best round, even after refreshing the browser. Edited README.md file from scratch.
Ships:
I made a physics based Sand Game where falling blocks break apart and flow into realistic sand. The most challenging part was coding the sand physics and integrating the Web Audio API for custom SFX. I’m proud of adding browser localStorage to save your score even after refreshing the page....
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1793616747.6552377
|
1793703147.6552377
|
|
35644
|
ClipFlow by @nyxx | Stardance
|
nyxx
|
1
|
5.0
|
44
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T15:42:54Z", "hours": 5.0, "multiplier": 8.99, "payout": 44, "blessing": "neutral", "text": "Over few days, I built a simple clipboard history manager using Electron, HTML, CSS, and JavaScript. ClipFlow saves copied text so it can be reused later. It also includes search, making it faster to find previous clipboard entries instead of scrolling through the full history. The most I struggled with, is the colors / branding, because it was pain in the bum (how they say). I feel a bit proud, but not really, because I made a project with the same tech stack as last time :P", "repo": "https://github.com/nyxynt/ClipFlow", "demo": "https://github.com/nyxynt/ClipFlow/releases/tag/1.0.0"}]...
|
[{"post_id": 29488, "ts": "202 [{"post_id": 29488, "ts": "2026-07-16T13:42:58Z", "hours": 2.6403, "text": "DevLog #3 | ClipFlow Hey, lads long time! So far I have added more styling to the Electron App and some more features 👀 New Features: Clipboard search bar (If you have to many things copied, and you can’t find it, searchbar is for you!) Keyboard shortcut (Ctrl + K) for the searchbar Clipboard logging Pausing (Privacy 👻 ) Pinning: Have you copied something, and its important and you don’t want to lose it? Pinning is for you! Individual Deleting: Instead of deleting all of the entries, you can delete one entry you like! And more! Stay tuned."}, {"post_id": 29127, "ts": "2026-07-15T19:57:26Z", "hours": 0.7681, "text": "DevLog #2 | ClipFlow Lads, I might have chosen a awful colors, but its alright for now. How we see, I have added styling to the software, before this update it was just a ugly blank page with text! Tomorrow, I plan adding some new and exciting features. Stay tuned."}, {"post_id": 29072, "ts": "2026-07-15T18:32:51Z", "hours": 1.5425, "text": "Devlog #1 of ClipFlow Hello People! This is the first devlog of ClipFlow. So far the progress is small, I have written the core software of it. How you see it is so far a white page with text (no styling, yikes! ) What it has: Clipboard logging Able to copy the logged board with a button AWFUL DESIGN (ill add some later, or maybe tomorrow) This is so far people!"}]...
|
Title: ClipFlow by @nyxx | Stardance
Devlogs:
Dev Title: ClipFlow by @nyxx | Stardance
Devlogs:
Devlog #1 of ClipFlow Hello People! This is the first devlog of ClipFlow. So far the progress is small, I have written the core software of it. How you see it is so far a white page with text (no styling, yikes! ) What it has: Clipboard logging Able to copy the logged board with a button AWFUL DESIGN (ill add some later, or maybe tomorrow) This is so far people!
DevLog #2 | ClipFlow Lads, I might have chosen a awful colors, but its alright for now. How we see, I have added styling to the software, before this update it was just a ugly blank page with text! Tomorrow, I plan adding some new and exciting features. Stay tuned.
DevLog #3 | ClipFlow Hey, lads long time! So far I have added more styling to the Electron App and some more features 👀 New Features: Clipboard search bar (If you have to many things copied, and you can’t find it, searchbar is for you!) Keyboard shortcut (Ctrl + K) for the searchbar Clipboard logging Pausing (Privacy 👻 ) Pinning: Have you copied something, and its important and you don’t want to lose it? Pinning is for you! Individual Deleting: Instead of deleting all of the entries, you can delete one entry you like! And more! Stay tuned.
Ships:
Over few days, I built a simple clipboard history manager using Electron, HTML, CSS, and JavaScript. ClipFlow saves copied text so it can be reused later. It also includes search, making it faster to find previous clipboard entries instead of scrolling through the full history. The most I struggled with, is the colors / branding, because it was pain in the bum (how they say). I feel a bit proud, but not really, because I made a project with the same tech stack as last time :P...
|
1793616748.8336983
|
1793703148.8336983
|
|
35969
|
JishWorks by @JishnuDutta | Stardance
|
JishnuDutta
|
1
|
6.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T17:56:47Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just shipped v1 of JishWorks! My personal portfolio where I showcase my projects, skills, and what I’m currently building. It’s still a work in progress, but I’m happy to finally get the first version out. Feedback is always welcome! 💙", "repo": "https://github.com/jishnudutta/JishWorks", "demo": "https://jishworks.vercel.app/"}]...
|
[{"post_id": 40156, "ts": "202 [{"post_id": 40156, "ts": "2026-08-03T15:46:59Z", "hours": 1.3494, "text": "I made the links scroll smoothly which was very bad and choppy before, changed the button which were giving some errors in the console and added a nice grid."}, {"post_id": 30248, "ts": "2026-07-17T17:50:13Z", "hours": 0.8639, "text": "The v1 of JishWorks is finally complete! I added the projects and contacts section."}, {"post_id": 30208, "ts": "2026-07-17T16:32:58Z", "hours": 1.8086, "text": "A added a skills section with nice cards along with a about section."}, {"post_id": 30132, "ts": "2026-07-17T13:48:45Z", "hours": 1.1097, "text": "Added a nice hero section."}, {"post_id": 30093, "ts": "2026-07-17T12:21:38Z", "hours": 1.1611, "text": "I made a nice topbar !"}]...
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Title: JishWorks by @JishnuDutta | Stardance
Devl Title: JishWorks by @JishnuDutta | Stardance
Devlogs:
I made a nice topbar !
Added a nice hero section.
A added a skills section with nice cards along with a about section.
The v1 of JishWorks is finally complete! I added the projects and contacts section.
I made the links scroll smoothly which was very bad and choppy before, changed the button which were giving some errors in the console and added a nice grid.
Ships:
Just shipped v1 of JishWorks! My personal portfolio where I showcase my projects, skills, and what I’m currently building. It’s still a work in progress, but I’m happy to finally get the first version out. Feedback is always welcome! 💙...
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1793616749.9717767
|
1793703149.9717767
|
|
51579
|
MedSim AI by @Leogenie | Stardance
|
Leogenie
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T15:52:18Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built MedSim AI—a finalized, high-fidelity clinical triage and medical simulation platform. As a 16-year-old student balancing intense academic Higher exams with absolutely zero budget, this project was born entirely out of resource constraints. Lacking access to a traditional laptop or PC, I spent over 100+ hours of intense technical work engineering this entire production stack natively from my phone. While I used AI to generate the code blocks, the heavy lifting was entirely my work: I architected the application flow, authored the complex system prompts, structured the state logic, and manually integrated every piece inside Acode. I hosted a local container runtime using Termux (npm run dev) and handled version control through custom shell aliases optimized to bypass mobile soft-keyboard bottlenecks. Because I didn’t have a desktop compiler to catch bugs, I had to innovate my own development pipeline to keep the files stable. I built a strict Multi-Model LLM Consensus validation loop: harvesting raw feature logic from a custom Gemini Coding Assistant Gem, pushing the output to ChatGPT for static error diagnostics, running self-correction cycles back into Gemini, and cross-validating the live speech-routing of my Voice Call Mode across Gemini, ChatGPT, Copilot, and Grok simultaneously before doing the manual merges myself.I am incredibly proud of how robust the final architecture turned out. The live app features a fully state-tracked Objective Physical Assessment lab (vitals, heart rate, HEENT) that reacts to randomized patient profiles and conditional behavioral matrices (anxiety, pain index, fatigue). Everything terminates into an elite, multi-vector diagnostic analytics dashboard that catches clinical red flags and maps performance data over time.I poured my heart into proving that with a resourceful AI orchestration pipeline and pure determination, you don’t need expensive developer rigs or university funding to ship production-grade software. The platform is finalized, responsive, and completely live at medicsim.vercel.app.", "repo": "https://github.com/CALLYKID/medsim-ai", "demo": "https://medicsim.vercel.app"}]...
|
[{"post_id": 51722, "ts": "202 [{"post_id": 51722, "ts": "2026-08-21T15:36:33Z", "hours": 0.7161, "text": "🚀 MedSim AI — Final Product Live!. This devlog captures the absolute completion of the platform. Check out the Trailer here : https://youtu.be/EWaBFTak7wg?is=Sd0Ufs2qORn--ROW 100+ hours went into engineering this setup solo on mobile while balancing Higher exams. Built natively using Acode for source file edits, hosted via local Termux Linux containers (npm run dev), and deployed to Vercel via custom shell terminal aliases.. 🧬 THE MULTI-MODEL AI CONSENSUS PIPELINE:Because I lacked a desktop compiler, I engineered a strict cross-model validation loop to guarantee production-ready code blocks 🛠️ Targeted Generation: Core layout architecture was generated using a custom Gemini Gem tuned as a specialized software assistant. 🔍 Error Auditing: Code was run through ChatGPT to systematically catch hidden compile and runtime bugs. 🔄 Self-Correction: Discovered errors were fed straight back to the Gemini Gem to execute self-correction cycles. 🧠 Feature Cross-Validation: High-complexity features—like the real-time Voice Call Mode—were processed through a parallel chain of Gemini, ChatGPT, Copilot, and Grok to eliminate API mismatches before being merged into the local build 🔥 COMPLETED PLATFORM MODULES SHOWN:.- 🏥 10x Accelerated Interactive Lab (/labs): State-tracked Objective Physical Assessments (HEENT, Vitals, Heart Rate) reacting to randomized demographics and behavioral matrices (Anxious, Tired, Quiet, Shy, Talkative). 🎙️ Live Voice Call Mode: Text-to-voice and speech-to-text routing for realistic verbal patient consultation. 📊 Top-Tier Diagnostic Analytics Dashboard: Compiles historical telemetry logs, localized medical specialty tracking (ENT, Dermatological), critical red-flag catchers, and automated notification triggers identifying low-performing clinical sectors."}]...
|
Title: MedSim AI by @Leogenie | Stardance
Devlogs Title: MedSim AI by @Leogenie | Stardance
Devlogs:
🚀 MedSim AI — Final Product Live!. This devlog captures the absolute completion of the platform. Check out the Trailer here : https://youtu.be/EWaBFTak7wg?is=Sd0Ufs2qORn--ROW 100+ hours went into engineering this setup solo on mobile while balancing Higher exams. Built natively using Acode for source file edits, hosted via local Termux Linux containers (npm run dev), and deployed to Vercel via custom shell terminal aliases.. 🧬 THE MULTI-MODEL AI CONSENSUS PIPELINE:Because I lacked a desktop compiler, I engineered a strict cross-model validation loop to guarantee production-ready code blocks 🛠️ Targeted Generation: Core layout architecture was generated using a custom Gemini Gem tuned as a specialized software assistant. 🔍 Error Auditing: Code was run through ChatGPT to systematically catch hidden compile and runtime bugs. 🔄 Self-Correction: Discovered errors were fed straight back to the Gemini Gem to execute self-correction cycles. 🧠 Feature Cross-Validation: High-complexity features—like the real-time Voice Call Mode—were processed through a parallel chain of Gemini, ChatGPT, Copilot, and Grok to eliminate API mismatches before being merged into the local build 🔥 COMPLETED PLATFORM MODULES SHOWN:.- 🏥 10x Accelerated Interactive Lab (/labs): State-tracked Objective Physical Assessments (HEENT, Vitals, Heart Rate) reacting to randomized demographics and behavioral matrices (Anxious, Tired, Quiet, Shy, Talkative). 🎙️ Live Voice Call Mode: Text-to-voice and speech-to-text routing for realistic verbal patient consultation. 📊 Top-Tier Diagnostic Analytics Dashboard: Compiles historical telemetry logs, localized medical specialty tracking (ENT, Dermatological), critical red-flag catchers, and automated notification triggers identifying low-performing clinical sectors.
Ships:
I built MedSim AI—a finalized, high-fidelity clinical triage and medical simulation platform. As a 16-year-old student balancing intense academic Higher exams with absolutely zero budget, this project was born entirely out of resource constraints. Lacking access to a traditional laptop or PC, I spent over 100+ hours of intense technical work engineering this entire production stack natively from my phone. While I used AI to generate the code blocks, the heavy lifting was entirely my work: I architected the application flow, authored the complex system prompts, structured the state logic, and manually integrated every piece inside Acode. I hosted a local container runtime using Termux (npm run dev) and handled version control through custom shell aliases optimized to bypass mobile soft-keyboard bottlenecks. Because I didn’t have a desktop compiler to catch bugs, I had to innovate my own development pipeline to keep the files stable. I built a strict Multi-Model LLM Consensus validation loop: harvesting raw feature logic from a custom Gemini Coding Assistant Gem, pushing the output to ChatGPT for static error diagnostics, running self-correction cycles back into Gemini, and cross-validating the live speech-routing of my Voice Call Mode across Gemini, ChatGPT, Copilot, and Grok simultaneously before doing the manual merges myself.I am incredibly proud of how robust the final architecture turned out. The live app features a fully state-tracked Objective Physical Assessment lab (vitals, heart rate, HEENT) that reacts to randomized patient profiles and conditional behavioral matrices (anxiety, pain index, fatigue). Everything terminates into an elite, multi-vector diagnostic analytics dashboard that catches clinical red flags and maps performance data over time.I poured my heart into proving that with a resourceful AI orchestration pipeline and pure determination, you don’t need expensive developer rigs or university funding to ship production-grade software. The platform is finalized, responsive, and completely live at medicsim.vercel.app....
|
1793616751.2019575
|
1793703151.2019575
|
|
13868
|
My very own WebOS by @jdszekeres | Stardance
|
jdszekeres
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T21:52:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made PersonalOS, a highly usable and versatile web operating system with customizable apps, including 2048, a calculator, a text editor, and a settings app. It allows for dark mode and custom wallpapers.", "repo": "https://github.com/jdszekeres/personalOS", "demo": "https://personal-os-silk-six.vercel.app"}]...
|
[{"post_id": 6327, "ts": "2026 [{"post_id": 6327, "ts": "2026-06-10T17:24:41Z", "hours": 0.3897, "text": "Updated readme to include screenshots, try it link, and technical features"}, {"post_id": 5955, "ts": "2026-06-09T23:37:27Z", "hours": 0.3939, "text": "Create 2048 app using iFrame"}, {"post_id": 5917, "ts": "2026-06-09T21:58:16Z", "hours": 0.7033, "text": "Create app launcher and windowing system"}, {"post_id": 5399, "ts": "2026-06-09T04:40:23Z", "hours": 0.8375, "text": "Create window system, appbar, and a few apps"}]...
|
Title: My very own WebOS by @jdszekeres | Stardanc Title: My very own WebOS by @jdszekeres | Stardance
Devlogs:
Create window system, appbar, and a few apps
Create app launcher and windowing system
Create 2048 app using iFrame
Updated readme to include screenshots, try it link, and technical features
Ships:
I made PersonalOS, a highly usable and versatile web operating system with customizable apps, including 2048, a calculator, a text editor, and a settings app. It allows for dark mode and custom wallpapers....
|
1793616752.407535
|
1793703152.407535
|
|
2868
|
football-analysis-app by @mile | Stardance
|
mile
|
1
|
1.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T00:47:15Z", "hours": 1.0, "multiplier": 4.96, "payout": 7, "blessing": "neutral", "text": "I made single html file — for football analysis support record data, make its visual.", "repo": "https://github.com/chi1180/football-analysis-app", "demo": "https://chi1180.github.io/football-analysis-app/"}]...
|
[{"post_id": 10991, "ts": "202 [{"post_id": 10991, "ts": "2026-06-18T00:39:06Z", "hours": 1.3947, "text": "done"}]...
|
Title: football-analysis-app by @mile | Stardance
Title: football-analysis-app by @mile | Stardance
Devlogs:
done
Ships:
I made single html file — for football analysis support record data, make its visual....
|
1793616753.6327555
|
1793703153.6327555
|
|
20752
|
MarkPreStarX by @toivoa070 | Stardance
|
toivoa070
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T06:43:36Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Real-Time Markdown Previewer is a web application that allows users to write Markdown and instantly view the rendered HTML output in a live preview pane and everything was confusing and I know how it works and all but I still need to update this project furthur and want some recommendations.", "repo": "https://github.com/Nottoishenshu/MarkPreStarX", "demo": "https://nottoishenshu.github.io/MarkPreStarX/"}]...
|
[{"post_id": 13154, "ts": "202 [{"post_id": 13154, "ts": "2026-06-21T15:02:12Z", "hours": 0.6214, "text": "Styling the Application with CSS; After building the core functionality, I created the CSS stylesheet to improve the user experience and visual appearance of the application. The stylesheet is responsible for the overall layout, typography, spacing, colors, and responsiveness of the Markdown Previewer. I used CSS to create a clean split-screen interface between the editor and preview pane, making it easy for users to write and view Markdown simultaneously. Additional styling was added for buttons, code blocks, blockquotes, lists, and other rendered Markdown elements to ensure the preview closely resembles how Markdown is typically displayed on modern platforms. The stylesheet also helps maintain consistency throughout the application while keeping the interface simple, readable, and user-friendly. Once the functionality was working, I focused on styling the application to make it more visually appealing and easier to use. Using CSS, I designed the layout, styled the editor and preview sections, and improved the appearance of rendered Markdown elements such as headings, lists, code blocks, and blockquotes. This step helped transform the project from a functional prototype into a more polished application that provides a better user experience."}, {"post_id": 12540, "ts": "2026-06-20T14:14:51Z", "hours": 1.3925, "text": "app.js Overview The file serves as the main controller for the Markdown Previewer application. It manages user interactions, updates the live preview, handles toolbar actions, saves data to Local Storage, synchronizes scrolling, exports content, and applies syntax highlighting. This file connects the user interface with the Markdown parser, ensuring that changes made in the editor are instantly reflected in the preview panel. What I Added: Live Markdown rendering with real-time updates, Debounced rendering to improve performance while typing Scroll synchronization between editor and preview panels Local, Storage support for automatic save and restore Toolbar buttons for common Markdown formatting Copy HTML functionality using the Clipboard API Markdown file download functionality Clear editor and storage reset feature, Basic syntax highlighting for code blocks, Error handling for rendering and storage operations, Application initialization and startup logic. What I Learned: While building app.js, I gained practical experience with modern JavaScript and browser APIs. I learned how to manipulate the DOM, listen for user events, and update page content dynamically. I also explored Local Storage for data persistence, the Clipboard API for copying content, and the Blob API for generating downloadable files. Additionally, I learned performance optimization techniques such as debouncing, implemented scroll synchronization, worked with regular expressions for syntax highlighting, and improved application reliability through error handling and modular JavaScript design. Key Concepts Practiced DOM Manipulation, Event HandlingES6 Modules, Arrow Functions, Local Storage API, Clipboard APIBlob APIError Handling (try/catch)Debouncing, Regular Expressions, Syntax Highlighting, Scroll Synchronization, Dynamic Rendering, Modular JavaScript Architecture User Interface."}, {"post_id": 11255, "ts": "2026-06-18T12:31:15Z", "hours": 0.5042, "text": "Building this Markdown Previewer was a fun and challenging experience. At the beginning, I thought the project would simply involve converting Markdown text into HTML and displaying it on the screen. However, as I started working on the parser and rendering logic, I realized there were many details to consider, from handling different Markdown formats to making sure the output was safe and properly rendered. Throughout the project, I faced several challenges that helped me grow as a developer. Debugging became a major part of the process because even small mistakes in regular expressions or syntax could break the entire parser. I also learned that the order of processing Markdown elements matters, since links, images, bold text, and code blocks can sometimes overlap. Challenges I Faced Understanding and writing regular expressions for different Markdown patterns. Debugging syntax errors and unexpected parser behavior. Handling multiple Markdown elements without conflicts. Learning how to safely render user-generated content. Implementing local storage so user content persists after refreshing the page. Synchronizing the editor and preview pane scrolling. Testing different edge cases to ensure the parser worked correctly. What I Learned, Through this project, I gained a much deeper understanding of frontend development and how text-processing applications work. Some of the key things I learned include; How Markdown is converted into HTML. Using Regular Expressions (Regex) to identify and process text patterns. DOM manipulation with JavaScript. Working with browser APIs such as Local Storage and Clipboard. Creating reusable and organized code using modules. Basic web security concepts such as input sanitization and XSS prevention. Debugging techniques and using browser developer tools effectively. The importance of testing and handling edge cases. Reflection One of the biggest takeaways from this project was realizing that software development is often about problem-solving rather than simply writing code. Many features required multiple attempts before they worked correctly, and each bug taught me something new. While there were moments of frustration, solving those problems was also the most rewarding part of the experience. Overall, this project is helping me improve my JavaScript skills, gain confidence in building applications from scratch, and better understand how real-world web applications process and display user input."}, {"post_id": 10562, "ts": "2026-06-17T11:12:18Z", "hours": 0.4519, "text": "For a long time, I kept wondering what kind of project I could build that would genuinely improve my coding skills. One day, while working in VS Code, I started paying attention to how convenient it is to write code and instantly see the results. I noticed how different colors highlighted functions and syntax, and how useful live feedback can be while coding. That got me thinking about Markdown and how developers often need to write documentation, notes, and README files. Normally, you have to switch between editing and previewing to see how your Markdown looks. After exploring a few ideas online, I decided to build my own Markdown Previewer from scratch. The application will feature: A split-pane layout with an Editor Pane and a Preview Pane Support for Markdown headings Bold and italic text formatting Links and images Code blocks for displaying code snippets Live preview updates as the user types. The semantic structure of the project is intentionally simple and consists mainly of a element for the toolbar and a element containing the editor and preview sections .For styling, I used fonts from /* https://fonts.googleapis.com*/ and referenced design inspiration from Pinterest and made it Stardance themed. Throughout this project, I have learned more about how Markdown works behind the scenes, including :Parsing block-level elements using regular expressions (Regex)Understanding Markdown syntax rules Structuring applications with semantic HTML Building responsive split-pane layouts Creating real-time content updates with JavaScript. This project has been a great learning experience because it combines HTML, CSS, and JavaScript while introducing me to text parsing and dynamic content rendering. More importantly, it has helped me understand how tools that developers use every day are built and how they work behind the scenes."}]...
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Title: MarkPreStarX by @toivoa070 | Stardance
Dev Title: MarkPreStarX by @toivoa070 | Stardance
Devlogs:
For a long time, I kept wondering what kind of project I could build that would genuinely improve my coding skills. One day, while working in VS Code, I started paying attention to how convenient it is to write code and instantly see the results. I noticed how different colors highlighted functions and syntax, and how useful live feedback can be while coding. That got me thinking about Markdown and how developers often need to write documentation, notes, and README files. Normally, you have to switch between editing and previewing to see how your Markdown looks. After exploring a few ideas online, I decided to build my own Markdown Previewer from scratch. The application will feature: A split-pane layout with an Editor Pane and a Preview Pane Support for Markdown headings Bold and italic text formatting Links and images Code blocks for displaying code snippets Live preview updates as the user types. The semantic structure of the project is intentionally simple and consists mainly of a element for the toolbar and a element containing the editor and preview sections .For styling, I used fonts from /* https://fonts.googleapis.com*/ and referenced design inspiration from Pinterest and made it Stardance themed. Throughout this project, I have learned more about how Markdown works behind the scenes, including :Parsing block-level elements using regular expressions (Regex)Understanding Markdown syntax rules Structuring applications with semantic HTML Building responsive split-pane layouts Creating real-time content updates with JavaScript. This project has been a great learning experience because it combines HTML, CSS, and JavaScript while introducing me to text parsing and dynamic content rendering. More importantly, it has helped me understand how tools that developers use every day are built and how they work behind the scenes.
Building this Markdown Previewer was a fun and challenging experience. At the beginning, I thought the project would simply involve converting Markdown text into HTML and displaying it on the screen. However, as I started working on the parser and rendering logic, I realized there were many details to consider, from handling different Markdown formats to making sure the output was safe and properly rendered. Throughout the project, I faced several challenges that helped me grow as a developer. Debugging became a major part of the process because even small mistakes in regular expressions or syntax could break the entire parser. I also learned that the order of processing Markdown elements matters, since links, images, bold text, and code blocks can sometimes overlap. Challenges I Faced Understanding and writing regular expressions for different Markdown patterns. Debugging syntax errors and unexpected parser behavior. Handling multiple Markdown elements without conflicts. Learning how to safely render user-generated content. Implementing local storage so user content persists after refreshing the page. Synchronizing the editor and preview pane scrolling. Testing different edge cases to ensure the parser worked correctly. What I Learned, Through this project, I gained a much deeper understanding of frontend development and how text-processing applications work. Some of the key things I learned include; How Markdown is converted into HTML. Using Regular Expressions (Regex) to identify and process text patterns. DOM manipulation with JavaScript. Working with browser APIs such as Local Storage and Clipboard. Creating reusable and organized code using modules. Basic web security concepts such as input sanitization and XSS prevention. Debugging techniques and using browser developer tools effectively. The importance of testing and handling edge cases. Reflection One of the biggest takeaways from this project was realizing that software development is often about problem-solving rather than simply writing code. Many features required multiple attempts before they worked correctly, and each bug taught me something new. While there were moments of frustration, solving those problems was also the most rewarding part of the experience. Overall, this project is helping me improve my JavaScript skills, gain confidence in building applications from scratch, and better understand how real-world web applications process and display user input.
app.js Overview The file serves as the main controller for the Markdown Previewer application. It manages user interactions, updates the live preview, handles toolbar actions, saves data to Local Storage, synchronizes scrolling, exports content, and applies syntax highlighting. This file connects the user interface with the Markdown parser, ensuring that changes made in the editor are instantly reflected in the preview panel. What I Added: Live Markdown rendering with real-time updates, Debounced rendering to improve performance while typing Scroll synchronization between editor and preview panels Local, Storage support for automatic save and restore Toolbar buttons for common Markdown formatting Copy HTML functionality using the Clipboard API Markdown file download functionality Clear editor and storage reset feature, Basic syntax highlighting for code blocks, Error handling for rendering and storage operations, Application initialization and startup logic. What I Learned: While building app.js, I gained practical experience with modern JavaScript and browser APIs. I learned how to manipulate the DOM, listen for user events, and update page content dynamically. I also explored Local Storage for data persistence, the Clipboard API for copying content, and the Blob API for generating downloadable files. Additionally, I learned performance optimization techniques such as debouncing, implemented scroll synchronization, worked with regular expressions for syntax highlighting, and improved application reliability through error handling and modular JavaScript design. Key Concepts Practiced DOM Manipulation, Event HandlingES6 Modules, Arrow Functions, Local Storage API, Clipboard APIBlob APIError Handling (try/catch)Debouncing, Regular Expressions, Syntax Highlighting, Scroll Synchronization, Dynamic Rendering, Modular JavaScript Architecture User Interface.
Styling the Application with CSS; After building the core functionality, I created the CSS stylesheet to improve the user experience and visual appearance of the application. The stylesheet is responsible for the overall layout, typography, spacing, colors, and responsiveness of the Markdown Previewer. I used CSS to create a clean split-screen interface between the editor and preview pane, making it easy for users to write and view Markdown simultaneously. Additional styling was added for buttons, code blocks, blockquotes, lists, and other rendered Markdown elements to ensure the preview closely resembles how Markdown is typically displayed on modern platforms. The stylesheet also helps maintain consistency throughout the application while keeping the interface simple, readable, and user-friendly. Once the functionality was working, I focused on styling the application to make it more visually appealing and easier to use. Using CSS, I designed the layout, styled the editor and preview sections, and improved the appearance of rendered Markdown elements such as headings, lists, code blocks, and blockquotes. This step helped transform the project from a functional prototype into a more polished application that provides a better user experience.
Ships:
The Real-Time Markdown Previewer is a web application that allows users to write Markdown and instantly view the rendered HTML output in a live preview pane and everything was confusing and I know how it works and all but I still need to update this project furthur and want some recommendations....
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1793616754.7737925
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1793703154.7737925
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71419
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Nexus by @elias | Stardance
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elias
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T03:45:09Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Wanted a way to actually find things on I2P, so I built the crawler, the index and the search UI for it, plus a dashboard for the i2pd router behind it. For months it only ran in Docker on a Linux host, which meant I could never show it to anyone. Tonight I got the whole thing running natively on my Mac, which is why there is finally a demo. The index in the video is the sample corpus rather than a full crawl, because a real crawl of I2P takes hours.", "repo": "https://github.com/tundra-node/nexus", "demo": "https://files.catbox.moe/urwmig.mp4"}]...
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[{"post_id": 82869, "ts": "202 [{"post_id": 82869, "ts": "2026-10-26T03:38:08Z", "hours": 9.3975, "text": "I2P has thousands of sites and no good way to find them. Addresses are 52-character base32 strings. There is no DNS. The few search engines that exist crawl on their own schedule and hand you a title and a link. When a site goes dark, whatever it had is gone. Nexus is my attempt at the discovery part. It is one repo with two apps that share a single i2pd router. Abyssal The public side. A crawler fetches eepsites, stores what it finds, and builds a full text index on top. The index is SQLite FTS5 with porter stemming, so searching tunnels also matches pages that say tunnel . Results can be narrowed by language and by site type (directory, docs, forum, stats, service). There is a browse view too, for when you do not have a query and just want to see what exists. A graph view is built from links the crawler actually found, which is how you run into sites that no directory lists. Every capture also gets written to disk, so there is an archive of old versions. If a site disappears you can still open what it looked like the last time it was crawled. The crawler has controls because crawling I2P politely matters. Up to 20 workers sharing one proxy connection, a delay between requests per worker, a page limit, a depth limit, and pause, resume or rerun on a job. A scheduler re-crawls sites on an interval so the index does not rot. Prism The private side, a dashboard for the router you are running. Peers, tunnel counts, bandwidth, tunnel build success rate and uptime, plus a tunnel list so you can see the state of each one. There is a browser tab that proxies .i2p pages through your own router and rewrites links so clicking around stays inside the proxy, and an address book manager for hosts.txt subscriptions. That whole side sits behind an api key header, because it controls your router. How it is put together Every service is FastAPI. The index and the archive metadata live in SQLite. Both frontends are React with Vite and Tailwind. One nginx container is the entry point, and Docker Compose brings up i2pd, the crawler, both frontends and the proxy. Where it is at 23 commits, all from June 2026. The Docker stack runs on a Linux host, which was the only supported way to run it, because i2pd needs host networking to publish its LeaseSet. I have been working on running it natively since then, since a project you cannot run on your own machine is annoying to improve. Abyssal now starts outside Docker against a local SQLite file and a Homebrew i2pd, and both frontends build and talk to it. That gets its own devlog. I still want a read-only public mirror of the index, per-site crawl delays so the crawler is easier on small hosts, and some way to handle old captures being reused for bad stuff."}]...
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Title: Nexus by @elias | Stardance
Devlogs:
I2P h Title: Nexus by @elias | Stardance
Devlogs:
I2P has thousands of sites and no good way to find them. Addresses are 52-character base32 strings. There is no DNS. The few search engines that exist crawl on their own schedule and hand you a title and a link. When a site goes dark, whatever it had is gone. Nexus is my attempt at the discovery part. It is one repo with two apps that share a single i2pd router. Abyssal The public side. A crawler fetches eepsites, stores what it finds, and builds a full text index on top. The index is SQLite FTS5 with porter stemming, so searching tunnels also matches pages that say tunnel . Results can be narrowed by language and by site type (directory, docs, forum, stats, service). There is a browse view too, for when you do not have a query and just want to see what exists. A graph view is built from links the crawler actually found, which is how you run into sites that no directory lists. Every capture also gets written to disk, so there is an archive of old versions. If a site disappears you can still open what it looked like the last time it was crawled. The crawler has controls because crawling I2P politely matters. Up to 20 workers sharing one proxy connection, a delay between requests per worker, a page limit, a depth limit, and pause, resume or rerun on a job. A scheduler re-crawls sites on an interval so the index does not rot. Prism The private side, a dashboard for the router you are running. Peers, tunnel counts, bandwidth, tunnel build success rate and uptime, plus a tunnel list so you can see the state of each one. There is a browser tab that proxies .i2p pages through your own router and rewrites links so clicking around stays inside the proxy, and an address book manager for hosts.txt subscriptions. That whole side sits behind an api key header, because it controls your router. How it is put together Every service is FastAPI. The index and the archive metadata live in SQLite. Both frontends are React with Vite and Tailwind. One nginx container is the entry point, and Docker Compose brings up i2pd, the crawler, both frontends and the proxy. Where it is at 23 commits, all from June 2026. The Docker stack runs on a Linux host, which was the only supported way to run it, because i2pd needs host networking to publish its LeaseSet. I have been working on running it natively since then, since a project you cannot run on your own machine is annoying to improve. Abyssal now starts outside Docker against a local SQLite file and a Homebrew i2pd, and both frontends build and talk to it. That gets its own devlog. I still want a read-only public mirror of the index, per-site crawl delays so the crawler is easier on small hosts, and some way to handle old captures being reused for bad stuff.
Ships:
Wanted a way to actually find things on I2P, so I built the crawler, the index and the search UI for it, plus a dashboard for the i2pd router behind it. For months it only ran in Docker on a Linux host, which meant I could never show it to anyone. Tonight I got the whole thing running natively on my Mac, which is why there is finally a demo. The index in the video is the sample corpus rather than a full crawl, because a real crawl of I2P takes hours....
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1793616755.9250944
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1793703155.9250944
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4086
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Boba Cats! by @grassyd | Stardance
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grassyd
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1
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98.58
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1697
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T20:09:37Z", "hours": 91.0, "multiplier": 19.1, "payout": 1697, "blessing": "neutral", "text": "Check out @Jewelia ’s version of the project here: https://stardance.hackclub.com/projects/1894 Boba Cats! is a 2D adventure platformer game about, well, boba and cats! It was made with @Jewelia and @kimeowsu ! The first world of the game is fully playable! Music and extra touches will be added in the future! You can play the game on the itch app for Windows, Mac, or Linux, or you can directly download the game for Windows! (This is a collaborative project! @Jewelia ’s project links to the same thing; it’s up to you if you want to rate hers or mine or both)", "repo": "https://github.com/grassybox/Boba-Cats", "demo": "https://grassinabox.itch.io/boba-cats"}]...
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[{"post_id": 85357, "ts": "202 [{"post_id": 85357, "ts": "2026-10-31T06:18:16Z", "hours": 6.2675, "text": "the end of stardance! This has been such a fun and amazing program!! Unfortunately, things didn’t work out and we were not able to get custom music in in time 😔 (so sorry hopefully it will be added in the future!) Still, I’m happy with what we did :> We still plan to add to Boba Cats in the future! …maybe world 2 next year or so? 🤔😼 We’ll also participate in other Hack Club programs (like jame gam )! But anyway, thank you to the amazing stardance team and everyone like us who participated in the program, and bye for now I suppose (ˊuˋ )/"}, {"post_id": 60021, "ts": "2026-09-02T03:46:55Z", "hours": 1.3117, "text": "Hello hello! Thank you so much for all the support and feedback on our game!! It really means a lot! And huge thank you Stardance team for the Super Star!!?! 🤯🤯🤯 I’m so grateful for this program, it’s been awesome 💖 Sorry it’s been a while since the last update… 😔 (though if you’ve never seen me before I guess you wouldn’t know lol…) We took quite a break now that we’re all starting school and are busy with other things too . However, we still hope to do one more ship with a more complete version of this world of the game! So what is next? 🎵 Music!! - This is probably the biggest thing we’ve been wanting to add, so music is in the works! We are also thinking of adding more sound effects and improving the sound design overall! 🎮 Gameplay improvements - We are working to tweak some things based on our ideas and the wonderful feedback we gotten! For example, some parts are kind of confusing to navigate at the moment 😅, so we hope to make it more clear! 🌐 Web version? - We’ve been wanting to make the game playable on the web! I’m not sure how possible this is since Godot 4 does not officially support exporting C# projects to web yet… but we’ll see what we can do! 👍 And whatever other miscellaneous additions we decide to add! Thanks for reading!! (p.s. I finally put a linux version of the demo on the game’s itch.io page sorry it took so long 😭)"}, {"post_id": 43760, "ts": "2026-08-09T05:39:46Z", "hours": 12.5853, "text": "Playtesting!! EDIT: the ship is shipping!! It is currently pending review!! It may take a few days to show up because I forgot you have to get it reviewed!! 😅😅😅🆒 _ @kimeowsu spent some time playtesting our game! She’s quite good at finding issues 😅 As per usual, the seabunny had a lot of issues >:/ …but they should be fixed now! _ Some of the stuff we fixed include: ⛸️ Player doesn’t slide away during a conversation anymore Seabunny no longer freezes the game ➡️⬅️ Seabunny no longer occasionally moves backwards Player is no longer able to collect the same coin over and over again 🖼️ Visual fixes (ex. one of the cats no longer has only half of a helmet) 🌟 And many more miscellaneous tweaks! I know I said that we would ship earlier… but I think this time we are actually going to ship in the next 24 hours… for real… probably… 🎉 🥳 🎈 🆒"}, {"post_id": 39755, "ts": "2026-08-02T22:31:52Z", "hours": 7.4647, "text": "Sound Effects!! 🔊 [Game update] Our game has sound effects now! @kimeowsu actually got sound effects from the website aidn.jp/dotvoice by daniwell ! The sound effects are quite minimal so it sounds quite empty for now… we will have original music eventually from a friend , but good things take time 😋 I also fixed some bugs (mostly ones I caused myself 😅) and added a quit button (as cool as Boba Cats! is, I don’t think anyone wants to play it forever and ever and ever) As @Jewelia said in her post, we are hoping to ship this week!! World 1 will be completely playable!! 🎉🥳🎊 In the future, we may have another ship just to include the music and any fixes and extra touches Thanks for reading!! :D"}, {"post_id": 36053, "ts": "2026-07-27T21:52:46Z", "hours": 4.7814, "text": "spinny item animation thing! [Game update] I made this animation that plays whenever you get an item! Some other small additions: 🦪 Pearls are new! They will be hidden in a couple places and will be able to be gifted to the townspeople in exchange for stories ✨ Added sparkles to the miniboss arena to better show where to go 🪸 Tube coral now teleport you back to the beginning of the room if you get hit 🗃️ Organized scene files into folders Since this project has gotten more attention recently, thank you for the support!!!! @Jewelia and I hope to have a ship ready soon…"}, {"post_id": 33180, "ts": "2026-07-22T21:04:15Z", "hours": 4.3947, "text": "You can go backwards now… ( !) [Game update] I added stuff like this conveniently left behind ladder so you can actually go back to the previous rooms after finishing the seabunny miniboss I finished the last cutscene in the area! @kimeowsu helped add some more decorative vines in some of the areas I made collectable coins! You can’t see your number of coins collected yet so you’re just gonna have to trust me they’re getting collected"}, {"post_id": 31927, "ts": "2026-07-20T18:37:03Z", "hours": 6.5889, "text": "Game Update #I didn’t count! I finished my secret room! (but you don’t get to see it here because it’s secret… 😼) Coded the plant shop with @Jewelia ! Finally finished the seabunny miniboss with some animation tweaks! Fixed an issue where pressing enter to finish a dialogue would restart the dialogue, trapping you in an infinite loop… 😵💫 Added the title screen + opening (created by @kimeowsu !)"}, {"post_id": 28421, "ts": "2026-07-14T17:35:17Z", "hours": 8.9475, "text": "Almost done with the seabunny miniboss!! but then I realized I had to fix the camera movement to stay still during the miniboss (actually @Jewelia ended up doing that because I couldn’t figure it out ), edit all of the seabunny animations because switching animations caused the seabunny to start floating , make the exit of the room higher so that the player can’t escape without actually finishing the miniboss , make the climbable vine sprite longer so the player can actually reach that exit when it’s time, fix issues in the player’s movement code (which have been there the whole time…😅), implement the quest system we made so that the game keeps track of when you’ve beaten the miniboss and when to play which cutscene, make the ending cutscene, make the world 1 end screen (which doesn’t work yet oops), uhhh But that didn’t take too long… So yeah we’re almost done with the seabunny miniboss! Anyway, I also added another short cutscene at the beginning of the game, began working on my secret room , and finally organized all of the game files into folders! (I also renamed my project folder… which created a new project in Hackatime… but I didn’t realize and thought I lost my hours and made it so that I could never get hours on Stardance ever again… but actually I just had to add the new Hackatime project to Stardance and I was just stupid and everything’s fine )"}, {"post_id": 26094, "ts": "2026-07-10T17:57:43Z", "hours": 7.7283, "text": "We’re continuing to tweak things and add the final additions to our game! Including: A room full of vines 🪴 A plant shop 🌷 A geyser shortcut that shoots the player up! 🌊 A gate that opens when you click on it 🖱️ And more!"}, {"post_id": 20415, "ts": "2026-07-02T00:36:24Z", "hours": 8.0689, "text": "I keep forgetting to post devlogs… We’ve been continuing to add more rooms, such as this long coral room. (Unfortunately, the tube coral sprites are a little broken right now and look like they are on the ceiling… ) Now there’s only 2 rooms left to add for world 1!! 🎉 🎉 We also worked on finishing up the sea bunny miniboss (still not working right now) and making cutscene animations like this one in the boba room ⬇️. They’re actually so silly and fun to make 😆 so you better watch the video (if you want to) As always, @kimeowsu made the art, and @Jewelia added plenty of new updates too!"}, {"post_id": 18476, "ts": "2026-06-29T17:15:26Z", "hours": 7.2158, "text": "Fish minigame ! 🐟 We created a minigame where you collect fish within a time limit to get coins! You have to be careful, though, because if you get too close, you can get hit by them. @Jewelia also started making a menu to show the controls and inventory. Additionally, we’re continuing to add new rooms and dialogue scenes!"}, {"post_id": 17352, "ts": "2026-06-28T03:07:24Z", "hours": 6.3483, "text": "New Rooms !! Sorry it’s been a while… @Jewelia , @kimeowsu , and I have been adding a lot of new rooms to the underwater section of the game, like this submarine workshop and this cave room! We also added screen transitions and a way to enter and exit buildings. Now, we are beginning to add in the dialogue! The first world of our game may be done very, very soon! (Maybe even soon enough for a free sticker? ) Until next time!"}, {"post_id": 12273, "ts": "2026-06-20T01:11:20Z", "hours": 5.1033, "text": "WORDS !! 🗣️ @Jewelia and I started making the dialogue system! The only issue is that the font is blurry. I thought I fixed it… but no… 😔 Maybe it will work better with a more pixelated font. 🤔 Actually I think half of the time I spent was just importing sprites 😅 @kimeowsu has been doing a ton of pixel art! 🔥🔥🔥We also added a big jellyfish! kimeowsu says it’s based on the Sea Nettle :0 Anyway sorry the video is so chaotic 👻😆"}, {"post_id": 10958, "ts": "2026-06-17T23:33:57Z", "hours": 3.5786, "text": "New Room!! 📦📦📦✨ @kimeowsu brought us some lovely art for this box room! There’s a big jellyfish at the top that hurts you if you go near… We also added a parallax effect, so the different layers of the background move at different speeds! (It’s most noticeable in the rocks at the top.) Don’t ask what the bomb does…"}, {"post_id": 6867, "ts": "2026-06-11T14:54:12Z", "hours": 1.5281, "text": "Flashlight system!! ✨ We added darkness and a flashlight system, which will be used in certain rooms of the game! (and the code for this worked first try?!? OK more like second try but still 🤯) Right now the flashlight can follow where your mouse pointer is! Also, @Jewelia did some magic and fixed the camera so it looks great now! 😄"}, {"post_id": 5969, "ts": "2026-06-10T00:25:20Z", "hours": 4.1497, "text": "WE HAVE ART!! 🥳 @kimeowsu helped make some amazing art for the game! Doesn’t it look great? Aside from that, @Jewelia and I added a health and hitbox system. She also added walls and floors. Now we need to adjust the camera because, well, the game isn’t fully on screen. 😅"}, {"post_id": 1621, "ts": "2026-06-03T19:12:23Z", "hours": 2.9072, "text": "I’m making an adventure game with an underwater area! 🌊🐟🦀🪸🐈🐳😄🆒😆👾‼️‼️Ok sorry for all the emojis 😔 Anyway I made a tube coral that pulls the player down when they swim above it! @Jewelia helped make it so that they turn on and off every two seconds using a timer! (Her hours are logged separately) It works now except for some reason the coral in the middle doesn’t want to cooperate!! It turns on at a different time then the others for some reason and doesn’t pull the player when it’s supposed to! IDK why this is happening they should all be the same Once we figure out how to fix that, the next step is to make it so that if you get pulled too close to the bottom, you take damage. and at some point add the art graphics!"}]...
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Title: Boba Cats! by @grassyd | Stardance
Devlogs Title: Boba Cats! by @grassyd | Stardance
Devlogs:
I’m making an adventure game with an underwater area! 🌊🐟🦀🪸🐈🐳😄🆒😆👾‼️‼️Ok sorry for all the emojis 😔 Anyway I made a tube coral that pulls the player down when they swim above it! @Jewelia helped make it so that they turn on and off every two seconds using a timer! (Her hours are logged separately) It works now except for some reason the coral in the middle doesn’t want to cooperate!! It turns on at a different time then the others for some reason and doesn’t pull the player when it’s supposed to! IDK why this is happening they should all be the same Once we figure out how to fix that, the next step is to make it so that if you get pulled too close to the bottom, you take damage. and at some point add the art graphics!
WE HAVE ART!! 🥳 @kimeowsu helped make some amazing art for the game! Doesn’t it look great? Aside from that, @Jewelia and I added a health and hitbox system. She also added walls and floors. Now we need to adjust the camera because, well, the game isn’t fully on screen. 😅
Flashlight system!! ✨ We added darkness and a flashlight system, which will be used in certain rooms of the game! (and the code for this worked first try?!? OK more like second try but still 🤯) Right now the flashlight can follow where your mouse pointer is! Also, @Jewelia did some magic and fixed the camera so it looks great now! 😄
New Room!! 📦📦📦✨ @kimeowsu brought us some lovely art for this box room! There’s a big jellyfish at the top that hurts you if you go near… We also added a parallax effect, so the different layers of the background move at different speeds! (It’s most noticeable in the rocks at the top.) Don’t ask what the bomb does…
WORDS !! 🗣️ @Jewelia and I started making the dialogue system! The only issue is that the font is blurry. I thought I fixed it… but no… 😔 Maybe it will work better with a more pixelated font. 🤔 Actually I think half of the time I spent was just importing sprites 😅 @kimeowsu has been doing a ton of pixel art! 🔥🔥🔥We also added a big jellyfish! kimeowsu says it’s based on the Sea Nettle :0 Anyway sorry the video is so chaotic 👻😆
New Rooms !! Sorry it’s been a while… @Jewelia , @kimeowsu , and I have been adding a lot of new rooms to the underwater section of the game, like this submarine workshop and this cave room! We also added screen transitions and a way to enter and exit buildings. Now, we are beginning to add in the dialogue! The first world of our game may be done very, very soon! (Maybe even soon enough for a free sticker? ) Until next time!
Fish minigame ! 🐟 We created a minigame where you collect fish within a time limit to get coins! You have to be careful, though, because if you get too close, you can get hit by them. @Jewelia also started making a menu to show the controls and inventory. Additionally, we’re continuing to add new rooms and dialogue scenes!
I keep forgetting to post devlogs… We’ve been continuing to add more rooms, such as this long coral room. (Unfortunately, the tube coral sprites are a little broken right now and look like they are on the ceiling… ) Now there’s only 2 rooms left to add for world 1!! 🎉 🎉 We also worked on finishing up the sea bunny miniboss (still not working right now) and making cutscene animations like this one in the boba room ⬇️. They’re actually so silly and fun to make 😆 so you better watch the video (if you want to) As always, @kimeowsu made the art, and @Jewelia added plenty of new updates too!
We’re continuing to tweak things and add the final additions to our game! Including: A room full of vines 🪴 A plant shop 🌷 A geyser shortcut that shoots the player up! 🌊 A gate that opens when you click on it 🖱️ And more!
Almost done with the seabunny miniboss!! but then I realized I had to fix the camera movement to stay still during the miniboss (actually @Jewelia ended up doing that because I couldn’t figure it out ), edit all of the seabunny animations because switching animations caused the seabunny to start floating , make the exit of the room higher so that the player can’t escape without actually finishing the miniboss , make the climbable vine sprite longer so the player can actually reach that exit when it’s time, fix issues in the player’s movement code (which have been there the whole time…😅), implement the quest system we made so that the game keeps track of when you’ve beaten the miniboss and when to play which cutscene, make the ending cutscene, make the world 1 end screen (which doesn’t work yet oops), uhhh But that didn’t take too long… So yeah we’re almost done with the seabunny miniboss! Anyway, I also added another short cutscene at the beginning of the game, began working on my secret room , and finally organized all of the game files into folders! (I also renamed my project folder… which created a new project in Hackatime… but I didn’t realize and thought I lost my hours and made it so that I could never get hours on Stardance ever again… but actually I just had to add the new Hackatime project to Stardance and I was just stupid and everything’s fine )
Game Update #I didn’t count! I finished my secret room! (but you don’t get to see it here because it’s secret… 😼) Coded the plant shop with @Jewelia ! Finally finished the seabunny miniboss with some animation tweaks! Fixed an issue where pressing enter to finish a dialogue would restart the dialogue, trapping you in an infinite loop… 😵💫 Added the title screen + opening (created by @kimeowsu !)
You can go backwards now… ( !) [Game update] I added stuff like this conveniently left behind ladder so you can actually go back to the previous rooms after finishing the seabunny miniboss I finished the last cutscene in the area! @kimeowsu helped add some more decorative vines in some of the areas I made collectable coins! You can’t see your number of coins collected yet so you’re just gonna have to trust me they’re getting collected
spinny item animation thing! [Game update] I made this animation that plays whenever you get an item! Some other small additions: 🦪 Pearls are new! They will be hidden in a couple places and will be able to be gifted to the townspeople in exchange for stories ✨ Added sparkles to the miniboss arena to better show where to go 🪸 Tube coral now teleport you back to the beginning of the room if you get hit 🗃️ Organized scene files into folders Since this project has gotten more attention recently, thank you for the support!!!! @Jewelia and I hope to have a ship ready soon…
Sound Effects!! 🔊 [Game update] Our game has sound effects now! @kimeowsu actually got sound effects from the website aidn.jp/dotvoice by daniwell ! The sound effects are quite minimal so it sounds quite empty for now… we will have original music eventually from a friend , but good things take time 😋 I also fixed some bugs (mostly ones I caused myself 😅) and added a quit button (as cool as Boba Cats! is, I don’t think anyone wants to play it forever and ever and ever) As @Jewelia said in her post, we are hoping to ship this week!! World 1 will be completely playable!! 🎉🥳🎊 In the future, we may have another ship just to include the music and any fixes and extra touches Thanks for reading!! :D
Playtesting!! EDIT: the ship is shipping!! It is currently pending review!! It may take a few days to show up because I forgot you have to get it reviewed!! 😅😅😅🆒 _ @kimeowsu spent some time playtesting our game! She’s quite good at finding issues 😅 As per usual, the seabunny had a lot of issues >:/ …but they should be fixed now! _ Some of the stuff we fixed include: ⛸️ Player doesn’t slide away during a conversation anymore Seabunny no longer freezes the game ➡️⬅️ Seabunny no longer occasionally moves backwards Player is no longer able to collect the same coin over and over again 🖼️ Visual fixes (ex. one of the cats no longer has only half of a helmet) 🌟 And many more miscellaneous tweaks! I know I said that we would ship earlier… but I think this time we are actually going to ship in the next 24 hours… for real… probably… 🎉 🥳 🎈 🆒
Hello hello! Thank you so much for all the support and feedback on our game!! It really means a lot! And huge thank you Stardance team for the Super Star!!?! 🤯🤯🤯 I’m so grateful for this program, it’s been awesome 💖 Sorry it’s been a while since the last update… 😔 (though if you’ve never seen me before I guess you wouldn’t know lol…) We took quite a break now that we’re all starting school and are busy with other things too . However, we still hope to do one more ship with a more complete version of this world of the game! So what is next? 🎵 Music!! - This is probably the biggest thing we’ve been wanting to add, so music is in the works! We are also thinking of adding more sound effects and improving the sound design overall! 🎮 Gameplay improvements - We are working to tweak some things based on our ideas and the wonderful feedback we gotten! For example, some parts are kind of confusing to navigate at the moment 😅, so we hope to make it more clear! 🌐 Web version? - We’ve been wanting to make the game playable on the web! I’m not sure how possible this is since Godot 4 does not officially support exporting C# projects to web yet… but we’ll see what we can do! 👍 And whatever other miscellaneous additions we decide to add! Thanks for reading!! (p.s. I finally put a linux version of the demo on the game’s itch.io page sorry it took so long 😭)
the end of stardance! This has been such a fun and amazing program!! Unfortunately, things didn’t work out and we were not able to get custom music in in time 😔 (so sorry hopefully it will be added in the future!) Still, I’m happy with what we did :> We still plan to add to Boba Cats in the future! …maybe world 2 next year or so? 🤔😼 We’ll also participate in other Hack Club programs (like jame gam )! But anyway, thank you to the amazing stardance team and everyone like us who participated in the program, and bye for now I suppose (ˊuˋ )/
Ships:
Check out @Jewelia ’s version of the project here: https://stardance.hackclub.com/projects/1894 Boba Cats! is a 2D adventure platformer game about, well, boba and cats! It was made with @Jewelia and @kimeowsu ! The first world of the game is fully playable! Music and extra touches will be added in the future! You can play the game on the itch app for Windows, Mac, or Linux, or you can directly download the game for Windows! (This is a collaborative project! @Jewelia ’s project links to the same thing; it’s up to you if you want to rate hers or mine or both)...
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1793616759.8607392
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1793703159.8607392
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33712
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FlashDash by @aquafr0stbyte | Stardance
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aquafr0stbyte
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1
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13.42
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132
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T16:43:11Z", "hours": 13.0, "multiplier": 9.91, "payout": 132, "blessing": "neutral", "text": "FlashDash is finally Done! FlashDash is a WebUI for Aria2c whats aria2c? Its a download manager for a remote server for the command line… And well i didnt really liked the way u had to use it remember alot of hotkeys so i build a WebUI for it! U can do all Fetures needed for a download Manager! Downloading stuff obviusly Parralel Downloading Spliting a download into multiple Stopping and Resuming single downloads Repositorys that are like bookmarks but cooler! Custom designes u can pick!! All of this works on one device if u dont like to download all ur Linux ISOs via a browser or for an Server so i can download all my stuff while i Sleep! Sadly this means i cant just have an open Demo to the public :( There is just no way i can let strangers use a download manager on my server x33 U can try it urself tho! I made instructions on how to use it and I tryed it again clean on my own system. For setting it up as a service u can just run the setup.sh file! Hope u have fun downloading with FLashDash!", "repo": "https://github.com/AquaFrostByte/FlashDash", "demo": "https://github.com/AquaFrostByte/FlashDash/releases/tag/Main"}]...
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[{"post_id": 61749, "ts": "202 [{"post_id": 61749, "ts": "2026-09-04T20:05:17Z", "hours": 0.4208, "text": "I made an Install script that does pretty much everything for the user! The only thing the user has to do is to have the Programs installed: git python3 aria2 / aria2c (depends on the distro what the name is) I have also test it now on fedora, arch and debian!"}, {"post_id": 44671, "ts": "2026-08-10T16:17:39Z", "hours": 2.0817, "text": "Added the repositorys tab!! this is the final main feature! SO its done!!! also added a setup script ;3"}, {"post_id": 43952, "ts": "2026-08-09T12:27:07Z", "hours": 1.5467, "text": "NEW UPDATE I added 2 New big Features!! Now single downloades can be stopped or resumed Now downloads can be split aka downloaded in Parralel by 8 and 16 :3"}, {"post_id": 40265, "ts": "2026-08-03T17:59:32Z", "hours": 2.0167, "text": "I genuenly forgot what i did at the start becuase i didnt work on it for a week so 30 min are just undocumented :C The rest tho is pretty cool!!I finally found a (sadly simple) fix to the background issue with white and dark mode! Also added a button to Pause and Resume downloads!!"}, {"post_id": 30676, "ts": "2026-07-18T13:28:42Z", "hours": 2.5656, "text": "#Big update!! I worked for a bit and now u can pick the Dir where the file should be saved which is a nessassity. Also started working on the settings page: Now its possible to change the collors and set a default download dir!!! (Light mode is also avalible) as u can see not quite done yet but it will be in the next update"}, {"post_id": 28544, "ts": "2026-07-14T21:17:07Z", "hours": 2.4725, "text": "Download Status added. I added a button to clear all commpleted, faild or missing.Also some Css got done, fixed a bug with the background"}, {"post_id": 27960, "ts": "2026-07-13T22:12:28Z", "hours": 1.5789, "text": "I did some of the ui work and did the basic Download functions using aria2c and aria2p"}, {"post_id": 26646, "ts": "2026-07-11T16:11:47Z", "hours": 1.0889, "text": "Starting working on FLashDash! Set up the project and made the readME becuase i didnt feel like programming that much But atleast i still had some styling from an old project so the bones are there now :D"}]...
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Title: FlashDash by @aquafr0stbyte | Stardance
De Title: FlashDash by @aquafr0stbyte | Stardance
Devlogs:
Starting working on FLashDash! Set up the project and made the readME becuase i didnt feel like programming that much But atleast i still had some styling from an old project so the bones are there now :D
I did some of the ui work and did the basic Download functions using aria2c and aria2p
Download Status added. I added a button to clear all commpleted, faild or missing.Also some Css got done, fixed a bug with the background
#Big update!! I worked for a bit and now u can pick the Dir where the file should be saved which is a nessassity. Also started working on the settings page: Now its possible to change the collors and set a default download dir!!! (Light mode is also avalible) as u can see not quite done yet but it will be in the next update
I genuenly forgot what i did at the start becuase i didnt work on it for a week so 30 min are just undocumented :C The rest tho is pretty cool!!I finally found a (sadly simple) fix to the background issue with white and dark mode! Also added a button to Pause and Resume downloads!!
NEW UPDATE I added 2 New big Features!! Now single downloades can be stopped or resumed Now downloads can be split aka downloaded in Parralel by 8 and 16 :3
Added the repositorys tab!! this is the final main feature! SO its done!!! also added a setup script ;3
I made an Install script that does pretty much everything for the user! The only thing the user has to do is to have the Programs installed: git python3 aria2 / aria2c (depends on the distro what the name is) I have also test it now on fedora, arch and debian!
Ships:
FlashDash is finally Done! FlashDash is a WebUI for Aria2c whats aria2c? Its a download manager for a remote server for the command line… And well i didnt really liked the way u had to use it remember alot of hotkeys so i build a WebUI for it! U can do all Fetures needed for a download Manager! Downloading stuff obviusly Parralel Downloading Spliting a download into multiple Stopping and Resuming single downloads Repositorys that are like bookmarks but cooler! Custom designes u can pick!! All of this works on one device if u dont like to download all ur Linux ISOs via a browser or for an Server so i can download all my stuff while i Sleep! Sadly this means i cant just have an open Demo to the public :( There is just no way i can let strangers use a download manager on my server x33 U can try it urself tho! I made instructions on how to use it and I tryed it again clean on my own system. For setting it up as a service u can just run the setup.sh file! Hope u have fun downloading with FLashDash!...
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1793616761.256462
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1793703161.256462
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37310
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My first slack bot! by @rupparna | Stardance
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rupparna
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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": "2026-07-20T18:20:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I completed my first mission from the Stardance Challange: Making my first Slack bot! It was confusing at first, but i learnt through the process. Debugging was the hardest part of the project, but atlast i was able to fix it all! Had an amazing time making this project!!!", "repo": "https://github.com/rupparna/RooLi", "demo": "https://hackclub.enterprise.slack.com/archives/C0BJNEZH30E"}]...
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[{"post_id": 31335, "ts": "202 [{"post_id": 31335, "ts": "2026-07-19T17:19:50Z", "hours": 0.255, "text": "soo finished making the commands.. now waiting for my nest account to get approved"}]...
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Title: My first slack bot! by @rupparna | Stardanc Title: My first slack bot! by @rupparna | Stardance
Devlogs:
soo finished making the commands.. now waiting for my nest account to get approved
Ships:
I completed my first mission from the Stardance Challange: Making my first Slack bot! It was confusing at first, but i learnt through the process. Debugging was the hardest part of the project, but atlast i was able to fix it all! Had an amazing time making this project!!!...
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1793616762.430334
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1793703162.430334
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30266
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My first slack bot! by @NEBULA_X | Stardance
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NEBULA_X
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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": "2026-08-01T18:02:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a slack bot I made called langusteen, a quirky bot based off a real life crustacean (The Langoustine). The most challenging part of this would probably be getting the image API to work and render successfully. Im very proud of the project as a whole but especially the images, which I still think are very cool. Its also a project I made without relying on excessive external help so… Im pretty proud of that too. Check out the readme for how to use the bot!", "repo": "https://github.com/IsraelAdedeji/Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BMEKXRDDF"}]...
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[{"post_id": 38826, "ts": "202 [{"post_id": 38826, "ts": "2026-08-01T12:01:32Z", "hours": 2.5342, "text": "Alright, Ive finally completed the bot (version 1 atleast). Ive added 3 unique commands to the base tutorial bot. /langusteen-fact, /langusteen-mood, and /langusteen-pic. The names are pretty self explanatory, the first brings up a random crustacean fact, the second acts as a sort of mood indicator for what the bot is feeling, and since it ISSS based on a crustacean, i made the moods sound like a real langoustine trying to talk to youuu!! I learned how to create and import arrays from other files into my project code, since thats what i used to create those two features. The last command, brings up a random crustacean image. I used the pexels API for this but quickly encountered a problem, it kept spamming the same few images. Thats when i thought, what if i designed an array of search terms just like the first two commands, that way, the images are much more diverse, and it worked. Although the exact search term had to be modified multiple times before i found something that would actually give me nice images. There was this other issue i ran into where the command only gave me the links to the images instead of the actual image. After a bit of digging, I discovered how to use an image block, which ensures that the image actually gets rendered in slack instead of just spitting out a link. I also edited the help function to appropriately list the available commands on the bot. I tested the commands in order in the image below. The pic command is definately my favourite. Just looking at all the cool pics is pretty fun, and knowing i made it makes it feel even better :D."}, {"post_id": 34726, "ts": "2026-07-25T17:59:55Z", "hours": 0.6947, "text": "Hiii. Just started stardance and decided to go with the slack bot mission. I named my bot Langusteen, why? I dont know either ;), It was honestly a spelling mistake, but I decided to keep it since I thought it would be funny to add a description that makes people know it kept the name intentionally. Following the tutorial was pretty straightforward but thats not the point here. There was this minor problem I encountered where my commands didnt work in slack, i wondered about it for a while, then realized i had forgotten to declare the commands back in the slack API dashboard, silly mistake. After I got comfortable with the tutorial, I started to mess around just a little. I changed the ping commands response, and since my bot ISSS based on a crustacean, I made it respond with “Im gonna pinch you!”. I also changed the error messages too but thats a secret unless you try it (wink), although it shouldnt throw any errors though. Im going to add other custom commands too. Im thinking maybe langoustine (correct spelling btw) and crustacean facts and other useful stuff too. Stay tuneddddd!!! or ill have my little friend crawl into your socks at night (not really, I hope…)"}]...
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Title: My first slack bot! by @NEBULA_X | Stardanc Title: My first slack bot! by @NEBULA_X | Stardance
Devlogs:
Hiii. Just started stardance and decided to go with the slack bot mission. I named my bot Langusteen, why? I dont know either ;), It was honestly a spelling mistake, but I decided to keep it since I thought it would be funny to add a description that makes people know it kept the name intentionally. Following the tutorial was pretty straightforward but thats not the point here. There was this minor problem I encountered where my commands didnt work in slack, i wondered about it for a while, then realized i had forgotten to declare the commands back in the slack API dashboard, silly mistake. After I got comfortable with the tutorial, I started to mess around just a little. I changed the ping commands response, and since my bot ISSS based on a crustacean, I made it respond with “Im gonna pinch you!”. I also changed the error messages too but thats a secret unless you try it (wink), although it shouldnt throw any errors though. Im going to add other custom commands too. Im thinking maybe langoustine (correct spelling btw) and crustacean facts and other useful stuff too. Stay tuneddddd!!! or ill have my little friend crawl into your socks at night (not really, I hope…)
Alright, Ive finally completed the bot (version 1 atleast). Ive added 3 unique commands to the base tutorial bot. /langusteen-fact, /langusteen-mood, and /langusteen-pic. The names are pretty self explanatory, the first brings up a random crustacean fact, the second acts as a sort of mood indicator for what the bot is feeling, and since it ISSS based on a crustacean, i made the moods sound like a real langoustine trying to talk to youuu!! I learned how to create and import arrays from other files into my project code, since thats what i used to create those two features. The last command, brings up a random crustacean image. I used the pexels API for this but quickly encountered a problem, it kept spamming the same few images. Thats when i thought, what if i designed an array of search terms just like the first two commands, that way, the images are much more diverse, and it worked. Although the exact search term had to be modified multiple times before i found something that would actually give me nice images. There was this other issue i ran into where the command only gave me the links to the images instead of the actual image. After a bit of digging, I discovered how to use an image block, which ensures that the image actually gets rendered in slack instead of just spitting out a link. I also edited the help function to appropriately list the available commands on the bot. I tested the commands in order in the image below. The pic command is definately my favourite. Just looking at all the cool pics is pretty fun, and knowing i made it makes it feel even better :D.
Ships:
This is a slack bot I made called langusteen, a quirky bot based off a real life crustacean (The Langoustine). The most challenging part of this would probably be getting the image API to work and render successfully. Im very proud of the project as a whole but especially the images, which I still think are very cool. Its also a project I made without relying on excessive external help so… Im pretty proud of that too. Check out the readme for how to use the bot!...
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1793616763.586657
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1793703163.586657
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37148
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sassy the bot by @ejr | Stardance
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ejr
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1
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2.38
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T13:48:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that goes by Sassy. A bot with some personality (but only when you ping it). The ONE challenge I found that took me, brace yourself… 2 Whole weeks to diagnose😔 I know I know but it was related to the Bolt app not connected EVEN AFTER enabling socket mode. I’m so glad I’m done with it and I’m happy that I learnt something new that I would’ve never learnt from a tutorial.", "repo": "https://github.com/realejr/Sassy", "demo": "https://hackclub.enterprise.slack.com/archives/C0BSFQN5BRS"}]...
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[{"post_id": 55755, "ts": "202 [{"post_id": 55755, "ts": "2026-08-27T18:55:24Z", "hours": 0.3797, "text": "Was notified of a timeout error when the joke and cat fact command was entered by the user and I didn’t realize that it was still running in vs code as well as nest🤦♂️🤦♂️ , anyways I’m happy I managed to fix it."}, {"post_id": 53761, "ts": "2026-08-24T13:19:45Z", "hours": 0.5769, "text": "It’s finally done!!! Sassy the bot!"}, {"post_id": 53141, "ts": "2026-08-23T16:02:30Z", "hours": 0.4136, "text": "Devlog #3 Alr I’m Back to working on this bot😔😔Last time it kept giving me a socket mode error so I hope it works now!"}, {"post_id": 39508, "ts": "2026-08-02T14:41:22Z", "hours": 0.4014, "text": "Devlog #2 Someone help, anyone I don’t know what the issue could be"}, {"post_id": 39488, "ts": "2026-08-02T13:54:43Z", "hours": 0.28, "text": "Devlog #1 !!!! I just changed the reply that the bot gives, nothing major."}]...
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Title: sassy the bot by @ejr | Stardance
Devlogs: Title: sassy the bot by @ejr | Stardance
Devlogs:
Devlog #1 !!!! I just changed the reply that the bot gives, nothing major.
Devlog #2 Someone help, anyone I don’t know what the issue could be
Devlog #3 Alr I’m Back to working on this bot😔😔Last time it kept giving me a socket mode error so I hope it works now!
It’s finally done!!! Sassy the bot!
Was notified of a timeout error when the joke and cat fact command was entered by the user and I didn’t realize that it was still running in vs code as well as nest🤦♂️🤦♂️ , anyways I’m happy I managed to fix it.
Ships:
I made a slack bot that goes by Sassy. A bot with some personality (but only when you ping it). The ONE challenge I found that took me, brace yourself… 2 Whole weeks to diagnose😔 I know I know but it was related to the Bolt app not connected EVEN AFTER enabling socket mode. I’m so glad I’m done with it and I’m happy that I learnt something new that I would’ve never learnt from a tutorial....
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1793616764.7961278
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1793703164.7961278
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11267
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lift by @fabianbuthere | Stardance
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fabianbuthere
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T13:07:44Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple CLI-tool to share data quickly, without needing to trust external servers with your data. I spend lots of time transferring video and audio files from my main PC to my or to my audio workstation PC. This meant uploading my file to some drive, just so I can download it again. And doing that on 20Mbit/s is less than great. After recently having learnt Rust’s async and networking functionalities, I thought, why not make a tool for that? So I wrote lift, which allows me to send files between my devices at atleast twice the speed of using a drive, because the files are never uploaded to anywhere. It’s also more secure, because you don’t have to trust Google, Microsoft, Dropbox, Limewire or anyone else with your files. It also makes your files accessible even from outside your network using your generated link with bore. But, if having an external server potentially knowing the route to your file already seems too sketchy for you, you can just configure another bore server. If you just need to share files within your own network you can use local mode, which will make the file accessible only on your LAN, stripping the need for a bore server. If you want to be 1000% sure, you can also encrypt the file using your own or a randomly generated passphrase, which the receiving device can decrypt with the age CLI utility.", "repo": "https://github.com/Fabian2611/lift", "demo": "https://crates.io/crates/lifter"}]...
|
[{"post_id": 27652, "ts": "202 [{"post_id": 27652, "ts": "2026-07-13T12:45:49Z", "hours": 1.3117, "text": "Implemented local and encrypted modes, ready for v1.4.0 which will be shipped! Lift can now: encrypt files using a custom or random passphrase using age open files only for access on the local network, if no outside communication is needed (also stripping the need for an external bore server)"}, {"post_id": 5056, "ts": "2026-06-08T18:37:36Z", "hours": 2.5522, "text": "v1.3.0 just shipped! I switched from warp to axum to use async streams, which ensure that the TCP stream is held until the download is finished - which enables sharing of bigger files, even on slow internet connections. I’m really proud of the small methods for optimisation I could find - and that I managed to build without a single clippy-all warning! The next step is encryption, to ward against man-in-the-middle attacks - although it’s already really difficult to get a hold of any data transmitted over lift. Install it now via cargo install lifter :3"}]...
|
Title: lift by @fabianbuthere | Stardance
Devlogs Title: lift by @fabianbuthere | Stardance
Devlogs:
v1.3.0 just shipped! I switched from warp to axum to use async streams, which ensure that the TCP stream is held until the download is finished - which enables sharing of bigger files, even on slow internet connections. I’m really proud of the small methods for optimisation I could find - and that I managed to build without a single clippy-all warning! The next step is encryption, to ward against man-in-the-middle attacks - although it’s already really difficult to get a hold of any data transmitted over lift. Install it now via cargo install lifter :3
Implemented local and encrypted modes, ready for v1.4.0 which will be shipped! Lift can now: encrypt files using a custom or random passphrase using age open files only for access on the local network, if no outside communication is needed (also stripping the need for an external bore server)
Ships:
A simple CLI-tool to share data quickly, without needing to trust external servers with your data. I spend lots of time transferring video and audio files from my main PC to my or to my audio workstation PC. This meant uploading my file to some drive, just so I can download it again. And doing that on 20Mbit/s is less than great. After recently having learnt Rust’s async and networking functionalities, I thought, why not make a tool for that? So I wrote lift, which allows me to send files between my devices at atleast twice the speed of using a drive, because the files are never uploaded to anywhere. It’s also more secure, because you don’t have to trust Google, Microsoft, Dropbox, Limewire or anyone else with your files. It also makes your files accessible even from outside your network using your generated link with bore. But, if having an external server potentially knowing the route to your file already seems too sketchy for you, you can just configure another bore server. If you just need to share files within your own network you can use local mode, which will make the file accessible only on your LAN, stripping the need for a bore server. If you want to be 1000% sure, you can also encrypt the file using your own or a randomly generated passphrase, which the receiving device can decrypt with the age CLI utility....
|
1793616766.0347693
|
1793703166.0347693
|
|
37473
|
My own site! by @Cool_Cat3275 | Stardance
|
Cool_Cat3275
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T00:06:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that displays a little description of me and gives links to my projects. It was somewhat difficult because I have not done HTML in a while it took some time to warm up. All that is needed to test it is to click the demo link or go to wyattmckenzie.com", "repo": "https://github.com/CoolCat3275/Website", "demo": "https://wyattmckenzie.com"}]...
|
[{"post_id": 33242, "ts": "202 [{"post_id": 33242, "ts": "2026-07-23T00:03:31Z", "hours": 0.2689, "text": "Ok, I think that is good, I added more to my description."}, {"post_id": 33240, "ts": "2026-07-22T23:42:08Z", "hours": 1.0667, "text": "I finished the first draft of it. I think it is really close to done."}]...
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Title: My own site! by @Cool_Cat3275 | Stardance
Title: My own site! by @Cool_Cat3275 | Stardance
Devlogs:
I finished the first draft of it. I think it is really close to done.
Ok, I think that is good, I added more to my description.
Ships:
I made a website that displays a little description of me and gives links to my projects. It was somewhat difficult because I have not done HTML in a while it took some time to warm up. All that is needed to test it is to click the demo link or go to wyattmckenzie.com...
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1793616767.2197669
|
1793703167.2197669
|
|
55394
|
Nexus by @darshyadav | Stardance
|
darshyadav
|
1
|
2.03
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T17:06:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Agentic os , most challenging part was fixing the bugs and they should double click on each tab so that they could use", "repo": "https://github.com/DarshPro07/WEB-OS-", "demo": "https://web-os-ten-red.vercel.app/"}]...
|
[{"post_id": 57955, "ts": "202 [{"post_id": 57955, "ts": "2026-08-30T09:08:14Z", "hours": 1.0303, "text": "I Added a new feature. It lets us change wallpapers, choose a theme, and open certain websites, including YouTube. It can also audit and check itself. Various settings and color‑grading options are available."}, {"post_id": 56737, "ts": "2026-08-28T16:46:51Z", "hours": 1.0628, "text": "Agentic Web Os"}]...
|
Title: Nexus by @darshyadav | Stardance
Devlogs:
Title: Nexus by @darshyadav | Stardance
Devlogs:
Agentic Web Os
I Added a new feature. It lets us change wallpapers, choose a theme, and open certain websites, including YouTube. It can also audit and check itself. Various settings and color‑grading options are available.
Ships:
I made a Agentic os , most challenging part was fixing the bugs and they should double click on each tab so that they could use...
|
1793616769.6992471
|
1793703169.6992471
|
|
56165
|
SlackBot by @justnorbert | Stardance
|
justnorbert
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T19:18:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I created a bot that tells facts about cats and dogs. It also provides a random fact and a random joke. I admit, I struggled a bit with finding APIs and initiating them into the bot code. Ultimately, however, after writing the first working command, the JavaScript proved easy to understand, so it wasn’t too difficult to write more commands that involved things like retrieving data from the API.", "repo": "https://github.com/Norbertkkl/norbertbot-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 58152, "ts": "202 [{"post_id": 58152, "ts": "2026-08-30T14:43:55Z", "hours": 0.9689, "text": "Hi! I’ve written a few simple commands, now it’s time to upload and prepare the README.md file :D"}]...
|
Title: SlackBot by @justnorbert | Stardance
Devlo Title: SlackBot by @justnorbert | Stardance
Devlogs:
Hi! I’ve written a few simple commands, now it’s time to upload and prepare the README.md file :D
Ships:
Hi! I created a bot that tells facts about cats and dogs. It also provides a random fact and a random joke. I admit, I struggled a bit with finding APIs and initiating them into the bot code. Ultimately, however, after writing the first working command, the JavaScript proved easy to understand, so it wasn’t too difficult to write more commands that involved things like retrieving data from the API....
|
1793616771.4678142
|
1793703171.4678142
|
|
4283
|
My first slack bot! by @divya | Stardance
|
divya
|
1
|
5.15
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T10:41:47Z", "hours": 1.0, "multiplier": 2.0, "payout": 2, "blessing": "neutral", "text": "🚀 What I Made: I built a bot packed with utility and entertainment features, including: /dsb-help: A comprehensive, dynamic help menu. /dsb-weather : Live weather checker using wttr.in. /dsb-joker & /dsb-dadjoke: Funny and random jokes. /dsb-trivia: Dynamic trivia questions with spoiler-tag answers. /dsb-urban : Real-time slang lookups via Urban Dictionary. /dsb-catfact, /dsb-qotd, /dsb-ping, and /dsb-hello. 🧠 What Was Challenging: Configuring the bot to use Slack’s Socket Mode cleanly. Overcoming deployment validations and setting up the bot to run 24/7 on a Nest Linux container using systemd, which was a great learning curve for managing services. Debugging package.json entry points and asynchronous javascript callbacks. ✨ What I’m Proud Of: I’m incredibly proud of building way more than the required 3 commands, ensuring everything was fully modular, and getting the bot completely deployed in a 24/7 environment so my laptop doesn’t need to be open for it to respond! 👉 How to Test: Add the bot to a channel and try running commands like /dsb-help, /dsb-weather, or /dsb-trivia!", "repo": "https://github.com/divyagunda54-del/stardance_demo", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8B8SR86A"}]...
|
[{"post_id": 2281, "ts": "2026 [{"post_id": 2281, "ts": "2026-06-04T17:57:13Z", "hours": 1.8531, "text": "Finally got the site and bot completely stable! I added an offline fallback simulation to the frontend, so if the backend is down or the site is loaded statically (like on Cloudflare/Netlify), the ‘Try It Live’ demo won’t crash with 404s anymore—it gracefully switches to mock responses. On the backend, I fixed rate-limiting crashes on /dsb-trivia by setting up fail-safes so it falls back to local questions if the external APIs act up. I also restored the missing Slack command registrations and cleaned up the package.json dependencies so everything compiles perfectly on production hosts like Railway"}, {"post_id": 819, "ts": "2026-06-02T14:36:06Z", "hours": 1.0628, "text": "messed up the project i accidentally upated the git hub repo of other project to already running projetc i am trying to fix this"}, {"post_id": 777, "ts": "2026-06-02T13:14:56Z", "hours": 1.2361, "text": "i added some some advanced command it did not work a while due to some error finally fixed and patched it up"}, {"post_id": 729, "ts": "2026-06-02T10:16:29Z", "hours": 0.4361, "text": "i finally got all the commands together and after waiting long time nest server got approved the slack bot has been deployed 24/7 i tried switching tabs to make this thing work learned a hell lot of things"}, {"post_id": 709, "ts": "2026-06-02T09:13:23Z", "hours": 0.7153, "text": "iam new here , so i tried to learn something beginner and created a slack.fm app using the guide currently iam trying to decide what to do next do some creative imagination to real world application"}]...
|
Title: My first slack bot! by @divya | Stardance
Title: My first slack bot! by @divya | Stardance
Devlogs:
iam new here , so i tried to learn something beginner and created a slack.fm app using the guide currently iam trying to decide what to do next do some creative imagination to real world application
i finally got all the commands together and after waiting long time nest server got approved the slack bot has been deployed 24/7 i tried switching tabs to make this thing work learned a hell lot of things
i added some some advanced command it did not work a while due to some error finally fixed and patched it up
messed up the project i accidentally upated the git hub repo of other project to already running projetc i am trying to fix this
Finally got the site and bot completely stable! I added an offline fallback simulation to the frontend, so if the backend is down or the site is loaded statically (like on Cloudflare/Netlify), the ‘Try It Live’ demo won’t crash with 404s anymore—it gracefully switches to mock responses. On the backend, I fixed rate-limiting crashes on /dsb-trivia by setting up fail-safes so it falls back to local questions if the external APIs act up. I also restored the missing Slack command registrations and cleaned up the package.json dependencies so everything compiles perfectly on production hosts like Railway
Ships:
🚀 What I Made: I built a bot packed with utility and entertainment features, including: /dsb-help: A comprehensive, dynamic help menu. /dsb-weather : Live weather checker using wttr.in. /dsb-joker & /dsb-dadjoke: Funny and random jokes. /dsb-trivia: Dynamic trivia questions with spoiler-tag answers. /dsb-urban : Real-time slang lookups via Urban Dictionary. /dsb-catfact, /dsb-qotd, /dsb-ping, and /dsb-hello. 🧠 What Was Challenging: Configuring the bot to use Slack’s Socket Mode cleanly. Overcoming deployment validations and setting up the bot to run 24/7 on a Nest Linux container using systemd, which was a great learning curve for managing services. Debugging package.json entry points and asynchronous javascript callbacks. ✨ What I’m Proud Of: I’m incredibly proud of building way more than the required 3 commands, ensuring everything was fully modular, and getting the bot completely deployed in a 24/7 environment so my laptop doesn’t need to be open for it to respond! 👉 How to Test: Add the bot to a channel and try running commands like /dsb-help, /dsb-weather, or /dsb-trivia!...
|
1793616772.7502406
|
1793703172.7502406
|
|
23455
|
KingOS 95 by @Wirenux | Stardance
|
Wirenux
|
2
|
31.0
|
405
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T16:51:29Z", "hours": 10.0, "multiplier": 15.75, "payout": 163, "blessing": "neutral", "text": "KingOS 95 The C&A certified 32-bit workstation built for trapped souls ⎛⎝( ` ᢍ ´ )⎠⎞ᵐᵘʰᵃʰᵃ What did you make? For my second ship, I’ve massively expanded KingOS 95! If you missed the first one, it’s a web-based OS built entirely with vanilla HTML, CSS, and JS, inspired by Windows 95 and the lore of The Amazing Digital Circus (I recommend you to go see the 1st Ship). In this update, I’ve mainly add customization option. Here is what’s new: AMI-Like BIOS & Boot Sequence: The OS now actually “boots up.” You can interrupt the startup to enter a fully functional, keyboard-navigated BIOS screen before loading the desktop. Control Panel & Settings App: A centralized hub to manage the OS. Wallpaper: Added a Display Properties menu with hand-redrawn, classic tiled wallpapers (16x16, 32x32, etc.) and a live, perfectly scaled preview window. Accessibility (CRT Toggle): The CRT shader looks really good, but I added a global setting to turn it off so people with photosensitivity or eye strain can still play around safely. UI Polish: I’ve added new tools bar to the File Explorer and the CaineApp terminal. What was challenging? Without a heavy framework like React or Vue, global state management is hard ! When a user toggles the CRT effect or changes the wallpaper, that state needs to instantly update across the entire DOM and persist correctly. Also, building the live-preview monitor inside the Display Properties getting those tiny 16x16 pixel patterns to scale and tile exactly how they will look on the massive desktop required a lot of tricky CSS and JavaScript math. What are you proud of? I’m incredibly proud of the accessibility and the “feel” of the OS. Adding the CRT toggle means more people can explore the project comfortably. But mostly, I’m proud that I managed to add an entire BIOS environment and a global settings architecture while keeping the codebase 100% vanilla and very fast. What should people know so they can test your project? To fully test the workstation, use the official Digital Circus credentials to unlock the computer: Username: kinger Password: queenie123 (or leave it empty!) Things to try: Classic Scenario : Go to My Computer -> Characters -> AI -> CAINE, then spam your keys or Enter to trigger the animation loop! Open the Settings app from the Start Menu to change your wallpaper and toggle the CRT effect. Open the Start Menu, hit Shut Down, and reset the machine so you can catch the brand-new BIOS boot sequence! Explore the project ! ᕙ( •̀ ᗜ •́ )ᕗ", "repo": "https://github.com/wirenux/KingOS-95", "demo": "https://kingos-95.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-03T13:58:01Z", "hours": 21.0, "multiplier": 11.75, "payout": 242, "blessing": "neutral", "text": "What did you make? KingOS 95 is a web-based OS (webOS) that use the style of Windows 95/98 and is based on the universe of The Amazing Digital Circus. Built entirely with vanilla HTML,JS,CSS. Project features: Custom Vector Window Manager: A lightweight window manager supporting zIndex layering, minimizing, maximizing, dragging and resizing window Virtual JSON Filesystem: Dynamic folder and document structure using only a JSON file CRT Display Shader: Scanline and aesthetic from retro display. Overlays optimized for web performance Start Menu: Handles application spawns, external link, and direct OS state toggles (Log Off / Shut Down). Bespoke Circus Applications: Interactive apps matching the show’s lore, including CaineApp (a custom command terminal) and the PurgeAIProgram. What was challenging? The biggest problem came from trying to create a retro look on modern development tools: The Windowing Engine: Writing a fluid and stable window manager in pure vanilla JS without heavy UI frameworks is kinda hard and need building a good state architecture for tracking DOM coordinates, drag states, and layered sorting order on the fly. The Build Pipeline Battle: During deployment, Vite 8’s ultra-modern strict compiler (LightningCSS) repeatedly crashed over a legacy media query ( @media (not(hover))) hidden inside the 98.css stylesheet. What are you proud of? Building a fully responsive, visually complex webOS completely from scratch without leaning on bulky frontend frameworks. Achieving a high level of performance with native HTML, CSS, and JavaScript means the entire simulation loads instantly and stays incredibly responsive. What should people know so they can test your project? To fully use the workstation, testers need to know the official credentials (there are the same in the show !) to unlock the “computer” Username: kinger Password: quennie123", "repo": "https://github.com/wirenux/KingOS-95", "demo": "https://kingos-95.vercel.app/"}]...
|
[{"post_id": 26672, "ts": "202 [{"post_id": 26672, "ts": "2026-07-11T16:40:07Z", "hours": 0.5289, "text": "I guess i’ll make a Devlogs ! (other wise I’ll lost ✨31min✨) So here is the final readme for the 2nd ship"}, {"post_id": 26640, "ts": "2026-07-11T15:58:52Z", "hours": 0.2989, "text": "Yay the 30 Hours have been reached 🎉 Otherwise I’ve added a popup when you press ESC to confirm you want to exit."}, {"post_id": 26618, "ts": "2026-07-11T15:26:01Z", "hours": 0.6364, "text": "I’ve add a BUNCH of CSS & JS so right now i’ve this result ! (this can be use fully with the keyboard)"}, {"post_id": 26594, "ts": "2026-07-11T14:46:21Z", "hours": 1.15, "text": "I’m building the BIOS (when you press anythings on the boot menu)"}, {"post_id": 26502, "ts": "2026-07-11T10:33:08Z", "hours": 0.2706, "text": "I’ve drawn Caine but for a desktop icon !"}, {"post_id": 25858, "ts": "2026-07-10T10:40:14Z", "hours": 0.8136, "text": "I’ve done some invisible fix (like bugs etc…) AND draw every icon for the tools bar in the Caine App and add the tools bar itself !"}, {"post_id": 25271, "ts": "2026-07-09T13:11:55Z", "hours": 1.3239, "text": "I’ve draw all the icon for the toolbar in the File Explorer ! and put them in with some CSS and JS so when you press the Up folder button you go….. ✨UP✨"}, {"post_id": 25228, "ts": "2026-07-09T11:01:34Z", "hours": 0.5172, "text": "I’ve done various fixes and add the Netscape Logo Animation !"}, {"post_id": 24835, "ts": "2026-07-08T17:25:41Z", "hours": 0.2631, "text": "Now the CRT On/Off switch work ! (This was not that difficult, just add or remove an attribute to a div). The 1st screenshot is without and the 2nd is with the CRT effect"}, {"post_id": 24822, "ts": "2026-07-08T17:09:26Z", "hours": 2.0914, "text": "Wow it’s been 2hours 😶. There now is a lot of things who have change ! There now a full Display Properties app (1st screenshot). And when you select a wallpaper there is a preview who fit perfectly into the screen and there is the ability to change the real background (2st screen shot) I’ve also redraw every wallpaper (for the most is just 32x32, 128x128, 64x64 or 16x16 repeated through the whole screen)"}, {"post_id": 24686, "ts": "2026-07-08T13:12:26Z", "hours": 0.3128, "text": "I’ve finally finished the screen (the inside is blank so i could put so texture in it with some code)"}, {"post_id": 24675, "ts": "2026-07-08T12:53:05Z", "hours": 0.6431, "text": "I’m recreating the screen in Display Management in Aseprite because I can’t find any resource for this online. This is so loonnnnggg I’ve just done the frame :,) (Also I’m pixel perfect)"}, {"post_id": 24635, "ts": "2026-07-08T11:07:36Z", "hours": 1.6453, "text": "I’m adding the Control Panel with the Display Settings, because a review say to me : You should add a flashing warning and a settings to disable the CRT effect"}, {"post_id": 21481, "ts": "2026-07-03T13:36:07Z", "hours": 2.5628, "text": "Stardance said to me : \"You will lost 2h33 if you ship right now without a devlog\" so here is it. Yay the 20h bar have been reached !!! In the last 2h i’ve add a lot of things like: hosting the website on vercel, make the whole readme, update project detail on Stardance and add the C&A Favicon, (i’ve also fix some bugs). So now I’m ready to Ship ! Wish me luck !"}, {"post_id": 19995, "ts": "2026-07-01T13:58:10Z", "hours": 0.6561, "text": "It was hard but i now have resizable window ! With a window handle in the bottom right corner"}, {"post_id": 19967, "ts": "2026-07-01T13:02:33Z", "hours": 0.8253, "text": "There is now Netscape ! I’ve used my other project KlassicOS to implement Netscape in this one. Because i’ve already done the code ! I’ve also fix some bug related to button and CSS because on this project I use 98.css but on KlassicOS i was making every 3d effect on the button by hand"}, {"post_id": 19943, "ts": "2026-07-01T12:02:35Z", "hours": 0.7442, "text": "There now is a Window Error with custom error text"}, {"post_id": 19903, "ts": "2026-07-01T10:31:14Z", "hours": 0.4681, "text": "I’ve added the Recycle Bin window !"}, {"post_id": 19309, "ts": "2026-06-30T16:06:25Z", "hours": 0.2939, "text": "I’ve added boot sound and restart when Purge AI Program have finished"}, {"post_id": 19279, "ts": "2026-06-30T15:30:41Z", "hours": 0.6861, "text": "Now there is a Window 95 boot image"}, {"post_id": 19222, "ts": "2026-06-30T14:17:55Z", "hours": 0.445, "text": "The BIOS Loading screen is finished ! (+ i’ve fix the crt on effect on Safari / Chrome)"}, {"post_id": 19198, "ts": "2026-06-30T13:45:12Z", "hours": 0.2731, "text": "Just draw the little blue man (i don’t know his name)"}, {"post_id": 19181, "ts": "2026-06-30T13:24:40Z", "hours": 1.1983, "text": "There now is a BIOS boot animation !!"}, {"post_id": 18648, "ts": "2026-06-29T20:43:02Z", "hours": 0.8586, "text": "Now there is a New CRT effect (the boot one is so beautiful) https://www.youtube.com/watch?v=M90K87DTchw"}, {"post_id": 18498, "ts": "2026-06-29T17:44:42Z", "hours": 1.3147, "text": "Now there is some custom and responsive position for Bubble and CAINE’s heads & Bubble and CAINE’s heads can expand or contract depending on window size (i’ve also add a new C&A white icon)"}, {"post_id": 18426, "ts": "2026-06-29T16:07:54Z", "hours": 0.3283, "text": "CAINE & Bubble are now on screen !"}, {"post_id": 18415, "ts": "2026-06-29T15:44:32Z", "hours": 0.275, "text": "Just finished bubble and assemble CAINE + Animation"}, {"post_id": 18403, "ts": "2026-06-29T15:20:29Z", "hours": 0.5625, "text": "I’ve finished CAINE’s part : And start Bubble"}, {"post_id": 18371, "ts": "2026-06-29T14:33:19Z", "hours": 0.4225, "text": "I’ve just finished the lower part of his mouth"}, {"post_id": 18353, "ts": "2026-06-29T14:04:40Z", "hours": 0.3314, "text": "I’ve just draw the hat!"}, {"post_id": 18344, "ts": "2026-06-29T13:44:45Z", "hours": 0.3358, "text": "I’m drawing the eyes of CAINE ‘cause i’havent found the pixel art online"}, {"post_id": 18309, "ts": "2026-06-29T12:42:22Z", "hours": 0.4603, "text": "Add an invisible change but I now have a function to spawn window that I can use every where"}, {"post_id": 18272, "ts": "2026-06-29T11:17:41Z", "hours": 1.1169, "text": "I’ve just finished the CAINE App ! When you open the app You get the exact same text as in the episode. In the app you you type anythings (you can litteraly smash your keyboard) it will write the same input as in the episode ! Or you could just spam enter to get to the end ! (The text is from the fandom of The Amazing Digital Circus : https://tadc.fandom.com/wiki/Computer )"}, {"post_id": 17891, "ts": "2026-06-28T20:35:21Z", "hours": 0.3278, "text": "now have caine app"}, {"post_id": 17874, "ts": "2026-06-28T20:10:48Z", "hours": 0.2842, "text": "More files !!"}, {"post_id": 17850, "ts": "2026-06-28T19:52:17Z", "hours": 0.8342, "text": "There now is all the file like in the episode"}, {"post_id": 17745, "ts": "2026-06-28T17:41:27Z", "hours": 0.9056, "text": "Now have the File explorer with pseudo File System using JSON File :"}, {"post_id": 17693, "ts": "2026-06-28T16:27:02Z", "hours": 0.7456, "text": "Now able to create fully customizable windows, with custom icons, size, title, titlebar button"}, {"post_id": 17657, "ts": "2026-06-28T15:18:17Z", "hours": 0.7142, "text": "I now have clickable icon on the desktop !"}, {"post_id": 14617, "ts": "2026-06-23T19:57:31Z", "hours": 0.5364, "text": "Now have a proper Start Menu"}, {"post_id": 13227, "ts": "2026-06-21T17:38:44Z", "hours": 0.8644, "text": "Just add the clock (+ sound icon) and the start menu button"}, {"post_id": 13102, "ts": "2026-06-21T13:12:10Z", "hours": 0.4253, "text": "Finished the login phase"}, {"post_id": 13010, "ts": "2026-06-21T08:51:31Z", "hours": 1.0308, "text": "Hi ! I’m adding the login phase of the webOS"}]...
|
Title: KingOS 95 by @Wirenux | Stardance
Devlogs: Title: KingOS 95 by @Wirenux | Stardance
Devlogs:
Hi ! I’m adding the login phase of the webOS
Finished the login phase
Just add the clock (+ sound icon) and the start menu button
Now have a proper Start Menu
I now have clickable icon on the desktop !
Now able to create fully customizable windows, with custom icons, size, title, titlebar button
Now have the File explorer with pseudo File System using JSON File :
There now is all the file like in the episode
More files !!
now have caine app
I’ve just finished the CAINE App ! When you open the app You get the exact same text as in the episode. In the app you you type anythings (you can litteraly smash your keyboard) it will write the same input as in the episode ! Or you could just spam enter to get to the end ! (The text is from the fandom of The Amazing Digital Circus : https://tadc.fandom.com/wiki/Computer )
Add an invisible change but I now have a function to spawn window that I can use every where
I’m drawing the eyes of CAINE ‘cause i’havent found the pixel art online
I’ve just draw the hat!
I’ve just finished the lower part of his mouth
I’ve finished CAINE’s part : And start Bubble
Just finished bubble and assemble CAINE + Animation
CAINE & Bubble are now on screen !
Now there is some custom and responsive position for Bubble and CAINE’s heads & Bubble and CAINE’s heads can expand or contract depending on window size (i’ve also add a new C&A white icon)
Now there is a New CRT effect (the boot one is so beautiful) https://www.youtube.com/watch?v=M90K87DTchw
There now is a BIOS boot animation !!
Just draw the little blue man (i don’t know his name)
The BIOS Loading screen is finished ! (+ i’ve fix the crt on effect on Safari / Chrome)
Now there is a Window 95 boot image
I’ve added boot sound and restart when Purge AI Program have finished
I’ve added the Recycle Bin window !
There now is a Window Error with custom error text
There is now Netscape ! I’ve used my other project KlassicOS to implement Netscape in this one. Because i’ve already done the code ! I’ve also fix some bug related to button and CSS because on this project I use 98.css but on KlassicOS i was making every 3d effect on the button by hand
It was hard but i now have resizable window ! With a window handle in the bottom right corner
Stardance said to me : "You will lost 2h33 if you ship right now without a devlog" so here is it. Yay the 20h bar have been reached !!! In the last 2h i’ve add a lot of things like: hosting the website on vercel, make the whole readme, update project detail on Stardance and add the C&A Favicon, (i’ve also fix some bugs). So now I’m ready to Ship ! Wish me luck !
I’m adding the Control Panel with the Display Settings, because a review say to me : You should add a flashing warning and a settings to disable the CRT effect
I’m recreating the screen in Display Management in Aseprite because I can’t find any resource for this online. This is so loonnnnggg I’ve just done the frame :,) (Also I’m pixel perfect)
I’ve finally finished the screen (the inside is blank so i could put so texture in it with some code)
Wow it’s been 2hours 😶. There now is a lot of things who have change ! There now a full Display Properties app (1st screenshot). And when you select a wallpaper there is a preview who fit perfectly into the screen and there is the ability to change the real background (2st screen shot) I’ve also redraw every wallpaper (for the most is just 32x32, 128x128, 64x64 or 16x16 repeated through the whole screen)
Now the CRT On/Off switch work ! (This was not that difficult, just add or remove an attribute to a div). The 1st screenshot is without and the 2nd is with the CRT effect
I’ve done various fixes and add the Netscape Logo Animation !
I’ve draw all the icon for the toolbar in the File Explorer ! and put them in with some CSS and JS so when you press the Up folder button you go….. ✨UP✨
I’ve done some invisible fix (like bugs etc…) AND draw every icon for the tools bar in the Caine App and add the tools bar itself !
I’ve drawn Caine but for a desktop icon !
I’m building the BIOS (when you press anythings on the boot menu)
I’ve add a BUNCH of CSS & JS so right now i’ve this result ! (this can be use fully with the keyboard)
Yay the 30 Hours have been reached 🎉 Otherwise I’ve added a popup when you press ESC to confirm you want to exit.
I guess i’ll make a Devlogs ! (other wise I’ll lost ✨31min✨) So here is the final readme for the 2nd ship
Ships:
What did you make? KingOS 95 is a web-based OS (webOS) that use the style of Windows 95/98 and is based on the universe of The Amazing Digital Circus. Built entirely with vanilla HTML,JS,CSS. Project features: Custom Vector Window Manager: A lightweight window manager supporting zIndex layering, minimizing, maximizing, dragging and resizing window Virtual JSON Filesystem: Dynamic folder and document structure using only a JSON file CRT Display Shader: Scanline and aesthetic from retro display. Overlays optimized for web performance Start Menu: Handles application spawns, external link, and direct OS state toggles (Log Off / Shut Down). Bespoke Circus Applications: Interactive apps matching the show’s lore, including CaineApp (a custom command terminal) and the PurgeAIProgram. What was challenging? The biggest problem came from trying to create a retro look on modern development tools: The Windowing Engine: Writing a fluid and stable window manager in pure vanilla JS without heavy UI frameworks is kinda hard and need building a good state architecture for tracking DOM coordinates, drag states, and layered sorting order on the fly. The Build Pipeline Battle: During deployment, Vite 8’s ultra-modern strict compiler (LightningCSS) repeatedly crashed over a legacy media query ( @media (not(hover))) hidden inside the 98.css stylesheet. What are you proud of? Building a fully responsive, visually complex webOS completely from scratch without leaning on bulky frontend frameworks. Achieving a high level of performance with native HTML, CSS, and JavaScript means the entire simulation loads instantly and stays incredibly responsive. What should people know so they can test your project? To fully use the workstation, testers need to know the official credentials (there are the same in the show !) to unlock the “computer” Username: kinger Password: quennie123
KingOS 95 The C&A certified 32-bit workstation built for trapped souls ⎛⎝( ` ᢍ ´ )⎠⎞ᵐᵘʰᵃʰᵃ What did you make? For my second ship, I’ve massively expanded KingOS 95! If you missed the first one, it’s a web-based OS built entirely with vanilla HTML, CSS, and JS, inspired by Windows 95 and the lore of The Amazing Digital Circus (I recommend you to go see the 1st Ship). In this update, I’ve mainly add customization option. Here is what’s new: AMI-Like BIOS & Boot Sequence: The OS now actually “boots up.” You can interrupt the startup to enter a fully functional, keyboard-navigated BIOS screen before loading the desktop. Control Panel & Settings App: A centralized hub to manage the OS. Wallpaper: Added a Display Properties menu with hand-redrawn, classic tiled wallpapers (16x16, 32x32, etc.) and a live, perfectly scaled preview window. Accessibility (CRT Toggle): The CRT shader looks really good, but I added a global setting to turn it off so people with photosensitivity or eye strain can still play around safely. UI Polish: I’ve added new tools bar to the File Explorer and the CaineApp terminal. What was challenging? Without a heavy framework like React or Vue, global state management is hard ! When a user toggles the CRT effect or changes the wallpaper, that state needs to instantly update across the entire DOM and persist correctly. Also, building the live-preview monitor inside the Display Properties getting those tiny 16x16 pixel patterns to scale and tile exactly how they will look on the massive desktop required a lot of tricky CSS and JavaScript math. What are you proud of? I’m incredibly proud of the accessibility and the “feel” of the OS. Adding the CRT toggle means more people can explore the project comfortably. But mostly, I’m proud that I managed to add an entire BIOS environment and a global settings architecture while keeping the codebase 100% vanilla and very fast. What should people know so they can test your project? To fully test the workstation, use the official Digital Circus credentials to unlock the computer: Username: kinger Password: queenie123 (or leave it empty!) Things to try: Classic Scenario : Go to My Computer -> Characters -> AI -> CAINE, then spam your keys or Enter to trigger the animation loop! Open the Settings app from the Start Menu to change your wallpaper and toggle the CRT effect. Open the Start Menu, hit Shut Down, and reset the machine so you can catch the brand-new BIOS boot sequence! Explore the project ! ᕙ( •̀ ᗜ •́ )ᕗ...
|
1793616773.9570255
|
1793703173.9570255
|
|
50272
|
A game Where Dinosaur Jumps by @flameslayersog | S A game Where Dinosaur Jumps by @flameslayersog | Stardance...
|
flameslayersog
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T14:14:54Z", "hours": 1.0, "multiplier": 1.61, "payout": 2, "blessing": "neutral", "text": "I have made a Dinosaur and cactus game replica and done it a little sketchy and just a kind reminder that this is made by a 14 year old!", "repo": "https://github.com/TanayNIakm/Blocky-Game/", "demo": "https://blockyvscactus.netlify.app/"}]...
|
[{"post_id": 48910, "ts": "202 [{"post_id": 48910, "ts": "2026-08-17T14:02:42Z", "hours": 1.0114, "text": "Completed the Game"}]...
|
Title: A game Where Dinosaur Jumps by @flameslayer Title: A game Where Dinosaur Jumps by @flameslayersog | Stardance
Devlogs:
Completed the Game
Ships:
I have made a Dinosaur and cactus game replica and done it a little sketchy and just a kind reminder that this is made by a 14 year old!...
|
1793616775.3958955
|
1793703175.3958955
|
|
50298
|
lazyOS by @tiyas | Stardance
|
tiyas
|
2
|
18.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T09:08:41Z", "hours": 4.0, "multiplier": 4.46, "payout": 18, "blessing": "neutral", "text": "i have added some features and apps, i gave the page a icon added a top section for Quotes added a calculator added a browser which can do Google searches added a music player These were some main features, Besides these, i added some images in the gallery and 3 focus songs…", "repo": "https://github.com/Tiyasbanerjee/LazyOs", "demo": "https://tiyasbanerjee.github.io/LazyOs/"}, {"ship_num": 2, "ts": "2026-08-22T12:43:59Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a webOS, i named it LazyOs, because my mom calls me lazy… i have used my own clicked photos , which looks really cool. you can see my childhood pic, and also some other pics. there is a gallery app you can open to explore the photos, i tried to do animate as much as i could… and that littery fried my brain to understand… i also added a note app, you can write something if you want… i think i will add more features and apps in it soon… it really feels so good to see my os working…", "repo": "https://github.com/Tiyasbanerjee/LazyOs", "demo": "https://tiyasbanerjee.github.io/LazyOs/"}]...
|
[{"post_id": 57950, "ts": "202 [{"post_id": 57950, "ts": "2026-08-30T09:01:55Z", "hours": 0.6811, "text": "i have added a calculator…"}, {"post_id": 57925, "ts": "2026-08-30T08:14:31Z", "hours": 0.5925, "text": "i have added a browser which can make google searches…."}, {"post_id": 57894, "ts": "2026-08-30T07:01:31Z", "hours": 0.4369, "text": "i have added a motivational quote section which will show you a motivational quotes every time you reload it…"}, {"post_id": 57133, "ts": "2026-08-29T07:32:04Z", "hours": 1.8708, "text": "i have added a music player today…"}, {"post_id": 56461, "ts": "2026-08-28T07:18:13Z", "hours": 0.5008, "text": "i have added a new application , a clock."}, {"post_id": 52295, "ts": "2026-08-22T12:35:00Z", "hours": 2.2133, "text": "pushed one github, and its working properly. the photo app is also build , and i am ready to submit it now."}, {"post_id": 51787, "ts": "2026-08-21T17:05:36Z", "hours": 1.7756, "text": "fixed some bugs, and made this note app window, now i am working on making this usable , and beautiful…"}, {"post_id": 51419, "ts": "2026-08-21T03:34:00Z", "hours": 0.7631, "text": "updated the wallpapers and images to fit my vibe…"}, {"post_id": 51192, "ts": "2026-08-20T18:13:20Z", "hours": 0.4108, "text": "made some more app start buttons and windows for them. i am planing to include a calculator, a note book, a wallpaper manager, a music player…"}, {"post_id": 51055, "ts": "2026-08-20T15:16:06Z", "hours": 0.7808, "text": "added feature to open closed window, and a fancy button. and fixed some minor bugs today."}, {"post_id": 50818, "ts": "2026-08-20T07:48:11Z", "hours": 0.8594, "text": "now in our lazy os, you can close windows !"}, {"post_id": 50533, "ts": "2026-08-19T18:39:57Z", "hours": 1.1256, "text": "i have made the window dragable, but now i noticed a new type of bug. for making the window absolute its is flowing out of the screen… if you have any tips, tell me…"}, {"post_id": 50171, "ts": "2026-08-19T08:54:24Z", "hours": 0.9708, "text": "i have finished the 2ed part of this project, making the home screen. now the next step is to make the window resizable and draggable…"}, {"post_id": 50139, "ts": "2026-08-19T07:35:34Z", "hours": 2.7311, "text": "It took me a good amount of time to make this animation. and hope it looks good. Please tell me what do you think?"}, {"post_id": 49381, "ts": "2026-08-18T05:19:10Z", "hours": 1.9619, "text": "working on making personal os, and it is the welcome page… i tried to make it look cool , and also tried to personalize. some features are not done, like the redirect buttons , and a animation when clicking my ghibili photo.. though i am think if i can create that animation… i want when hovering over the picture, it rotates and the photo changes into another photo which will be my OS icon… if you can give me some suggestions i will be thankful."}]...
|
Title: lazyOS by @tiyas | Stardance
Devlogs:
work Title: lazyOS by @tiyas | Stardance
Devlogs:
working on making personal os, and it is the welcome page… i tried to make it look cool , and also tried to personalize. some features are not done, like the redirect buttons , and a animation when clicking my ghibili photo.. though i am think if i can create that animation… i want when hovering over the picture, it rotates and the photo changes into another photo which will be my OS icon… if you can give me some suggestions i will be thankful.
It took me a good amount of time to make this animation. and hope it looks good. Please tell me what do you think?
i have finished the 2ed part of this project, making the home screen. now the next step is to make the window resizable and draggable…
i have made the window dragable, but now i noticed a new type of bug. for making the window absolute its is flowing out of the screen… if you have any tips, tell me…
now in our lazy os, you can close windows !
added feature to open closed window, and a fancy button. and fixed some minor bugs today.
made some more app start buttons and windows for them. i am planing to include a calculator, a note book, a wallpaper manager, a music player…
updated the wallpapers and images to fit my vibe…
fixed some bugs, and made this note app window, now i am working on making this usable , and beautiful…
pushed one github, and its working properly. the photo app is also build , and i am ready to submit it now.
i have added a new application , a clock.
i have added a music player today…
i have added a motivational quote section which will show you a motivational quotes every time you reload it…
i have added a browser which can make google searches….
i have added a calculator…
Ships:
i made a webOS, i named it LazyOs, because my mom calls me lazy… i have used my own clicked photos , which looks really cool. you can see my childhood pic, and also some other pics. there is a gallery app you can open to explore the photos, i tried to do animate as much as i could… and that littery fried my brain to understand… i also added a note app, you can write something if you want… i think i will add more features and apps in it soon… it really feels so good to see my os working…
i have added some features and apps, i gave the page a icon added a top section for Quotes added a calculator added a browser which can do Google searches added a music player These were some main features, Besides these, i added some images in the gallery and 3 focus songs…...
|
1793616776.5618405
|
1793703176.5618405
|
|
28739
|
EconSite by @revankotapati | Stardance
|
revankotapati
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T15:03:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "EconSite is a simple website that lets you track stock market prices. You just type in a stock symbol (like AAPL for Apple or TSLA for Tesla), and the site pulls live details like the current price, daily highs and lows, market cap, and the company logo from the Finnhub API. The biggest challenge was making sure the website’s CSS and JavaScript loaded when published online. At first, the server couldn’t find the styling files because of tricky folder pathways. To test the project, all you need to do is open the live link and search for your favorite major stock symbols to see the text automatically switch colors (green if the stock went up today, red if it went down) and watch the details update instantly.", "repo": "https://github.com/RevanK10/EconSite", "demo": "https://revank10.github.io/EconSite/"}]...
|
[{"post_id": 19257, "ts": "202 [{"post_id": 19257, "ts": "2026-06-30T14:57:59Z", "hours": 0.6564, "text": "Finished setting up the project on GitHub, it required me to create a few files that helped connect the pages. I used Finnhub to get the api data for the stocks and I tried to make a simple, clean UI."}, {"post_id": 19220, "ts": "2026-06-30T14:16:56Z", "hours": 0.5489, "text": "Finished the CSS and Readme. I am still in the process of hosting it on Github Pages."}, {"post_id": 19145, "ts": "2026-06-30T12:01:59Z", "hours": 0.4178, "text": "I read the guide and finished writing my HTML and JavaScript code. I have not decided how my app will look, so I have not yet written my CSS code. This website will fetch all the information about a stock or crypto based on the user’s request. I also plan to add a stock name lookup on the sidebar, but that might not be something I implement at all."}]...
|
Title: EconSite by @revankotapati | Stardance
Dev Title: EconSite by @revankotapati | Stardance
Devlogs:
I read the guide and finished writing my HTML and JavaScript code. I have not decided how my app will look, so I have not yet written my CSS code. This website will fetch all the information about a stock or crypto based on the user’s request. I also plan to add a stock name lookup on the sidebar, but that might not be something I implement at all.
Finished the CSS and Readme. I am still in the process of hosting it on Github Pages.
Finished setting up the project on GitHub, it required me to create a few files that helped connect the pages. I used Finnhub to get the api data for the stocks and I tried to make a simple, clean UI.
Ships:
EconSite is a simple website that lets you track stock market prices. You just type in a stock symbol (like AAPL for Apple or TSLA for Tesla), and the site pulls live details like the current price, daily highs and lows, market cap, and the company logo from the Finnhub API. The biggest challenge was making sure the website’s CSS and JavaScript loaded when published online. At first, the server couldn’t find the styling files because of tricky folder pathways. To test the project, all you need to do is open the live link and search for your favorite major stock symbols to see the text automatically switch colors (green if the stock went up today, red if it went down) and watch the details update instantly....
|
1793616777.812812
|
1793703177.812812
|
|
9735
|
Custom Text-Based Shell by @Greg_ios | Stardance
|
Greg_ios
|
1
|
3.0
|
35
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T17:59:00Z", "hours": 3.0, "multiplier": 13.12, "payout": 35, "blessing": "neutral", "text": "A lightweight Python-based shell for Windows with Git-aware prompts, system monitoring, file management, process utilities, and productivity shortcuts.", "repo": "https://github.com/travletothefurureprogramming/Text_Based_Shell/", "demo": "https://github.com/travletothefurureprogramming/Text_Based_Shell/releases/tag/Release"}]...
|
[{"post_id": 5451, "ts": "2026 [{"post_id": 5451, "ts": "2026-06-09T07:32:02Z", "hours": 0.3789, "text": "Add network information command and enhance help documentation. Also add find command to search for files"}, {"post_id": 4394, "ts": "2026-06-07T18:30:20Z", "hours": 0.3275, "text": "Making the github release and a better README.md"}, {"post_id": 4371, "ts": "2026-06-07T17:56:55Z", "hours": 0.5197, "text": "Make better command manage"}, {"post_id": 3791, "ts": "2026-06-06T20:53:51Z", "hours": 0.6039, "text": "Add suppourt for more commands and background git check for current branch"}, {"post_id": 3761, "ts": "2026-06-06T20:13:57Z", "hours": 0.5753, "text": "Make fully commands suppourt"}, {"post_id": 3726, "ts": "2026-06-06T19:28:46Z", "hours": 0.2958, "text": "Making the basic interface and cd commands"}]...
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Title: Custom Text-Based Shell by @Greg_ios | Star Title: Custom Text-Based Shell by @Greg_ios | Stardance
Devlogs:
Making the basic interface and cd commands
Make fully commands suppourt
Add suppourt for more commands and background git check for current branch
Make better command manage
Making the github release and a better README.md
Add network information command and enhance help documentation. Also add find command to search for files
Ships:
A lightweight Python-based shell for Windows with Git-aware prompts, system monitoring, file management, process utilities, and productivity shortcuts....
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1793616779.0168924
|
1793703179.0168924
|
|
56176
|
school website by @rimalchetan18 | Stardance
|
rimalchetan18
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T15:52:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A modern, responsive website for Janak Higher Secondary School, redesigned with a premium UI, 3D visual elements, real school campus photography, complete navigation, academic information, admissions, events, news, gallery, achievements, and contact sections.", "repo": "https://github.com/evilhere7/janak-school-website-updated-", "demo": "https://janak-school-website-updated-ljvi7ixcb-evilhere7s-projects.vercel.app/"}]...
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[{"post_id": 57953, "ts": "202 [{"post_id": 57953, "ts": "2026-08-30T09:05:13Z", "hours": 2.1819, "text": "a school website"}]...
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Title: school website by @rimalchetan18 | Stardanc Title: school website by @rimalchetan18 | Stardance
Devlogs:
a school website
Ships:
A modern, responsive website for Janak Higher Secondary School, redesigned with a premium UI, 3D visual elements, real school campus photography, complete navigation, academic information, admissions, events, news, gallery, achievements, and contact sections....
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1793616780.2385588
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1793703180.2385588
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34351
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Me! - My personal site by @takabledawn3067 | Stard Me! - My personal site by @takabledawn3067 | Stardance...
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takabledawn3067
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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": "2026-07-17T23:24:48Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Me! — my personal site for the “Personal Site” mission Hey! I just finished this project. What it is: A single-page site built with plain HTML, custom CSS (no frameworks), and a bit of vanilla JavaScript. It’s split into four sections — About Me, About This, Other Projects, and Details — connected by a thin vertical timeline running down the page. Features Animated canvas background with drifting gold and white particles that react to the mouse (i found it in a random site I don´t remember). Fully bilingual (EN/ES), with a toggle to switch languages at any point Typography from Google Fonts (Plus Jakarta Sans for body text, JetBrains Mono for details) A quick shoutout in “Other Projects” to two other things I’m building: OrbitOS (a web-based OS with apps like a terminal and calculator) and TaSkO. (a Slack productivity bot) Under the hood Code split across separate index.html, style.css, and background.js files, in a public GitHub repo with commit history, deployed live via GitHub Pages. On AI use I used Claude to help translate content between English and Spanish and to fix a few tricky bugs I got stuck on. The design, layout, and content are my own work.", "repo": "https://github.com/TakableDawn3067/my-personal-site", "demo": "https://takabledawn3067.github.io/my-personal-site/"}]...
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[{"post_id": 30425, "ts": "202 [{"post_id": 30425, "ts": "2026-07-17T23:18:18Z", "hours": 0.2506, "text": "Here´s the page!"}, {"post_id": 30385, "ts": "2026-07-17T21:20:34Z", "hours": 0.2667, "text": "The project is finished! I’ve added a moving background and a few more details… as well as fixing some errors."}, {"post_id": 30366, "ts": "2026-07-17T20:49:02Z", "hours": 0.3, "text": "The site now is working. I´m improving it to best results"}, {"post_id": 30225, "ts": "2026-07-17T17:13:18Z", "hours": 0.2778, "text": "HTML finished. Improving the rest!"}, {"post_id": 30210, "ts": "2026-07-17T16:38:58Z", "hours": 0.6694, "text": "More coding"}, {"post_id": 30048, "ts": "2026-07-17T09:59:59Z", "hours": 0.3992, "text": "Working on HTML"}]...
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Title: Me! - My personal site by @takabledawn3067 Title: Me! - My personal site by @takabledawn3067 | Stardance
Devlogs:
Working on HTML
More coding
HTML finished. Improving the rest!
The site now is working. I´m improving it to best results
The project is finished! I’ve added a moving background and a few more details… as well as fixing some errors.
Here´s the page!
Ships:
Me! — my personal site for the “Personal Site” mission Hey! I just finished this project. What it is: A single-page site built with plain HTML, custom CSS (no frameworks), and a bit of vanilla JavaScript. It’s split into four sections — About Me, About This, Other Projects, and Details — connected by a thin vertical timeline running down the page. Features Animated canvas background with drifting gold and white particles that react to the mouse (i found it in a random site I don´t remember). Fully bilingual (EN/ES), with a toggle to switch languages at any point Typography from Google Fonts (Plus Jakarta Sans for body text, JetBrains Mono for details) A quick shoutout in “Other Projects” to two other things I’m building: OrbitOS (a web-based OS with apps like a terminal and calculator) and TaSkO. (a Slack productivity bot) Under the hood Code split across separate index.html, style.css, and background.js files, in a public GitHub repo with commit history, deployed live via GitHub Pages. On AI use I used Claude to help translate content between English and Spanish and to fix a few tricky bugs I got stuck on. The design, layout, and content are my own work....
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1793616781.1909568
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1793703181.1909568
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14123
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Orbit by @EngThi | Stardance
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EngThi
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1
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19.9
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132
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T00:22:26Z", "hours": 17.0, "multiplier": 7.88, "payout": 132, "blessing": "neutral", "text": "I built this mini-terminal in C. The trickiest part was dealing with pointers—specifically dereferencing. I got a bit lost in a few places and while organizing function parameters, but nothing major went wrong. I wanted to learn how operating systems and low-level systems work; since C is essentially the foundation for that—and I was already studying it in my course I decided to use it. To test it out, you can simply create a Codespaces instance or clone the repository. If you choose to clone it, you’ll need a C compiler installed. Install it using this command: sudo apt update && sudo apt install build-essential -y", "repo": "https://github.com/EngThi/Orbit", "demo": "https://github.com/EngThi/Orbit/releases/latest"}]...
|
[{"post_id": 31756, "ts": "202 [{"post_id": 31756, "ts": "2026-07-20T12:11:09Z", "hours": 2.9022, "text": "Yeah, long time… I was here thinking about whether to continue developing something more complete/add more features here. It just so happens I was working on other projects and liked them, so I kind of set Orbit aside. Actually, every now and then I would come here (I mean to its directory) and test things, skim through the code to think of more stuff, you know. I’d run the program and that was pretty much it. Then I was testing some parts and features of the language related to the course. And since before fully developing the project I studied, checked out, and learned certain things here, I came back and did the same. I even turned off Wakatime since it wasn’t really for the project, but after messing with the others I’d turn it back on and that was that. So yeah, here I am and I tinkered with the project a bit more in the parts I got feedback on. I forgot to translate the version I’d be showing for the demo into English , now I did, I was thinking of leaving the binary and executable program multiplatform and I also went after that. Anyway, there’s already a release with it for Linux, macOS, and Windows. In that and in the translation, I used Antigravity. Now the project is more organized. Now the aliases you create stay saved and don’t get lost when you close that session. I also tweaked things with the voters’ feedback to make it look more professional and like how bash really is . Creating a process and running things with execvp() (the other one is fork() ) or it already kind of gave the clue on how to do it."}, {"post_id": 23177, "ts": "2026-07-06T00:10:51Z", "hours": 0.7314, "text": "I’m done for now. I spent time writing the README and fixing a few things in the code, as well as resolving an issue syncing the Git repository—specifically, a discrepancy between the remote and local versions. I also deleted the binary that had been uploaded there by mistake :| On top of that, I created this architecture diagram right in Canva. That’s basically it; now I’m going to ship the Alpha version."}, {"post_id": 22870, "ts": "2026-07-05T14:28:58Z", "hours": 6.3458, "text": "Massive session in the last days. Honestly, the past few days have been a heavy grind balancing school work and academic study. Between reviewing some Python automation scripts and touching up minor EDA/hardware schematic concepts, I had to take a step back and deeply review C fundamentals. I spent a good chunk of time writing tests to push the limits of basic features, function definitions, and pointer scopes that the language offers. All this testing made it obvious that the old monolithic, single-file structure was hitting a wall. To scale Orbit properly into the Alpha phase (vα), I executed a complete architectural overhaul, breaking the codebase down from 1 single file into 5 highly modular files, all cleanly decoupled and tied together using structured header files (.h) and a dedicated Makefile. Key implementations finalized in this block: Modular File Splitting: Migrated core logic away from the legacy root files. The project is now properly organized under a /src directory, separating the shell’s main loop, the token parser, and individual command definitions into their own independent compilation units. Dynamic Prompt Integration: Hooked up the native getcwd() system call inside the interactive execution loop. Because the shell now correctly tracks process directory state, the prompt dynamically updates and visually prints the absolute path in real-time right after a ‘cd’ executes. Lookup Table for Aliases: Laid down the pre-processing layer for custom shortcut mappings. Designed a static structure array to act as an Alias Table, intercepting raw stdin strings to scan for matches (like replacing ‘ll’ with ‘run ls -la’) before the input ever hits strtok for argument tokenization."}, {"post_id": 8950, "ts": "2026-06-14T21:34:18Z", "hours": 1.9922, "text": "Refactoring the main execution loop with M365 Copilot. Moving away from the messy string comparisons and building a cleaner internal structure for command handling. Spent time debugging memory allocations and ensuring tokens from strtok don’t leak between cycles."}, {"post_id": 8842, "ts": "2026-06-14T18:21:02Z", "hours": 0.9522, "text": "Implemented a dynamic dispatch system using an array of structures and function pointers. Replaced the entire nested if/else chain inside main with a clean lookup table. Commands like echo, sum, and run are now isolated functions mapped to their respective triggers. Much easier to extend now."}, {"post_id": 8760, "ts": "2026-06-14T15:52:13Z", "hours": 0.7778, "text": "It was supposed to be working here. Now the CLI has the repeat command that takes the number 'n' , which is the parameter the user puts in, and looks in history.txt for which 'n' command should be executed and repeats it. I realized that adding history using the ↑↓ (keyboard arrows) would be more complicated and could, not break/bug, but slow me down in what I was doing and testing."}, {"post_id": 8160, "ts": "2026-06-13T16:36:39Z", "hours": 0.6158, "text": "The available commands: help echo sum history clear_history run cd I’ve already finished the list for the available commands here. I left an array, and with that, we can keep *adding more stuff * later and make the help command actually helpful :)"}, {"post_id": 8084, "ts": "2026-06-13T14:32:57Z", "hours": 0.6228, "text": "Today I finished implementing the cd command. Now I can change directories within the project terminal. The process is to run run ls and then use cd . In this case, I left it without the run command, just using cd directly ."}, {"post_id": 7817, "ts": "2026-06-13T01:28:16Z", "hours": 0.8528, "text": "I started making the directory changes . Actually, I spent more time testing and thinking about what to do and running tests . I didn’t even get the idea to be able to see/repeat the last commands like ↑↓ that are in normal terminals. I haven’t done that many upgrades , but I’ve studied and am still developing the idea"}, {"post_id": 7774, "ts": "2026-06-13T00:02:59Z", "hours": 0.5903, "text": "Continuing here, I was working and studying (Chemical Kinetics :\\ ) with the M365 Copilot and it said something like: why not put an enumerator of the commands in the history? I thought it was a good idea and that’s what I went looking for . I had to change, replace, you know, the part where I saw the commands to keep doing a ++ for the counter . But when it worked (compiled and had changed to this new logic) it ended up, for some reason, printing 35949 commands in memory! . Basically some kind of memory flow or something like that related to the command that calls the system (run) . I have to see why this happened…"}, {"post_id": 7607, "ts": "2026-06-12T18:32:21Z", "hours": 0.8681, "text": "So, here I put something REALLY COOL : executing system commands in the terminal inside the terminal -\\°°/-. It’s kind of funny, but like, I can run ls, cat, date, pwd , etc. I thought it would take longer, but it didn’t. I just needed to pass the tokens, concatenate the command setting the `run’ as the one that connects the app to the system terminal . It turned out I was doing some C things for the course and I was already testing this… And I used M365 Copilot to help me. Well, I already use it to reinforce the content of the classes, lessons, learn some things and also to debug my code , exercises/lists that the teachers gave. So I kind of just continued where I was."}, {"post_id": 7563, "ts": "2026-06-12T17:21:28Z", "hours": 0.4425, "text": "That’s a cool thing… I added a command to clear the history , which in this case is clear_history . It’s a simple thing, but it improves the app’s usability. That’s pretty much it."}, {"post_id": 7117, "ts": "2026-06-11T21:48:17Z", "hours": 1.0214, "text": "Basically, I added a very simple history file to the app, like a .bash_history . But in this case, I’m using a history.txt file. It opens and writes exactly everything typed in the terminal, skipping a line . Man, messing with/manipulating files here is quite difficult… using * for pointers and dereferencing confused me a bit. Sometimes I forgot it and it gave me errors. The good part is that my own editor recommended clangd . Actually, I don’t know exactly what it is, but it seems like a lintter and automatic pre-compiler. It’s helping me… One thing I miss is being able to attach more than one media file. At least I had the copy and paste image option, and it didn’t work."}, {"post_id": 5765, "ts": "2026-06-09T17:46:12Z", "hours": 1.165, "text": "Hello. I started this project. Actually, I had thought of something different, and that’s why it has this name “Orbit”. But now that I’ve decided to do this, I’ll change the name later. Basically, I’m starting out in C (really learning it right now), and since I’m a beginner and I got my first laptop, which is Linux (because I didn’t want to pay for a Windows license/I don’t have anything tying me to it, considering this is my first machine), and since I’m in this Dev and Builder life and C is the basis of many things and OSs… So I decided to do something along the lines of Unix/Linux . I thought, “nothing better than playing with the Terminal for this,” so I started with this simple version here. Which: is in an infinite loop (1) has the echo command (to print) and sum (to sum) Uses strtok (which I’m learning) to manipulate strings and the tokens for what they call them. I think that’s it :p"}]...
|
Title: Orbit by @EngThi | Stardance
Devlogs:
Hell Title: Orbit by @EngThi | Stardance
Devlogs:
Hello. I started this project. Actually, I had thought of something different, and that’s why it has this name “Orbit”. But now that I’ve decided to do this, I’ll change the name later. Basically, I’m starting out in C (really learning it right now), and since I’m a beginner and I got my first laptop, which is Linux (because I didn’t want to pay for a Windows license/I don’t have anything tying me to it, considering this is my first machine), and since I’m in this Dev and Builder life and C is the basis of many things and OSs… So I decided to do something along the lines of Unix/Linux . I thought, “nothing better than playing with the Terminal for this,” so I started with this simple version here. Which: is in an infinite loop (1) has the echo command (to print) and sum (to sum) Uses strtok (which I’m learning) to manipulate strings and the tokens for what they call them. I think that’s it :p
Basically, I added a very simple history file to the app, like a .bash_history . But in this case, I’m using a history.txt file. It opens and writes exactly everything typed in the terminal, skipping a line . Man, messing with/manipulating files here is quite difficult… using * for pointers and dereferencing confused me a bit. Sometimes I forgot it and it gave me errors. The good part is that my own editor recommended clangd . Actually, I don’t know exactly what it is, but it seems like a lintter and automatic pre-compiler. It’s helping me… One thing I miss is being able to attach more than one media file. At least I had the copy and paste image option, and it didn’t work.
That’s a cool thing… I added a command to clear the history , which in this case is clear_history . It’s a simple thing, but it improves the app’s usability. That’s pretty much it.
So, here I put something REALLY COOL : executing system commands in the terminal inside the terminal -\°°/-. It’s kind of funny, but like, I can run ls, cat, date, pwd , etc. I thought it would take longer, but it didn’t. I just needed to pass the tokens, concatenate the command setting the `run’ as the one that connects the app to the system terminal . It turned out I was doing some C things for the course and I was already testing this… And I used M365 Copilot to help me. Well, I already use it to reinforce the content of the classes, lessons, learn some things and also to debug my code , exercises/lists that the teachers gave. So I kind of just continued where I was.
Continuing here, I was working and studying (Chemical Kinetics :\ ) with the M365 Copilot and it said something like: why not put an enumerator of the commands in the history? I thought it was a good idea and that’s what I went looking for . I had to change, replace, you know, the part where I saw the commands to keep doing a ++ for the counter . But when it worked (compiled and had changed to this new logic) it ended up, for some reason, printing 35949 commands in memory! . Basically some kind of memory flow or something like that related to the command that calls the system (run) . I have to see why this happened…
I started making the directory changes . Actually, I spent more time testing and thinking about what to do and running tests . I didn’t even get the idea to be able to see/repeat the last commands like ↑↓ that are in normal terminals. I haven’t done that many upgrades , but I’ve studied and am still developing the idea
Today I finished implementing the cd command. Now I can change directories within the project terminal. The process is to run run ls and then use cd . In this case, I left it without the run command, just using cd directly .
The available commands: help echo sum history clear_history run cd I’ve already finished the list for the available commands here. I left an array, and with that, we can keep *adding more stuff * later and make the help command actually helpful :)
It was supposed to be working here. Now the CLI has the repeat command that takes the number 'n' , which is the parameter the user puts in, and looks in history.txt for which 'n' command should be executed and repeats it. I realized that adding history using the ↑↓ (keyboard arrows) would be more complicated and could, not break/bug, but slow me down in what I was doing and testing.
Implemented a dynamic dispatch system using an array of structures and function pointers. Replaced the entire nested if/else chain inside main with a clean lookup table. Commands like echo, sum, and run are now isolated functions mapped to their respective triggers. Much easier to extend now.
Refactoring the main execution loop with M365 Copilot. Moving away from the messy string comparisons and building a cleaner internal structure for command handling. Spent time debugging memory allocations and ensuring tokens from strtok don’t leak between cycles.
Massive session in the last days. Honestly, the past few days have been a heavy grind balancing school work and academic study. Between reviewing some Python automation scripts and touching up minor EDA/hardware schematic concepts, I had to take a step back and deeply review C fundamentals. I spent a good chunk of time writing tests to push the limits of basic features, function definitions, and pointer scopes that the language offers. All this testing made it obvious that the old monolithic, single-file structure was hitting a wall. To scale Orbit properly into the Alpha phase (vα), I executed a complete architectural overhaul, breaking the codebase down from 1 single file into 5 highly modular files, all cleanly decoupled and tied together using structured header files (.h) and a dedicated Makefile. Key implementations finalized in this block: Modular File Splitting: Migrated core logic away from the legacy root files. The project is now properly organized under a /src directory, separating the shell’s main loop, the token parser, and individual command definitions into their own independent compilation units. Dynamic Prompt Integration: Hooked up the native getcwd() system call inside the interactive execution loop. Because the shell now correctly tracks process directory state, the prompt dynamically updates and visually prints the absolute path in real-time right after a ‘cd’ executes. Lookup Table for Aliases: Laid down the pre-processing layer for custom shortcut mappings. Designed a static structure array to act as an Alias Table, intercepting raw stdin strings to scan for matches (like replacing ‘ll’ with ‘run ls -la’) before the input ever hits strtok for argument tokenization.
I’m done for now. I spent time writing the README and fixing a few things in the code, as well as resolving an issue syncing the Git repository—specifically, a discrepancy between the remote and local versions. I also deleted the binary that had been uploaded there by mistake :| On top of that, I created this architecture diagram right in Canva. That’s basically it; now I’m going to ship the Alpha version.
Yeah, long time… I was here thinking about whether to continue developing something more complete/add more features here. It just so happens I was working on other projects and liked them, so I kind of set Orbit aside. Actually, every now and then I would come here (I mean to its directory) and test things, skim through the code to think of more stuff, you know. I’d run the program and that was pretty much it. Then I was testing some parts and features of the language related to the course. And since before fully developing the project I studied, checked out, and learned certain things here, I came back and did the same. I even turned off Wakatime since it wasn’t really for the project, but after messing with the others I’d turn it back on and that was that. So yeah, here I am and I tinkered with the project a bit more in the parts I got feedback on. I forgot to translate the version I’d be showing for the demo into English , now I did, I was thinking of leaving the binary and executable program multiplatform and I also went after that. Anyway, there’s already a release with it for Linux, macOS, and Windows. In that and in the translation, I used Antigravity. Now the project is more organized. Now the aliases you create stay saved and don’t get lost when you close that session. I also tweaked things with the voters’ feedback to make it look more professional and like how bash really is . Creating a process and running things with execvp() (the other one is fork() ) or it already kind of gave the clue on how to do it.
Ships:
I built this mini-terminal in C. The trickiest part was dealing with pointers—specifically dereferencing. I got a bit lost in a few places and while organizing function parameters, but nothing major went wrong. I wanted to learn how operating systems and low-level systems work; since C is essentially the foundation for that—and I was already studying it in my course I decided to use it. To test it out, you can simply create a Codespaces instance or clone the repository. If you choose to clone it, you’ll need a C compiler installed. Install it using this command: sudo apt update && sudo apt install build-essential -y...
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1793616782.4163184
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1793703182.4163184
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71426
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My awesome macropad! by @knight_hades_fromunderwor My awesome macropad! by @knight_hades_fromunderworld | Stardance...
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knight_hades_fromunderworld
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @knight_hades_fromu Title: My awesome macropad! by @knight_hades_fromunderworld | Stardance...
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1793616783.6918077
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1794221583.6918077
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71427
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Esp32 Mochi by @izaanhussain | Stardance
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izaanhussain
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0
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2.78
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0
|
[]
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[{"post_id": 82927, "ts": "202 [{"post_id": 82927, "ts": "2026-10-26T08:38:21Z", "hours": 2.0481, "text": "ESP32 Mochi is fullly completed and i have put the test firmware too with the firmware i have put 712 gifs of the real dasai mochi face. current firmware acts like gif player only. i have uploaded all the files and will submit for funding and good new is that i got 0 errors in DRC hehe. meet you after building the cute mochiiii!!"}, {"post_id": 82908, "ts": "2026-10-26T05:53:42Z", "hours": 0.7319, "text": "Iam working on my new small simple project ESP32 mochi which is the my version clone of the real Dasai Mochi , iam usine esp32 C3 supermini because of its size . iam making the custom PCB and will provide a test (working) code with some gifs to run . now i have completed the shematics and i have used connectors instead of thier footprints coz c3 orign=inal footprints are hard to find and iam bad at soldering i always damage the oled and the c3 thanks!"}]...
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Title: Esp32 Mochi by @izaanhussain | Stardance
D Title: Esp32 Mochi by @izaanhussain | Stardance
Devlogs:
Iam working on my new small simple project ESP32 mochi which is the my version clone of the real Dasai Mochi , iam usine esp32 C3 supermini because of its size . iam making the custom PCB and will provide a test (working) code with some gifs to run . now i have completed the shematics and i have used connectors instead of thier footprints coz c3 orign=inal footprints are hard to find and iam bad at soldering i always damage the oled and the c3 thanks!
ESP32 Mochi is fullly completed and i have put the test firmware too with the firmware i have put 712 gifs of the real dasai mochi face. current firmware acts like gif player only. i have uploaded all the files and will submit for funding and good new is that i got 0 errors in DRC hehe. meet you after building the cute mochiiii!!...
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1793616784.5896719
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1794221584.5896719
|
|
71428
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Student Task Force by @antonio_passos | Stardance
|
antonio_passos
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0
|
7.45
|
0
|
[]
|
[{"post_id": 82891, "ts": "202 [{"post_id": 82891, "ts": "2026-10-26T05:05:55Z", "hours": 7.4536, "text": "Basic website layout created with placeholder polls and some dummy articles. I’m going to make the articles more detailed and add functionality for other people to write articles too, and also add database so the polls can actually track live votes."}]...
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Title: Student Task Force by @antonio_passos | Sta Title: Student Task Force by @antonio_passos | Stardance
Devlogs:
Basic website layout created with placeholder polls and some dummy articles. I’m going to make the articles more detailed and add functionality for other people to write articles too, and also add database so the polls can actually track live votes....
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1793616785.5362868
|
1794221585.5362868
|
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31584
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Thornwake by @secret | Stardance
|
secret
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:10:42Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Thornwake - a web-based RPG game. The project is finally finished, the game takes about 15-20 minutes to finish, so it isn’t anything huge but I’m still proud of it. If you have any recommendations I’m happy to hear them. Special thanks to my friend Ultra for his recommendations!", "repo": "https://github.com/dominik-vrg/thornwake-webgame", "demo": "https://dominik-vrg.github.io/thornwake/"}]...
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[{"post_id": 45774, "ts": "202 [{"post_id": 45774, "ts": "2026-08-12T14:08:27Z", "hours": 3.2056, "text": "Thornwake - #devlog 6 Game is finished! I have finished playtesting, fixing bugs and fine tuning the game. New graphics Enemies adjusted Boss modified"}, {"post_id": 30714, "ts": "2026-07-18T15:01:15Z", "hours": 7.95, "text": "Thornwake - #devlog 5 HUGE UPDATE!!! The game is now nearly in its final form, only thing left to do is for me and some of my friends to playtest it. The site will be deployed on github, I will link it below. If you have any recommendations, please let me know. Added 3 new zones to the game Added new types of enemies, including a final boss Added audio and visual effects The character now faces your cursor instead of the direction of movement Enemies are a bit harder to defeat now The game now has persistent storage and 3 different difficulties Two new NPCs were added, one of them being the blacksmith where you can upgrade your items New items and materials have also been added"}, {"post_id": 28538, "ts": "2026-07-14T20:59:17Z", "hours": 3.3581, "text": "Thornwake - #devlog 4 Worked some more on the game, but there is still a long way to go! If you have any recommendations, or found a bug, please let me know in the comments. Added a crafting system together with a few new items Added a shop system along with a merchant NPC called Bram"}, {"post_id": 26917, "ts": "2026-07-11T23:56:52Z", "hours": 3.0319, "text": "Thornwake - #devlog 3 I made some new small changes: Added a system for NPCs Added a system for enemies which have A* pathfinding Created the first NPC and some enemies"}, {"post_id": 24573, "ts": "2026-07-08T08:00:08Z", "hours": 1.0008, "text": "Thornwake - #devlog 2 New progress: Made a titlescreen with some hints and a start button Made a journal, which will contain quests and lore logs of the game"}, {"post_id": 23723, "ts": "2026-07-06T20:46:31Z", "hours": 4.4261, "text": "Thornwake - #devlog 1 I am making a web based RPG game. So far it has: A player that can move with WASD or Arrow Keys A simple map (probably will change later) Inventory UI system Random pickups on the map, including weapons, armor, healing items and materials HP Bar and equipped items indicator"}]...
|
Title: Thornwake by @secret | Stardance
Devlogs:
Title: Thornwake by @secret | Stardance
Devlogs:
Thornwake - #devlog 1 I am making a web based RPG game. So far it has: A player that can move with WASD or Arrow Keys A simple map (probably will change later) Inventory UI system Random pickups on the map, including weapons, armor, healing items and materials HP Bar and equipped items indicator
Thornwake - #devlog 2 New progress: Made a titlescreen with some hints and a start button Made a journal, which will contain quests and lore logs of the game
Thornwake - #devlog 3 I made some new small changes: Added a system for NPCs Added a system for enemies which have A* pathfinding Created the first NPC and some enemies
Thornwake - #devlog 4 Worked some more on the game, but there is still a long way to go! If you have any recommendations, or found a bug, please let me know in the comments. Added a crafting system together with a few new items Added a shop system along with a merchant NPC called Bram
Thornwake - #devlog 5 HUGE UPDATE!!! The game is now nearly in its final form, only thing left to do is for me and some of my friends to playtest it. The site will be deployed on github, I will link it below. If you have any recommendations, please let me know. Added 3 new zones to the game Added new types of enemies, including a final boss Added audio and visual effects The character now faces your cursor instead of the direction of movement Enemies are a bit harder to defeat now The game now has persistent storage and 3 different difficulties Two new NPCs were added, one of them being the blacksmith where you can upgrade your items New items and materials have also been added
Thornwake - #devlog 6 Game is finished! I have finished playtesting, fixing bugs and fine tuning the game. New graphics Enemies adjusted Boss modified
Ships:
Thornwake - a web-based RPG game. The project is finally finished, the game takes about 15-20 minutes to finish, so it isn’t anything huge but I’m still proud of it. If you have any recommendations I’m happy to hear them. Special thanks to my friend Ultra for his recommendations!...
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1793616786.420192
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1793703186.420192
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71429
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keymini by @mishrashubh8615 | Stardance
|
mishrashubh8615
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0
|
0.0
|
0
|
[]
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[]
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Title: keymini by @mishrashubh8615 | Stardance
|
1793616787.6433835
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1794221587.6433835
|
|
71430
|
My awesome macropad! by @korbynj | Stardance
|
korbynj
|
0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @korbynj | Stardanc Title: My awesome macropad! by @korbynj | Stardance...
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1793616788.5750232
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1794221588.5750232
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71431
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PacMac by @Kailey | Stardance
|
Kailey
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T03:31:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fixed loop to allow asyncio to work proplerly, redoploy", "repo": "https://github.com/KaileyLiou/PacMac", "demo": "https://kaileyliou.github.io/PacMac/"}]...
|
[{"post_id": 82902, "ts": "202 [{"post_id": 82902, "ts": "2026-10-26T05:42:34Z", "hours": 2.7644, "text": "Finished portal, modified game loop, added walls, added sprites, added music, fixed code/score logic, fixed errors, added start and end screens, added restart, deploy"}]...
|
Title: PacMac by @Kailey | Stardance
Devlogs:
Fin Title: PacMac by @Kailey | Stardance
Devlogs:
Finished portal, modified game loop, added walls, added sprites, added music, fixed code/score logic, fixed errors, added start and end screens, added restart, deploy
Ships:
Fixed loop to allow asyncio to work proplerly, redoploy...
|
1793616789.4776318
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1793703189.4776318
|
|
17437
|
Website! by @Rishi | Stardance
|
Rishi
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T21:00:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website (very simple) experimenting simple features such as headers, gifs, and text coloration and size only having a frontend to allow me to grasp the basics to further utilize HTML, CSS, and Javascript on a future, unrelated project.", "repo": "https://github.com/lakkireddyrr-max/hackatime-project-website", "demo": "https://lakkireddyrr-max.github.io/hackatime-project-website/"}]...
|
[{"post_id": 7583, "ts": "2026 [{"post_id": 7583, "ts": "2026-06-12T17:53:58Z", "hours": 0.6031, "text": "I’ve been working on building a functional website using HTML and alter specific elements of the frontend to creatline a baseline page for a website. My initial focuses were getting this text and altering whether it was header text or body text and using for smaller body text. Using this text, I altered aspects of it such as color or alignment through using style=”” to alter the elements of text throughout this webpage, even altering the background color to a beige to further experiment. Along with text, I also implemented a gif into my webpage using a website link rather than file and altered its alignment. To continue this project, I will continue to develop this frontend and further learn HTML coding language to pair along with a backend using JavaScript, with VS code."}]...
|
Title: Website! by @Rishi | Stardance
Devlogs:
I’ Title: Website! by @Rishi | Stardance
Devlogs:
I’ve been working on building a functional website using HTML and alter specific elements of the frontend to creatline a baseline page for a website. My initial focuses were getting this text and altering whether it was header text or body text and using for smaller body text. Using this text, I altered aspects of it such as color or alignment through using style=”” to alter the elements of text throughout this webpage, even altering the background color to a beige to further experiment. Along with text, I also implemented a gif into my webpage using a website link rather than file and altered its alignment. To continue this project, I will continue to develop this frontend and further learn HTML coding language to pair along with a backend using JavaScript, with VS code.
Ships:
I made a simple website (very simple) experimenting simple features such as headers, gifs, and text coloration and size only having a frontend to allow me to grasp the basics to further utilize HTML, CSS, and Javascript on a future, unrelated project....
|
1793616793.300554
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1793703193.300554
|
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14785
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ManhwaOS by @ElliotsLittleWave | Stardance
|
ElliotsLittleWave
|
1
|
11.0
|
79
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T05:18:46Z", "hours": 11.0, "multiplier": 7.24, "payout": 79, "blessing": "neutral", "text": "i made a manhwaOS for all novel and manhwa users to use and save timee. Currently its at the beta stage so most of the actual TIME SAVERS are being added on webOS2 since if i add it rn i maaayyy just have no more ideas for WEBOS2 The most challenging was the design. I actually tried drawing hahahhaah to no avail :( welp atleast it looks okay now since i added leaves and godrays", "repo": "https://github.com/Maxwell7779/ManhwaOS", "demo": "https://manhwa-os.vercel.app/"}]...
|
[{"post_id": 9680, "ts": "2026 [{"post_id": 9680, "ts": "2026-06-16T02:56:09Z", "hours": 0.3944, "text": "LAST LAST DEVLOG#idk THANK YOU FOR EVERYTHINGG this is my first ever project and im so happy and proud that it was shipped HERE IN STARDAANCEEE~!! BYE BYEEE"}, {"post_id": 9133, "ts": "2026-06-15T09:00:10Z", "hours": 0.4122, "text": "LAST DEVLOG #8 FINISHED LAST GOAL AND WILL SHIP added it where when you drag a window over another it prioritzes the window youre dragging and obscues the other windooww will be pushing then submitting BYE YALL"}, {"post_id": 9116, "ts": "2026-06-15T08:04:23Z", "hours": 1.7992, "text": "Devlog#7 ADDED FALLING LEAVES AND GODRAYYSSS!!! i thought what would make it look better? ITS LEAAAVESSS however the main challenge was making it look the same on mobile. I WAS GENUINELY STUCK FOR AN HOUR on making the god rays on mobile not stick to the top while making it look the same on desktop and found : isMobile - i added these to change stuff on mobile aka the responsiveness and all while keeping the desktop UI the same as before!! next devlog ill be making the obscurity of windows change when overlapping to enhance readibility and user-friendliness BYEEE"}, {"post_id": 8775, "ts": "2026-06-14T16:12:42Z", "hours": 2.9244, "text": "DEVLOG#6 possibly last devlog now IMPROVED APP AESTHETIC. Andd YOU CAN NOW DRAG ON MOBILE also improved mobile responsiveness for my mobile viewers to rate highlyy. ALSO finally made it look good, and work across all zoom sizes both mobile and pc YEHEYY hope yall rate this highlyy bye byee"}, {"post_id": 8145, "ts": "2026-06-13T16:14:19Z", "hours": 1.8044, "text": "DEVLOG #5 ADDED A VISITOR COUNTER!! sooo what did i do? i ADVERTISED IT ON REDITT AND DC BTWW i did this and took 2 hours just to leave a good impression on you viewers so plsss rate it highly hehehe THANKSS!! BTW i use supabase for the database and getting the VISITOR COUNT it took me so long its so tricky with the sql editor and stuff BUT I DID ITT"}, {"post_id": 7536, "ts": "2026-06-12T16:11:42Z", "hours": 1.8386, "text": "DEVLOG#4 WHATS NEW!! NEW BACKGROUND search bar seperated for the text not to bleed on mobile better mobile responsiveness change the fonts to MANGA MASTER for that added subtle details into this OS since its a manhwaOS GOAL NEXT DEVLOG add a last feature where when cursor is hovered to the left it opens setting then right you can change the wallpaper ALRIGHT BYE YALL!! NOTE: there was this bad gateway problem so i couldnt update thats why theres a pretty drastic change cuz i was stuck in this computer basically uhh ever since 10 hours ago lol"}, {"post_id": 7418, "ts": "2026-06-12T11:01:33Z", "hours": 0.7914, "text": "DEVLOG #3 BABYY!! YOU CAN SEARCH FOR ANY MANHWA ONLINE!! UPDATE: I SPENT LEGIT 30 mins on LAW cuz it turns out i cant have manhwa on this website because of copyright issues. SO instead i linked it to my manhwa page and my website became a sort of middle man also i feel bad that i didnt accomplish my main goal i added a search bar to open the apps ANDDD ANY MANHWA ONLINEE!! also fixed the issue where the apps open on the same places"}, {"post_id": 7335, "ts": "2026-06-12T07:21:13Z", "hours": 0.6242, "text": "sadly i lost my other file and now i have to redo it which i can but sadly i did commit in time in GIT but had to clone it so my time spent coding went back to 20 minutes"}, {"post_id": 7305, "ts": "2026-06-12T05:24:33Z", "hours": 0.7842, "text": "Im currently making a WebOS to read Manhwas on and i thought itd be possible to read from webtoon adn others inside my webpage? working on it currently"}]...
|
Title: ManhwaOS by @ElliotsLittleWave | Stardance
Title: ManhwaOS by @ElliotsLittleWave | Stardance
Devlogs:
Im currently making a WebOS to read Manhwas on and i thought itd be possible to read from webtoon adn others inside my webpage? working on it currently
sadly i lost my other file and now i have to redo it which i can but sadly i did commit in time in GIT but had to clone it so my time spent coding went back to 20 minutes
DEVLOG #3 BABYY!! YOU CAN SEARCH FOR ANY MANHWA ONLINE!! UPDATE: I SPENT LEGIT 30 mins on LAW cuz it turns out i cant have manhwa on this website because of copyright issues. SO instead i linked it to my manhwa page and my website became a sort of middle man also i feel bad that i didnt accomplish my main goal i added a search bar to open the apps ANDDD ANY MANHWA ONLINEE!! also fixed the issue where the apps open on the same places
DEVLOG#4 WHATS NEW!! NEW BACKGROUND search bar seperated for the text not to bleed on mobile better mobile responsiveness change the fonts to MANGA MASTER for that added subtle details into this OS since its a manhwaOS GOAL NEXT DEVLOG add a last feature where when cursor is hovered to the left it opens setting then right you can change the wallpaper ALRIGHT BYE YALL!! NOTE: there was this bad gateway problem so i couldnt update thats why theres a pretty drastic change cuz i was stuck in this computer basically uhh ever since 10 hours ago lol
DEVLOG #5 ADDED A VISITOR COUNTER!! sooo what did i do? i ADVERTISED IT ON REDITT AND DC BTWW i did this and took 2 hours just to leave a good impression on you viewers so plsss rate it highly hehehe THANKSS!! BTW i use supabase for the database and getting the VISITOR COUNT it took me so long its so tricky with the sql editor and stuff BUT I DID ITT
DEVLOG#6 possibly last devlog now IMPROVED APP AESTHETIC. Andd YOU CAN NOW DRAG ON MOBILE also improved mobile responsiveness for my mobile viewers to rate highlyy. ALSO finally made it look good, and work across all zoom sizes both mobile and pc YEHEYY hope yall rate this highlyy bye byee
Devlog#7 ADDED FALLING LEAVES AND GODRAYYSSS!!! i thought what would make it look better? ITS LEAAAVESSS however the main challenge was making it look the same on mobile. I WAS GENUINELY STUCK FOR AN HOUR on making the god rays on mobile not stick to the top while making it look the same on desktop and found : isMobile - i added these to change stuff on mobile aka the responsiveness and all while keeping the desktop UI the same as before!! next devlog ill be making the obscurity of windows change when overlapping to enhance readibility and user-friendliness BYEEE
LAST DEVLOG #8 FINISHED LAST GOAL AND WILL SHIP added it where when you drag a window over another it prioritzes the window youre dragging and obscues the other windooww will be pushing then submitting BYE YALL
LAST LAST DEVLOG#idk THANK YOU FOR EVERYTHINGG this is my first ever project and im so happy and proud that it was shipped HERE IN STARDAANCEEE~!! BYE BYEEE
Ships:
i made a manhwaOS for all novel and manhwa users to use and save timee. Currently its at the beta stage so most of the actual TIME SAVERS are being added on webOS2 since if i add it rn i maaayyy just have no more ideas for WEBOS2 The most challenging was the design. I actually tried drawing hahahhaah to no avail :( welp atleast it looks okay now since i added leaves and godrays...
|
1793616794.5092316
|
1793703194.5092316
|
|
36785
|
Rev by @luxi | Stardance
|
luxi
|
2
|
37.14
|
578
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:47:48Z", "hours": 23.0, "multiplier": 17.5, "payout": 394, "blessing": "neutral", "text": "I implemented rigid bodies and more optimizations in this release. I wanted to implement detection of floating bodies and automatically turning them into rigid bodies but I realized it’s pointless. It needs to be solved in world gen then only do a basic check around an area of change.", "repo": "https://github.com/nixuntris/Unnamed-CA-engine", "demo": "https://github.com/nixuntris/Unnamed-CA-engine/releases/tag/Stable_Release3"}, {"ship_num": 2, "ts": "2026-07-21T18:08:07Z", "hours": 13.0, "multiplier": 13.86, "payout": 184, "blessing": "neutral", "text": "I made a little physics engine. I am shipping it for the competition but I will come back to it later. It’s a cellular automata based physics engine, every single pixel is simulated. Technically it can support any world size but you might need to play around with the source code, it’s hard set at 1920x1080 rn. You can edit the cell behaviors as well. Wish you a nice day.", "repo": "https://github.com/nixuntris/Unnamed-CA-engine", "demo": "https://github.com/nixuntris/Unnamed-CA-engine/releases/tag/Stable_Release3"}]...
|
[{"post_id": 61115, "ts": "202 [{"post_id": 61115, "ts": "2026-09-03T20:57:29Z", "hours": 1.1433, "text": "I’ve begun work on entities, right now I only implemented a wondering behaviour. The plan is too implement multiple different behaviours so you can config them. Like for example if hungry wonder and find a carrot"}, {"post_id": 47534, "ts": "2026-08-15T14:43:04Z", "hours": 9.3119, "text": "I have been working on improving rigid bodies. Along with adding collisions to them by the player so you can pick them up. I’ve been working on floating terrain detection but I realized it’s either gonna be a very expensive and complicated algorithm or something in world gen. I am probably gonna leave it at that even though the rigid bodies are incredibly janky and just release it. I am tired and want to move on to a side project"}, {"post_id": 43327, "ts": "2026-08-08T15:02:55Z", "hours": 7.0858, "text": "Not visual. However I’ve been working on optimizing the engine. I’ve implemented face culling for physics object. Eg only pixels that aren’t covered will have collision checks with other objects. As well as AABBs, so that unless their general shapes collides, no per pixel collisions arise. I implemented multiple light optimizations, most important is rendering it a lower resolution as at this scale, as at half resolution it’s indistinguishable from native. As well as I started work on a player controller. So for example light update went from 39157us to 3399 us."}, {"post_id": 38207, "ts": "2026-07-31T14:34:22Z", "hours": 3.7519, "text": "I have implemented rigid bodies into the engine. Rn this is a very basic and slow version. I plan to finish their interactions with lighting, optimize their collisions and then add JFA to check for disconnected terrain to become rigid bodies. Happy coding"}, {"post_id": 34667, "ts": "2026-07-25T15:56:56Z", "hours": 2.3528, "text": "I’ve been working on multithreading and general optimizations. I use OMP for it, it makes multihreading much easier however I still needed to make some changes. I split away everything rendering related from physics and lighting updates. I am using OMP as well because CA is much more of a problem of throughput than one of on demand updates. As you update millions of pixels every frame and don’t need to care about splitting physics and sound. However in the future I will ideally have a combination of both. Let’s say 4 threads manually controlled for sound, enemy ai, physics so that they can be responsive while CA uses 8 threads for pure throughput. Please keep in mind light updates are not done every frame, so it being 39157 us doesn’t mean it actually runs at sub 60 fps. One other thing I improved as well is support for larger world. You can have any size you want as long as it is smaller than the 32 bit integer limit."}, {"post_id": 32458, "ts": "2026-07-21T17:39:49Z", "hours": 2.8269, "text": "In the meantime, I’ve worked on optimizing the project. I am trying to implement a more traditional physics solver but I am tired of rigid bodies constantly failing. So I am shipping it as it is in a bit. I will come back and work on it in the future as I still want to play around with it"}, {"post_id": 31447, "ts": "2026-07-19T20:19:32Z", "hours": 5.4047, "text": "I’ve been working on Rev, I have implemented simple lighting, and improved the code structure. The world size can be edited however it’s still tied to the window size. Something I plan on changing. I want to support large worlds. Have a wonderful day"}, {"post_id": 30746, "ts": "2026-07-18T16:00:44Z", "hours": 5.1192, "text": "I’ve been working on a physics engine. I’ve implemented basic CA behavior along with chunking and dirty chunks and different cell behaviors and rules like gases, liquids, static objects, dissolving. Alongside basic terrain gen."}]...
|
Title: Rev by @luxi | Stardance
Devlogs:
I’ve bee Title: Rev by @luxi | Stardance
Devlogs:
I’ve been working on a physics engine. I’ve implemented basic CA behavior along with chunking and dirty chunks and different cell behaviors and rules like gases, liquids, static objects, dissolving. Alongside basic terrain gen.
I’ve been working on Rev, I have implemented simple lighting, and improved the code structure. The world size can be edited however it’s still tied to the window size. Something I plan on changing. I want to support large worlds. Have a wonderful day
In the meantime, I’ve worked on optimizing the project. I am trying to implement a more traditional physics solver but I am tired of rigid bodies constantly failing. So I am shipping it as it is in a bit. I will come back and work on it in the future as I still want to play around with it
I’ve been working on multithreading and general optimizations. I use OMP for it, it makes multihreading much easier however I still needed to make some changes. I split away everything rendering related from physics and lighting updates. I am using OMP as well because CA is much more of a problem of throughput than one of on demand updates. As you update millions of pixels every frame and don’t need to care about splitting physics and sound. However in the future I will ideally have a combination of both. Let’s say 4 threads manually controlled for sound, enemy ai, physics so that they can be responsive while CA uses 8 threads for pure throughput. Please keep in mind light updates are not done every frame, so it being 39157 us doesn’t mean it actually runs at sub 60 fps. One other thing I improved as well is support for larger world. You can have any size you want as long as it is smaller than the 32 bit integer limit.
I have implemented rigid bodies into the engine. Rn this is a very basic and slow version. I plan to finish their interactions with lighting, optimize their collisions and then add JFA to check for disconnected terrain to become rigid bodies. Happy coding
Not visual. However I’ve been working on optimizing the engine. I’ve implemented face culling for physics object. Eg only pixels that aren’t covered will have collision checks with other objects. As well as AABBs, so that unless their general shapes collides, no per pixel collisions arise. I implemented multiple light optimizations, most important is rendering it a lower resolution as at this scale, as at half resolution it’s indistinguishable from native. As well as I started work on a player controller. So for example light update went from 39157us to 3399 us.
I have been working on improving rigid bodies. Along with adding collisions to them by the player so you can pick them up. I’ve been working on floating terrain detection but I realized it’s either gonna be a very expensive and complicated algorithm or something in world gen. I am probably gonna leave it at that even though the rigid bodies are incredibly janky and just release it. I am tired and want to move on to a side project
I’ve begun work on entities, right now I only implemented a wondering behaviour. The plan is too implement multiple different behaviours so you can config them. Like for example if hungry wonder and find a carrot
Ships:
I made a little physics engine. I am shipping it for the competition but I will come back to it later. It’s a cellular automata based physics engine, every single pixel is simulated. Technically it can support any world size but you might need to play around with the source code, it’s hard set at 1920x1080 rn. You can edit the cell behaviors as well. Wish you a nice day.
I implemented rigid bodies and more optimizations in this release. I wanted to implement detection of floating bodies and automatically turning them into rigid bodies but I realized it’s pointless. It needs to be solved in world gen then only do a basic check around an area of change....
|
1793616795.7744129
|
1793703195.7744129
|
|
30003
|
Pokémon MuZero by @utilisateur_richard | Stardance
|
utilisateur_richard
|
1
|
37.54
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:59:00Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an AI (neural network, please do not think it is like ChatGPT) designed to reach superhuman / master level in PTCG (the Pokémon Trading Card Game). Unfortunately, due to its nature and due to the fact that the game engine is proprietary, I cannot send it to you and let you play with it. It is based on the MuZero architecture (made by DeepMind), on the Stochastic MuZero, on the Gumbel MuZero architecture, and on the EfficientZero architecture. How does it work? It is 3 NNs (neural networks) that work together to be invincible at a given game without even knowing the rules! How can it play without knowing the rules? Well, it has an imagination that lets it predict what will happen all by itself without any help. For that, the first network, the Encoder formerly named h, will create a latent space (the imagination / position) based on the real state of the game for the other networks. After that, the Strategist (formerly f) network will see the latent space (the imagination / position) and check: Is this position a winning or a losing position with the V (value) network? What will be the next best moves with the P (policy) network? Then, based on the moves suggested by the P network, the the Simulator network (g) simulates the outcome to create the next imaginary state (latent space). It repeats this loop with the Strategist (f) and the Simulator (g) until it exhausts its thinking budget. But does it just imagine ONE line of play and blindly follow it? No! It actually imagines many different possible moves at the same time, like a tree of possibilities (this is called Monte Carlo Tree Search, or MCTS). At each node of this tree, the model has to pick which branch to expand next, and it does this using a formula (called PUCT) that balances two things: how good the P network and V network think this branch is (exploitation), and how few times this branch has been visited so far compared to its siblings (exploration). So a branch gets visited more when it keeps looking promising as it gets expanded deeper, but every branch still gets a fair shot early on so the model does not tunnel-vision on its first guess. This creates a feedback loop: good branches get explored more, which refines their value estimate even further, and bad branches get abandoned early. In the end, the move it picks is the one that got explored/visited the most during this search, not just “whatever the P network liked the most” at first glance. This is what makes the whole system so much stronger than the raw network alone! Safety mechanics: To avoid having problems like the imagination of the model being completely inaccurate, I added some probes (they are networks, but just remember that they are here to evaluate the model). Their goal is to extract information from the latent space to see if it is accurate. E.g., we create a latent space in which a Pokémon is or isn’t (50-50) K.O., and the probe has to, based only on the latent space, say if the Pokémon is K.O. or not. I also added a lot of logs, for example a log that counts the number of actions that the model takes (e.g., does it attack or does it pass its turn? (I had a problem one time where the model passed its turn 75% to 90% of the time!!)). below, you can see two different latent space (imagination), every dot is a real position in the game, the distance between the dots is their similarity (far = different, close = similar), you can also see in the 4th graph the age of the state (blue = start of the game, yellow = end of the game) and the most important in the 1st, 2nd and 3rd graph, you can see the predicted value of the model, the real value (red = win blue = loose) and the difference between the prediction of the AI and the real value the first png is the model at the first state (not trained) and the second png is the model at its best level", "repo": "https://github.com/utilisateursrichard/MuZero-PTCG/", "demo": "https://ptcg.dino.icu/"}]...
|
[{"post_id": 55738, "ts": "202 [{"post_id": 55738, "ts": "2026-08-27T18:30:05Z", "hours": 2.7586, "text": "addition of a new section in the readme.md !"}, {"post_id": 51211, "ts": "2026-08-20T18:52:58Z", "hours": 3.7792, "text": "I just found a visualizer so now you can play against the NN ! (ptcg.duckdns.org) (visualizer not made by me btw, look at the readme.md to find the original author (idk if i can send link here:/)) (please do not judge the visualizer, that’s not my project)"}, {"post_id": 49843, "ts": "2026-08-18T19:54:32Z", "hours": 1.155, "text": "addition of IREE to use the model with any GPU without downloading the pytorch/ROMc lib"}, {"post_id": 49348, "ts": "2026-08-18T03:48:11Z", "hours": 1.7164, "text": "correction of the visualizer to have beautiful visualization"}, {"post_id": 48954, "ts": "2026-08-17T15:09:07Z", "hours": 22.5117, "text": "the competiton and unfortunately I lost and finished at the 5000 place in the leaderboard :/"}, {"post_id": 21617, "ts": "2026-07-03T17:36:56Z", "hours": 0.8508, "text": "The training pipeline is finally done ! now the real challenge can finally start !"}, {"post_id": 21134, "ts": "2026-07-02T22:46:31Z", "hours": 1.2822, "text": "A quick rundown of a fun bug I encountered today. The concurrency API doesn’t provide any tools for generating or validating a deck, it’s entirely up to the model to create a valid 60card deck, without any safeguards I ran into a big problem with ACE SPEC cards: the game rules prohibit having more than one per deck, regardless of the ACE SPEC category. However, the card database is poorly designed, some cards simply weren’t declared as ACE SPEC in the rules column. My code treated them as standard cards and added several to the deck without issue. The C++ game engine, however, wasn’t having any of it: it systematically rejected the deck, and the worker went into a crash loop. The fix required restarting the detection system from scratch: I now scan all suspicious columns in the CSV and the engine’s API to list absolutely every ACE SPEC in the game. As soon as the Deck Builder draws one, the other 19 are immediately locked for the rest of the draw So now the error is finally corrected and I can finally focus on the real nightmare : the training of the neural network"}, {"post_id": 21046, "ts": "2026-07-02T20:23:22Z", "hours": 3.2472, "text": "fist devlog, for now the pipeline isn’t ready but it will be soon !"}]...
|
Title: Pokémon MuZero by @utilisateur_richard | St Title: Pokémon MuZero by @utilisateur_richard | Stardance
Devlogs:
fist devlog, for now the pipeline isn’t ready but it will be soon !
A quick rundown of a fun bug I encountered today. The concurrency API doesn’t provide any tools for generating or validating a deck, it’s entirely up to the model to create a valid 60card deck, without any safeguards I ran into a big problem with ACE SPEC cards: the game rules prohibit having more than one per deck, regardless of the ACE SPEC category. However, the card database is poorly designed, some cards simply weren’t declared as ACE SPEC in the rules column. My code treated them as standard cards and added several to the deck without issue. The C++ game engine, however, wasn’t having any of it: it systematically rejected the deck, and the worker went into a crash loop. The fix required restarting the detection system from scratch: I now scan all suspicious columns in the CSV and the engine’s API to list absolutely every ACE SPEC in the game. As soon as the Deck Builder draws one, the other 19 are immediately locked for the rest of the draw So now the error is finally corrected and I can finally focus on the real nightmare : the training of the neural network
The training pipeline is finally done ! now the real challenge can finally start !
the competiton and unfortunately I lost and finished at the 5000 place in the leaderboard :/
correction of the visualizer to have beautiful visualization
addition of IREE to use the model with any GPU without downloading the pytorch/ROMc lib
I just found a visualizer so now you can play against the NN ! (ptcg.duckdns.org) (visualizer not made by me btw, look at the readme.md to find the original author (idk if i can send link here:/)) (please do not judge the visualizer, that’s not my project)
addition of a new section in the readme.md !
Ships:
This is an AI (neural network, please do not think it is like ChatGPT) designed to reach superhuman / master level in PTCG (the Pokémon Trading Card Game). Unfortunately, due to its nature and due to the fact that the game engine is proprietary, I cannot send it to you and let you play with it. It is based on the MuZero architecture (made by DeepMind), on the Stochastic MuZero, on the Gumbel MuZero architecture, and on the EfficientZero architecture. How does it work? It is 3 NNs (neural networks) that work together to be invincible at a given game without even knowing the rules! How can it play without knowing the rules? Well, it has an imagination that lets it predict what will happen all by itself without any help. For that, the first network, the Encoder formerly named h, will create a latent space (the imagination / position) based on the real state of the game for the other networks. After that, the Strategist (formerly f) network will see the latent space (the imagination / position) and check: Is this position a winning or a losing position with the V (value) network? What will be the next best moves with the P (policy) network? Then, based on the moves suggested by the P network, the the Simulator network (g) simulates the outcome to create the next imaginary state (latent space). It repeats this loop with the Strategist (f) and the Simulator (g) until it exhausts its thinking budget. But does it just imagine ONE line of play and blindly follow it? No! It actually imagines many different possible moves at the same time, like a tree of possibilities (this is called Monte Carlo Tree Search, or MCTS). At each node of this tree, the model has to pick which branch to expand next, and it does this using a formula (called PUCT) that balances two things: how good the P network and V network think this branch is (exploitation), and how few times this branch has been visited so far compared to its siblings (exploration). So a branch gets visited more when it keeps looking promising as it gets expanded deeper, but every branch still gets a fair shot early on so the model does not tunnel-vision on its first guess. This creates a feedback loop: good branches get explored more, which refines their value estimate even further, and bad branches get abandoned early. In the end, the move it picks is the one that got explored/visited the most during this search, not just “whatever the P network liked the most” at first glance. This is what makes the whole system so much stronger than the raw network alone! Safety mechanics: To avoid having problems like the imagination of the model being completely inaccurate, I added some probes (they are networks, but just remember that they are here to evaluate the model). Their goal is to extract information from the latent space to see if it is accurate. E.g., we create a latent space in which a Pokémon is or isn’t (50-50) K.O., and the probe has to, based only on the latent space, say if the Pokémon is K.O. or not. I also added a lot of logs, for example a log that counts the number of actions that the model takes (e.g., does it attack or does it pass its turn? (I had a problem one time where the model passed its turn 75% to 90% of the time!!)). below, you can see two different latent space (imagination), every dot is a real position in the game, the distance between the dots is their similarity (far = different, close = similar), you can also see in the 4th graph the age of the state (blue = start of the game, yellow = end of the game) and the most important in the 1st, 2nd and 3rd graph, you can see the predicted value of the model, the real value (red = win blue = loose) and the difference between the prediction of the AI and the real value the first png is the model at the first state (not trained) and the second png is the model at its best level...
|
1793616796.9810913
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1793703196.9810913
|
|
32579
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My very own WebOS by @Harman | Stardance
|
Harman
|
1
|
2.32
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T18:33:45Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a JJK themed OS. Making the terminal was the most challenging part..It is pretty simple anyone can use it.", "repo": "https://github.com/Harmancpu/JJKOS", "demo": "https://myjjkos.vercel.app/"}]...
|
[{"post_id": 28234, "ts": "202 [{"post_id": 28234, "ts": "2026-07-14T11:35:47Z", "hours": 0.3214, "text": "Hello, I fixed a bug related to todo list. Earlier todo list would get removed once you reload the website. Now i fixed it by saving the tasks added in todo list in localstorage, and fetching the tasks in the list from it after refresh."}, {"post_id": 27830, "ts": "2026-07-13T18:30:44Z", "hours": 0.5364, "text": "I FINALLY COMPLETED THE TERMINAL!! Instead of trying to build everything at once, I started with a small collection of useful commands:help clear date whoami music play shuffle repeat stop list These are not much but are enough to give it OS vibe. I am done with the OS. https://myjjkos.vercel.app/ PLS CHECK OUT THE WEBSITE AND RATE IT OUTTA 10"}, {"post_id": 27594, "ts": "2026-07-13T09:49:21Z", "hours": 0.7156, "text": "Hello, I have now completed the applications. All of them are working. I got a 6 song playlist, an app that fetches weather data, a todo list manager, and I am also done with my edit!! But the terminal only shows the last login date for now. I have to work on it. Aside from that, i chose a video background for the desktop.. cuz it looks cool. The windows are draggable and the playlist can be played on loop or be shuffled. I will only work on the terminal now and aside from that i m done with the OS"}, {"post_id": 25851, "ts": "2026-07-10T10:29:14Z", "hours": 0.7911, "text": "Devlog #1 — Building the Boot Screen I am a big fan of animes and I keep watching them in my leisure time. So…….. i decided to build a JJK themed OS. I started out by making the welcome screen, i put up Gojo’s face on the welcome message because he is my favourite one. After that, next step was to start turning the desktop from “empty screen with a just a welcome message” into something that actually looks like an OS. First piece: a top bar. I just added the names for now, will get to their working later on. I am thinking of making an edit and put it in in the intro on top bar. Only the welcome on the top bar is functioning for now. I will add a background and make the rest of apps mentioned on top bar tomorrow. I am not sure if i will be able to build a working terminal tho…"}]...
|
Title: My very own WebOS by @Harman | Stardance
D Title: My very own WebOS by @Harman | Stardance
Devlogs:
Devlog #1 — Building the Boot Screen I am a big fan of animes and I keep watching them in my leisure time. So…….. i decided to build a JJK themed OS. I started out by making the welcome screen, i put up Gojo’s face on the welcome message because he is my favourite one. After that, next step was to start turning the desktop from “empty screen with a just a welcome message” into something that actually looks like an OS. First piece: a top bar. I just added the names for now, will get to their working later on. I am thinking of making an edit and put it in in the intro on top bar. Only the welcome on the top bar is functioning for now. I will add a background and make the rest of apps mentioned on top bar tomorrow. I am not sure if i will be able to build a working terminal tho…
Hello, I have now completed the applications. All of them are working. I got a 6 song playlist, an app that fetches weather data, a todo list manager, and I am also done with my edit!! But the terminal only shows the last login date for now. I have to work on it. Aside from that, i chose a video background for the desktop.. cuz it looks cool. The windows are draggable and the playlist can be played on loop or be shuffled. I will only work on the terminal now and aside from that i m done with the OS
I FINALLY COMPLETED THE TERMINAL!! Instead of trying to build everything at once, I started with a small collection of useful commands:help clear date whoami music play shuffle repeat stop list These are not much but are enough to give it OS vibe. I am done with the OS. https://myjjkos.vercel.app/ PLS CHECK OUT THE WEBSITE AND RATE IT OUTTA 10
Hello, I fixed a bug related to todo list. Earlier todo list would get removed once you reload the website. Now i fixed it by saving the tasks added in todo list in localstorage, and fetching the tasks in the list from it after refresh.
Ships:
I made a JJK themed OS. Making the terminal was the most challenging part..It is pretty simple anyone can use it....
|
1793616798.2222261
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1793703198.2222261
|
|
3598
|
Keyboard by @Sadiya | Stardance
|
Sadiya
|
1
|
2.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T18:42:55Z", "hours": 2.0, "multiplier": 6.82, "payout": 12, "blessing": "neutral", "text": "I made an interactive keyboard to practice typing skills. A key is highlighted at random and the user presses on the key to move on to the next. Some challenges I faced was the CSS because at first the keys were vertical instead of looking like a actual keyboard and another challenge from the CSS was that it was way too big when I made the accessible link. I am proud of being able to make a interactive and functioning keyboard.", "repo": "https://github.com/sadiyameem/keyboard", "demo": "https://sadiyameem.github.io/keyboard/"}]...
|
[{"post_id": 4396, "ts": "2026 [{"post_id": 4396, "ts": "2026-06-07T18:31:42Z", "hours": 0.4233, "text": "I wrote a README, made the link to the project, and I changed how the project looks because it was way too big for my liking. Here is the final look."}, {"post_id": 4314, "ts": "2026-06-07T15:58:51Z", "hours": 0.4614, "text": "I have finished the JS and fixed my errors. Here is the final look."}, {"post_id": 3677, "ts": "2026-06-06T18:44:09Z", "hours": 0.3053, "text": "I just finished the CSS. Here is more of the keys."}, {"post_id": 2225, "ts": "2026-06-04T16:43:49Z", "hours": 0.2767, "text": "I started working on the css. This is just part of the keys."}, {"post_id": 541, "ts": "2026-06-02T00:44:12Z", "hours": 0.3683, "text": "I am working on a keyboard. I finished outlining. The keys are grouped by finger classes (pinky, ring, pointer1st, and pointer2nd)"}]...
|
Title: Keyboard by @Sadiya | Stardance
Devlogs:
I Title: Keyboard by @Sadiya | Stardance
Devlogs:
I am working on a keyboard. I finished outlining. The keys are grouped by finger classes (pinky, ring, pointer1st, and pointer2nd)
I started working on the css. This is just part of the keys.
I just finished the CSS. Here is more of the keys.
I have finished the JS and fixed my errors. Here is the final look.
I wrote a README, made the link to the project, and I changed how the project looks because it was way too big for my liking. Here is the final look.
Ships:
I made an interactive keyboard to practice typing skills. A key is highlighted at random and the user presses on the key to move on to the next. Some challenges I faced was the CSS because at first the keys were vertical instead of looking like a actual keyboard and another challenge from the CSS was that it was way too big when I made the accessible link. I am proud of being able to make a interactive and functioning keyboard....
|
1793616799.413311
|
1793703199.413311
|
|
14069
|
My very own WebOS by @tlevi | Stardance
|
tlevi
|
2
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T14:12:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished my WebOS 2 mission. I added the following three features: A button that changes the background color randomly. A Terminal window. A Random Number Generator window with a Generate button. All three features are working successfully and have been integrated into the WebOS2 interface.", "repo": "https://github.com/TLevi74/webos", "demo": "https://tlevi74.github.io/webos/"}, {"ship_num": 2, "ts": "2026-06-15T20:44:02Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My Submission for the WebOS mission. This project was built with HTML, CSS, and JavaScript that mimics a desktop operating system. It features interactive windows for different sections: links, search tool, notes app, and an embedded YouTube video player. You can close the tabs, move them around, or minimize them by clicking on the tab names in the top left corner. Enjoy!", "repo": "https://github.com/TLevi74/webos", "demo": "https://tlevi74.github.io/webos/"}]...
|
[{"post_id": 15672, "ts": "202 [{"post_id": 15672, "ts": "2026-06-25T14:10:11Z", "hours": 0.5075, "text": "Added the last feature, which is a random number generator “app”. The project is finished, and ready for submission."}, {"post_id": 15651, "ts": "2026-06-25T13:31:48Z", "hours": 0.2636, "text": "I added a terminal window. You can type help for available commands. I will add one more final feature."}, {"post_id": 15644, "ts": "2026-06-25T13:16:03Z", "hours": 0.3214, "text": "I started working on the WebOS 2 Mission. I added a Change Background button, which changes the background color randomly. I also made some improvements to some of the movable windows. I will add 2 more new features"}, {"post_id": 5691, "ts": "2026-06-09T16:05:37Z", "hours": 1.4956, "text": "Devlog 3 & Final: The project is done! Improved draggable window system with better focus and z-index handling. Added 2 more windows with an extra functionality as stated in the guide. Finished the UI."}, {"post_id": 5620, "ts": "2026-06-09T14:26:37Z", "hours": 1.1275, "text": "Following up on the desktop layout in WebOS, I’ve added real interactivity to my project. Windows are now fully draggable across the screen, and the red close buttons successfully close them. With three apps completely done, the core window management works. Next up, I’ll be making some more apps!"}, {"post_id": 5546, "ts": "2026-06-09T11:15:34Z", "hours": 1.5558, "text": "Started the project today. Got the basic structure down — a desktop div, a window div, and a title bar. Wrote my first bit of CSS to make it sit in the middle of the screen. Then the fun part: making it actually drag. The first attempt sent the window flying off the screen immediately. Fixed that, and suddenly it was working. One moveable window. That’s it. I will add more features!"}]...
|
Title: My very own WebOS by @tlevi | Stardance
De Title: My very own WebOS by @tlevi | Stardance
Devlogs:
Started the project today. Got the basic structure down — a desktop div, a window div, and a title bar. Wrote my first bit of CSS to make it sit in the middle of the screen. Then the fun part: making it actually drag. The first attempt sent the window flying off the screen immediately. Fixed that, and suddenly it was working. One moveable window. That’s it. I will add more features!
Following up on the desktop layout in WebOS, I’ve added real interactivity to my project. Windows are now fully draggable across the screen, and the red close buttons successfully close them. With three apps completely done, the core window management works. Next up, I’ll be making some more apps!
Devlog 3 & Final: The project is done! Improved draggable window system with better focus and z-index handling. Added 2 more windows with an extra functionality as stated in the guide. Finished the UI.
I started working on the WebOS 2 Mission. I added a Change Background button, which changes the background color randomly. I also made some improvements to some of the movable windows. I will add 2 more new features
I added a terminal window. You can type help for available commands. I will add one more final feature.
Added the last feature, which is a random number generator “app”. The project is finished, and ready for submission.
Ships:
My Submission for the WebOS mission. This project was built with HTML, CSS, and JavaScript that mimics a desktop operating system. It features interactive windows for different sections: links, search tool, notes app, and an embedded YouTube video player. You can close the tabs, move them around, or minimize them by clicking on the tab names in the top left corner. Enjoy!
I finished my WebOS 2 mission. I added the following three features: A button that changes the background color randomly. A Terminal window. A Random Number Generator window with a Generate button. All three features are working successfully and have been integrated into the WebOS2 interface....
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1793616800.6317863
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1793703200.6317863
|
|
13920
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Solar System by @bartoszkasyna | Stardance
|
bartoszkasyna
|
1
|
21.25
|
287
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T12:14:23Z", "hours": 21.0, "multiplier": 13.9, "payout": 287, "blessing": "neutral", "text": "An interactive, GPU-accelerated Solar System simulator built with Rust, wgpu, and egui, featuring N-body physics and orbital visualization.", "repo": "https://github.com/B4rtekk1/SolarSystem", "demo": "https://github.com/B4rtekk1/SolarSystem/releases"}]...
|
[{"post_id": 33538, "ts": "202 [{"post_id": 33538, "ts": "2026-07-23T16:01:59Z", "hours": 0.2528, "text": "Transparent planets bug fix"}, {"post_id": 32305, "ts": "2026-07-21T12:07:32Z", "hours": 2.6781, "text": "Updated UI/UX. Fixed a bug causing planet collisions. Added readme, License, gh actions. Added charts and camera follow."}, {"post_id": 28516, "ts": "2026-07-14T20:28:22Z", "hours": 1.1586, "text": "Added save/load system with custom .orbs ext. Added camera follow"}, {"post_id": 28478, "ts": "2026-07-14T18:56:07Z", "hours": 1.2006, "text": "Added kinematic, potential, total energy."}, {"post_id": 12609, "ts": "2026-06-20T16:29:53Z", "hours": 1.5842, "text": "I added suns and moons renaming like in previous devlog to planets. I added ring component which can be added to planets."}, {"post_id": 9997, "ts": "2026-06-16T15:12:52Z", "hours": 2.2903, "text": "Added Planet name editor, trying to optimize game. Removed depracted code"}, {"post_id": 8615, "ts": "2026-06-14T09:55:50Z", "hours": 2.0956, "text": "Added minimalize button to controls box. Added stars and little galaxy in the bg. App behave weird while taking screenshot(idk why). I made more realistic parameters of objects."}, {"post_id": 7447, "ts": "2026-06-12T12:32:37Z", "hours": 1.6308, "text": "I added new contorls and few bug fixes"}, {"post_id": 7292, "ts": "2026-06-12T04:53:21Z", "hours": 2.8125, "text": "Added basic world controls. Now you can also click on the planet. Planet and their moons will be outlined."}, {"post_id": 6810, "ts": "2026-06-11T12:59:32Z", "hours": 1.9822, "text": "I have implmeneted FPS counter. When I saw FPS i decided it should be more optimized. I jumped from ~60FPS to ~200FPS in 1920x1080"}, {"post_id": 6686, "ts": "2026-06-11T06:17:32Z", "hours": 2.0883, "text": "I have added ECS planets and moons with orbit forecasts based on n-body simulations"}, {"post_id": 5491, "ts": "2026-06-09T09:22:30Z", "hours": 0.6028, "text": "Added few planets and their orbits"}, {"post_id": 5437, "ts": "2026-06-09T06:31:04Z", "hours": 0.5803, "text": "I have started with simple sun implementation"}]...
|
Title: Solar System by @bartoszkasyna | Stardance
Title: Solar System by @bartoszkasyna | Stardance
Devlogs:
I have started with simple sun implementation
Added few planets and their orbits
I have added ECS planets and moons with orbit forecasts based on n-body simulations
I have implmeneted FPS counter. When I saw FPS i decided it should be more optimized. I jumped from ~60FPS to ~200FPS in 1920x1080
Added basic world controls. Now you can also click on the planet. Planet and their moons will be outlined.
I added new contorls and few bug fixes
Added minimalize button to controls box. Added stars and little galaxy in the bg. App behave weird while taking screenshot(idk why). I made more realistic parameters of objects.
Added Planet name editor, trying to optimize game. Removed depracted code
I added suns and moons renaming like in previous devlog to planets. I added ring component which can be added to planets.
Added kinematic, potential, total energy.
Added save/load system with custom .orbs ext. Added camera follow
Updated UI/UX. Fixed a bug causing planet collisions. Added readme, License, gh actions. Added charts and camera follow.
Transparent planets bug fix
Ships:
An interactive, GPU-accelerated Solar System simulator built with Rust, wgpu, and egui, featuring N-body physics and orbital visualization....
|
1793616801.8249981
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1793703201.8249981
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633
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Guess The Brainrot! by @Rezz | Stardance
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Rezz
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1
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24.0
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71
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T21:50:20Z", "hours": 24.0, "multiplier": 3.03, "payout": 71, "blessing": "neutral", "text": "GUESS THE BRAINROT! Before making this I did not even know basic syntax and I had a lot of problems because of jumping directly into a project rather than starting from basics. I had to understand as the tutorial went and in the end I was not confident in anything. So I decided to tear it apart and rebuild it. After trying it a few times I could not do anything so I lost hope and stopped working on it for more than a month. After that I decided to use AI as a teacher to explain whatever is in the code and help me understand all the concepts I need to know to understand my code. It gave me a lot of exercises to do as well as questions and after all that I can understand everything in the code and can make something like this again without needing a tutorial. Due to procrastination there were multiple times when I forgot what I had learned and had to re learn it, that being the reason for the amount of time spent on this project. A lot more time was spent trying to learn about the code than what has been logged. The tutorial was a basic quiz game but I decided to add multiple new features after I understood the code. I decided to turn this into an Italian Brainrot quiz because I has a few ideas I could use with it which I have implemented. I added images of each brainrot getting rid of the text based questions. (I had a lot of trouble with it as I had procrastinated a lot before it so I kept breaking the code instead of adding the image) I added audio to signify whether the answer selected was correct or not. I added completion sound which is customised based on how many questions the user answered correctly. I added the audio of each brainrot which plays whenever the user hover overs an option. ( I thought this would take a lot of time to do but surprisingly I ran into the least amount of trouble doing this.) Fixed the issue of overlapping sound and made sure sound stops playing as the hover stops. Deployed it on GitHub Pages. Added preloading of images and sounds because they were taking to long to load when deployed. It took a lot of effort for me as a complete beginner to make this and learn this. I hope everyone likes this project and can have a little laugh with it. I will not stop here and start a new project.", "repo": "https://github.com/KartikeyaMishra-Ark/Quiz-Game", "demo": "https://kartikeyamishra-ark.github.io/Quiz-Game/"}]...
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[{"post_id": 51937, "ts": "202 [{"post_id": 51937, "ts": "2026-08-21T21:27:04Z", "hours": 2.4336, "text": "I have finally completed my FIRST EVER HTML, CSS and JavaScript project. I did not know much coding before this and in terms of those three languages I did not even know the Syntax. But now I can confidently say I can make a project like this. I have added audio for correct and incorrect answers. Completion audio customised based on correct and incorrect answers. Added all the audios of the brainrots which play when you hover over the option. Changed the entire theme from before to match the brainrot theme. I see so many people have uploaded such great projects in the amount of time I took to make a simple one like this. But in the future I won’t procrastinate like I did before. Started this project on 1st June and now September is almost here. If I had not skipped for one month I could have completed it in less than ten hours. But here I am finally completing my first ever project and I am really excited to see what you all think of it."}, {"post_id": 51128, "ts": "2026-08-20T17:01:39Z", "hours": 3.0467, "text": "Finally figured out how to add images. Added the images into my answer state so it fit neatly into my quiz question object. I ran into a problem where the images were too large and clipping out of the screen. Most of my time was spent trying to figure the CSS out to contain them all inside the img I made for them. Made it so that the entire container including the answers, question and all other elements adapt to fit the image so it doesn’t look weird if the image is too wide or too thin. Re made all the questions to match the new theme. Fixed a few CSS bugs I created while trying to fit the image in. Next step is going to be adding sounds whenever an answer is clicked. I plan on adding the sound of the correct brainrot. After that I will change the colours to match match the theme. Hopefully this project will be completed soon after months. I started this as soon as this event started. And because of my procrastination I am here. Thank you for reading!"}, {"post_id": 44492, "ts": "2026-08-10T09:18:10Z", "hours": 5.8814, "text": "Sad update. I procrastinated a lot and forgot everything I had learnt up to now. I just skimmed through my code and decided it would be a great idea to add images and sounds to the quiz and make it into something a little more unique than a generic quiz game. But because I procrastinated for an entire month I did not remember anything I did or learnt which led to me breaking the code instead of adding any features. Thankfully I had a commit so it’s not like I lost everything but I had to re learn everything which has taken away so many hours. My aim from this is to be able to retain all the things I learn and so I will try to do that. I was unable to add anything and instead wasted hours just breaking and failing to fix. I have done a lot of revision and have revised everything related to my javascript code. I have used artificial intelligence and made it act as a teacher to explain the code to me. It kind of does an amazing job at explaining concepts. Of course no code was written by AI as what is the point of spending hours to learn something just to have AI do it. I could do a few changes in the existing code of the tutorial and ship the project but I will not give up until the learn everything about what I did in the project and make it completely my own. And I will make sure I add images and sounds to it as well. Also for some reason the project has started displaying a folder instead of directly opening when I use live server I don’t know why this has happened. Maybe because I opened the previous folder as well.🤧"}, {"post_id": 28618, "ts": "2026-07-14T23:43:23Z", "hours": 5.235, "text": "Well it has been a while since the last devlog. I got a new device to work on. Anyways now I completed the javascript part of the quiz. It was very complicated as I am a beginner and I am sure I won’t be able to replicate most of it if I tried blindly. Still I am going to try because why not? This is the point of the event anyway. A lot of logic was written a lot of things were used which I could not understand. I ran into a lot of bugs because my dumb brain thought it was a good idea to use my own variables instead of following the tutorial. Try out different things instead of doing what the tutorial said. Now I have made the commit and am going to break it all up and try to see how much I understood. Main goal will be to at least redo the UI and use my own themes and give it my touch through CSS and then I will change the questions and answers to a different topic then I will try to break the javascript and fix it. This is a bad idea but praise git. EDIT:Just realised videos are not working in devlogs so replaced it."}, {"post_id": 2359, "ts": "2026-06-04T20:18:01Z", "hours": 2.6528, "text": "The CSS part is turning out to be way easier than the html part. Maybe because most of it is just styling choices but i learnt a lot from this. I learnt that the browsers by default have their own margins so you first have to universally erase it. Then i learnt about the “box-sizing: border box” thing which is used so that the browser doesn’t increase the size of the box when padding is added. Then i learnt that we use the flex display to place the box perfectly in the centre. Then i experimented with the newly found units like rem, vh and px. Then i followed the tutorial to make the screen in the screenshot which is way better than what only html had to offer. Then i used AI to explain to me why the code was written this way and all the thoughts behind the decisions made. After that i remade everything on my own to see if i could think the way i am supposed to. After that i have also made the other screens like the question page, result page, the answer containers and a lot more. I learnt to add transition effect for hovering and also learnt how to adjust the media according to the pixels available which are supposed to be used but according to the tutorial we will see them only after we move on to JS so i am looking forward to it. The parts i have not seen are not really solidified into my memory yet as i have not seen the results my inputs are producing so i will re write that part myself after i complete the JS part so that i am able to decide what the size of everything should be on my own as i will be able to visualise the size. I have properly done the first screen tho. Next devlog after completing the JS part. :0 EDIT: Just realised the vids are not working anymore so added a SS"}, {"post_id": 1331, "ts": "2026-06-03T08:36:44Z", "hours": 4.2744, "text": "So this is the first time i have ever tried html. My mistake was i jumped directly into projects without any basic learning of HTML because i knew basic coding already. But damn was i wrong, i had to use AI to help me understand each and every command used by the tutorial. Took me an hour just to follow along the tutorial while pausing and asking AI to explain what just happened. Then I tried to erase the code and remake it myself. After a full afternoon of trying i have finally understood the concept and what a developer is supposed to think step by step and i created the entire HTML part alone without the help of anything else and am finally confident i can remake this. Though i am yet to explore all that is possible as this is a very simple project. Gonna move on to CSS next and see what is it about. Hopefully I don’t spend as much time on it as i did with HTML with a code this small. Next devlog after completing the CSS portion. PS:It’s kinda embarrassing that i only have this to show after four hours of work(it was way more than four hours as this doesn’t count me searching the internet and asking AI for explanations). I uploaded it because the resources said that i should upload once every 3 or 4 hours and i had finally completed the html part so i thought this is the time."}]...
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Title: Guess The Brainrot! by @Rezz | Stardance
D Title: Guess The Brainrot! by @Rezz | Stardance
Devlogs:
So this is the first time i have ever tried html. My mistake was i jumped directly into projects without any basic learning of HTML because i knew basic coding already. But damn was i wrong, i had to use AI to help me understand each and every command used by the tutorial. Took me an hour just to follow along the tutorial while pausing and asking AI to explain what just happened. Then I tried to erase the code and remake it myself. After a full afternoon of trying i have finally understood the concept and what a developer is supposed to think step by step and i created the entire HTML part alone without the help of anything else and am finally confident i can remake this. Though i am yet to explore all that is possible as this is a very simple project. Gonna move on to CSS next and see what is it about. Hopefully I don’t spend as much time on it as i did with HTML with a code this small. Next devlog after completing the CSS portion. PS:It’s kinda embarrassing that i only have this to show after four hours of work(it was way more than four hours as this doesn’t count me searching the internet and asking AI for explanations). I uploaded it because the resources said that i should upload once every 3 or 4 hours and i had finally completed the html part so i thought this is the time.
The CSS part is turning out to be way easier than the html part. Maybe because most of it is just styling choices but i learnt a lot from this. I learnt that the browsers by default have their own margins so you first have to universally erase it. Then i learnt about the “box-sizing: border box” thing which is used so that the browser doesn’t increase the size of the box when padding is added. Then i learnt that we use the flex display to place the box perfectly in the centre. Then i experimented with the newly found units like rem, vh and px. Then i followed the tutorial to make the screen in the screenshot which is way better than what only html had to offer. Then i used AI to explain to me why the code was written this way and all the thoughts behind the decisions made. After that i remade everything on my own to see if i could think the way i am supposed to. After that i have also made the other screens like the question page, result page, the answer containers and a lot more. I learnt to add transition effect for hovering and also learnt how to adjust the media according to the pixels available which are supposed to be used but according to the tutorial we will see them only after we move on to JS so i am looking forward to it. The parts i have not seen are not really solidified into my memory yet as i have not seen the results my inputs are producing so i will re write that part myself after i complete the JS part so that i am able to decide what the size of everything should be on my own as i will be able to visualise the size. I have properly done the first screen tho. Next devlog after completing the JS part. :0 EDIT: Just realised the vids are not working anymore so added a SS
Well it has been a while since the last devlog. I got a new device to work on. Anyways now I completed the javascript part of the quiz. It was very complicated as I am a beginner and I am sure I won’t be able to replicate most of it if I tried blindly. Still I am going to try because why not? This is the point of the event anyway. A lot of logic was written a lot of things were used which I could not understand. I ran into a lot of bugs because my dumb brain thought it was a good idea to use my own variables instead of following the tutorial. Try out different things instead of doing what the tutorial said. Now I have made the commit and am going to break it all up and try to see how much I understood. Main goal will be to at least redo the UI and use my own themes and give it my touch through CSS and then I will change the questions and answers to a different topic then I will try to break the javascript and fix it. This is a bad idea but praise git. EDIT:Just realised videos are not working in devlogs so replaced it.
Sad update. I procrastinated a lot and forgot everything I had learnt up to now. I just skimmed through my code and decided it would be a great idea to add images and sounds to the quiz and make it into something a little more unique than a generic quiz game. But because I procrastinated for an entire month I did not remember anything I did or learnt which led to me breaking the code instead of adding any features. Thankfully I had a commit so it’s not like I lost everything but I had to re learn everything which has taken away so many hours. My aim from this is to be able to retain all the things I learn and so I will try to do that. I was unable to add anything and instead wasted hours just breaking and failing to fix. I have done a lot of revision and have revised everything related to my javascript code. I have used artificial intelligence and made it act as a teacher to explain the code to me. It kind of does an amazing job at explaining concepts. Of course no code was written by AI as what is the point of spending hours to learn something just to have AI do it. I could do a few changes in the existing code of the tutorial and ship the project but I will not give up until the learn everything about what I did in the project and make it completely my own. And I will make sure I add images and sounds to it as well. Also for some reason the project has started displaying a folder instead of directly opening when I use live server I don’t know why this has happened. Maybe because I opened the previous folder as well.🤧
Finally figured out how to add images. Added the images into my answer state so it fit neatly into my quiz question object. I ran into a problem where the images were too large and clipping out of the screen. Most of my time was spent trying to figure the CSS out to contain them all inside the img I made for them. Made it so that the entire container including the answers, question and all other elements adapt to fit the image so it doesn’t look weird if the image is too wide or too thin. Re made all the questions to match the new theme. Fixed a few CSS bugs I created while trying to fit the image in. Next step is going to be adding sounds whenever an answer is clicked. I plan on adding the sound of the correct brainrot. After that I will change the colours to match match the theme. Hopefully this project will be completed soon after months. I started this as soon as this event started. And because of my procrastination I am here. Thank you for reading!
I have finally completed my FIRST EVER HTML, CSS and JavaScript project. I did not know much coding before this and in terms of those three languages I did not even know the Syntax. But now I can confidently say I can make a project like this. I have added audio for correct and incorrect answers. Completion audio customised based on correct and incorrect answers. Added all the audios of the brainrots which play when you hover over the option. Changed the entire theme from before to match the brainrot theme. I see so many people have uploaded such great projects in the amount of time I took to make a simple one like this. But in the future I won’t procrastinate like I did before. Started this project on 1st June and now September is almost here. If I had not skipped for one month I could have completed it in less than ten hours. But here I am finally completing my first ever project and I am really excited to see what you all think of it.
Ships:
GUESS THE BRAINROT! Before making this I did not even know basic syntax and I had a lot of problems because of jumping directly into a project rather than starting from basics. I had to understand as the tutorial went and in the end I was not confident in anything. So I decided to tear it apart and rebuild it. After trying it a few times I could not do anything so I lost hope and stopped working on it for more than a month. After that I decided to use AI as a teacher to explain whatever is in the code and help me understand all the concepts I need to know to understand my code. It gave me a lot of exercises to do as well as questions and after all that I can understand everything in the code and can make something like this again without needing a tutorial. Due to procrastination there were multiple times when I forgot what I had learned and had to re learn it, that being the reason for the amount of time spent on this project. A lot more time was spent trying to learn about the code than what has been logged. The tutorial was a basic quiz game but I decided to add multiple new features after I understood the code. I decided to turn this into an Italian Brainrot quiz because I has a few ideas I could use with it which I have implemented. I added images of each brainrot getting rid of the text based questions. (I had a lot of trouble with it as I had procrastinated a lot before it so I kept breaking the code instead of adding the image) I added audio to signify whether the answer selected was correct or not. I added completion sound which is customised based on how many questions the user answered correctly. I added the audio of each brainrot which plays whenever the user hover overs an option. ( I thought this would take a lot of time to do but surprisingly I ran into the least amount of trouble doing this.) Fixed the issue of overlapping sound and made sure sound stops playing as the hover stops. Deployed it on GitHub Pages. Added preloading of images and sounds because they were taking to long to load when deployed. It took a lot of effort for me as a complete beginner to make this and learn this. I hope everyone likes this project and can have a little laugh with it. I will not stop here and start a new project....
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1793616803.0071905
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1793703203.0071905
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46328
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timer by @torkel | Stardance
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torkel
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1
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7.0
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115
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:47:38Z", "hours": 7.0, "multiplier": 15.91, "payout": 115, "blessing": "neutral", "text": "timer a dead-simple CLI timer why i was tired of googling for timers all the time. for a while i’d had this thought sitting in the back of my head: why not just have a timer command in my terminal instead? i looked around for something like this first, but couldn’t find anything in the form i actually wanted, so i built it myself. it solves a simple problem: i needed a, terminal-native way to track time without breaking my workflow or needing a browser open in the background eating my ram. what it is a dead-simple timer. no fancy UI, no flags to memorize. one argument, intuitive syntax (imo): timer 5m that’s it. no messing around with weird bash loops or sleep one-liners etc :D it’s a fully working & tested on windows & linux directly, builds clean on mac via the github action too (but i dont own a mac so idk if it fully works, but it should). QoL stuff audio alarms plays a sound when the timer’s up. instead of bundling a massive audio library, it just leans on native OS tools ( PlaySoundW on Windows, afplay on macOS, and a fallback chain of pw-play / paplay / aplay on Linux). it supports loopable or one-shot playback of a set sound, or you can just disable it entirely. visual alerts triggers a visual alert alongside the alarm using system tools (requires libnotify on linux, uses osascript notifications on mac, and triggers a classic message box popup on windows). simple config file 4 “set-and-forget” config options ( SoundPath , SendNotification , PlayAudio , LoopAudio ) via a simple key=value format. no need to pass crazy flags or remember syntax for a good setup; just configure it once and run timer 5m . easy peasy to use!!! i guess that counts as qol ^o^ ? other stuff simple syntax timer 5m , timer 90s , timer 1h30m20s , whatever feels natural. p.s the ordering of time units does not matter kept the scope intentionally tight: one arg in, a timer running, an alert out. no dependencies bundled in, it’s dependency-less-ish by design, leaning on existing system-level tools instead of pulling in external libraries. binary’s relatively small & fast to build because of this the git repo also hosts some arch linux pkgbuilds i wrote myself if ur into that kinda thing.. easy installation for nerds :) I’m pretty happy with it and enjoy using it myself, honestly wasn’t too hard to do since i’ve dealt with the terminal quirks i had before, which was the biggest issue (specifically how windows handles ansii escape sequences on its old terminals) more info exists in the readme for configuration and usage !!", "repo": "https://github.com/torkelicious/timer", "demo": "https://github.com/torkelicious/timer/releases/tag/latest"}]...
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[{"post_id": 45781, "ts": "202 [{"post_id": 45781, "ts": "2026-08-12T14:15:15Z", "hours": 1.4411, "text": "windows quirks… kinda just setting things up Windows VM & ANSI Support: Spent time testing in the Windows VM. older command prompts or PowerShell prompts on Windows require explicit setting of ANSI escape sequence support which I use so got that sorted out.. (the same way as i project i did last year actually…) setup Got GitHub Actions configured and put together a proper README, and also made some arch linux pkgbuilds because thats how i like installing my own applications :) Audio Backends: Updated the audio player logic. Now it tries to use pw-play if it exists, rather than strictly relying on PipeWire-Pulse or other specific layers. It supports all the audio backends for REAL now."}, {"post_id": 45356, "ts": "2026-08-11T19:13:00Z", "hours": 1.9814, "text": "Audio Alerts & Config Files changes audio player , the timer can make noise now. via native OS tools instead of pulling in an audio library: PulseAudio/PipeWire/ALSA on Linux, afplay on macOS, PlaySoundW on Windows. config system , added a simple key=value config format with a custom parser. nothing fancy, but it works!:D cleanup , nothing exciting just tidying up… p.s everything here is my own tiny (and maybe terrible) code, no imported libraries. this project’s stayed dependency-less-ish from the start, it leans on existing system-level stuff ( libnotify , whatever audio server you’ve got on Linux, etc) instead of bundling in external libs :D"}, {"post_id": 45258, "ts": "2026-08-11T16:38:49Z", "hours": 0.3544, "text": "I have notifications working, it will trigger a terminal-bell and send a notification (depends on platform though) on windows it will use a messagebox, on linux it currently depends on libnotify, maybe not great but it’s easy to use and already super common… macos also has an implementation but i have not tested it since i am not a mac user.. you can also press ‘q’ to quit while the timer is running (on all platforms)"}, {"post_id": 44699, "ts": "2026-08-10T17:15:44Z", "hours": 1.5425, "text": "been fixing formatting as shown, also working on taking in input too (so pressing q quits the timer early) and im also working on getting notifications implemented"}, {"post_id": 44559, "ts": "2026-08-10T12:14:35Z", "hours": 1.0436, "text": "ive got the command line parser working, its a recursive descent parse which turns input (taken from argv) such as “1h30m” into milliseconds, and gets used by the timer function, suprised I got it working so quickly :) … i think im going to focus on making the output format properly to Day:Hour:Minute:Second or something, since right now its just Minutes:Seconds.. then probably figure out what to do when time runs out"}, {"post_id": 44531, "ts": "2026-08-10T11:04:24Z", "hours": 0.8375, "text": "i was lowk tired of having to google “x timer” every time I needed one, so I figured it would be easier to just make my own simple terminal timer app currently i have a basic test setup i guess that just counts down and exits when done, it uses milliseconds internally but takes minutes as input i plan to turn it into a proper CLI app with input parsing, so things like: 10s 5m 2h 2h5m etc. will work, then probably implement some sort of notification or something once it’s done"}]...
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Title: timer by @torkel | Stardance
Devlogs:
i wa Title: timer by @torkel | Stardance
Devlogs:
i was lowk tired of having to google “x timer” every time I needed one, so I figured it would be easier to just make my own simple terminal timer app currently i have a basic test setup i guess that just counts down and exits when done, it uses milliseconds internally but takes minutes as input i plan to turn it into a proper CLI app with input parsing, so things like: 10s 5m 2h 2h5m etc. will work, then probably implement some sort of notification or something once it’s done
ive got the command line parser working, its a recursive descent parse which turns input (taken from argv) such as “1h30m” into milliseconds, and gets used by the timer function, suprised I got it working so quickly :) … i think im going to focus on making the output format properly to Day:Hour:Minute:Second or something, since right now its just Minutes:Seconds.. then probably figure out what to do when time runs out
been fixing formatting as shown, also working on taking in input too (so pressing q quits the timer early) and im also working on getting notifications implemented
I have notifications working, it will trigger a terminal-bell and send a notification (depends on platform though) on windows it will use a messagebox, on linux it currently depends on libnotify, maybe not great but it’s easy to use and already super common… macos also has an implementation but i have not tested it since i am not a mac user.. you can also press ‘q’ to quit while the timer is running (on all platforms)
Audio Alerts & Config Files changes audio player , the timer can make noise now. via native OS tools instead of pulling in an audio library: PulseAudio/PipeWire/ALSA on Linux, afplay on macOS, PlaySoundW on Windows. config system , added a simple key=value config format with a custom parser. nothing fancy, but it works!:D cleanup , nothing exciting just tidying up… p.s everything here is my own tiny (and maybe terrible) code, no imported libraries. this project’s stayed dependency-less-ish from the start, it leans on existing system-level stuff ( libnotify , whatever audio server you’ve got on Linux, etc) instead of bundling in external libs :D
windows quirks… kinda just setting things up Windows VM & ANSI Support: Spent time testing in the Windows VM. older command prompts or PowerShell prompts on Windows require explicit setting of ANSI escape sequence support which I use so got that sorted out.. (the same way as i project i did last year actually…) setup Got GitHub Actions configured and put together a proper README, and also made some arch linux pkgbuilds because thats how i like installing my own applications :) Audio Backends: Updated the audio player logic. Now it tries to use pw-play if it exists, rather than strictly relying on PipeWire-Pulse or other specific layers. It supports all the audio backends for REAL now.
Ships:
timer a dead-simple CLI timer why i was tired of googling for timers all the time. for a while i’d had this thought sitting in the back of my head: why not just have a timer command in my terminal instead? i looked around for something like this first, but couldn’t find anything in the form i actually wanted, so i built it myself. it solves a simple problem: i needed a, terminal-native way to track time without breaking my workflow or needing a browser open in the background eating my ram. what it is a dead-simple timer. no fancy UI, no flags to memorize. one argument, intuitive syntax (imo): timer 5m that’s it. no messing around with weird bash loops or sleep one-liners etc :D it’s a fully working & tested on windows & linux directly, builds clean on mac via the github action too (but i dont own a mac so idk if it fully works, but it should). QoL stuff audio alarms plays a sound when the timer’s up. instead of bundling a massive audio library, it just leans on native OS tools ( PlaySoundW on Windows, afplay on macOS, and a fallback chain of pw-play / paplay / aplay on Linux). it supports loopable or one-shot playback of a set sound, or you can just disable it entirely. visual alerts triggers a visual alert alongside the alarm using system tools (requires libnotify on linux, uses osascript notifications on mac, and triggers a classic message box popup on windows). simple config file 4 “set-and-forget” config options ( SoundPath , SendNotification , PlayAudio , LoopAudio ) via a simple key=value format. no need to pass crazy flags or remember syntax for a good setup; just configure it once and run timer 5m . easy peasy to use!!! i guess that counts as qol ^o^ ? other stuff simple syntax timer 5m , timer 90s , timer 1h30m20s , whatever feels natural. p.s the ordering of time units does not matter kept the scope intentionally tight: one arg in, a timer running, an alert out. no dependencies bundled in, it’s dependency-less-ish by design, leaning on existing system-level tools instead of pulling in external libraries. binary’s relatively small & fast to build because of this the git repo also hosts some arch linux pkgbuilds i wrote myself if ur into that kinda thing.. easy installation for nerds :) I’m pretty happy with it and enjoy using it myself, honestly wasn’t too hard to do since i’ve dealt with the terminal quirks i had before, which was the biggest issue (specifically how windows handles ansii escape sequences on its old terminals) more info exists in the readme for configuration and usage !!...
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1793616804.2284036
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1793703204.2284036
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40838
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torchbearer by @NosyMonty | Stardance
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NosyMonty
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1
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29.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T11:34:30Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "its a short platformer that has three levels and much more see past devlogs for more details", "repo": "https://github.com/NosyMonty/torchbearer", "demo": "https://nosymonty.itch.io/the-torchbearer"}]...
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[{"post_id": 62826, "ts": "202 [{"post_id": 62826, "ts": "2026-09-06T11:02:03Z", "hours": 7.2519, "text": "devlog #15 so i think the game is finally finished its not as long as i wanted nor was i able to get the twist to work (i can’t 3d design very well) and I have lost the passion to work on the game it is a finished version playable takes about 10 minutes for those who want to but id rather have a finished playable version for everyone who would wanna play it then just leave it but basically it has 3 levels tutorial and then 2 main levels they are short but they all have boss battles and some form of enemy there is music, SFX and all, and backgrounds, there is a title screen and a portal to transport you from level to level once you finish there is a you win screen with a button to return to main menu there is themes and everything"}, {"post_id": 58601, "ts": "2026-08-31T02:22:29Z", "hours": 5.5758, "text": "devlog #14 worked on the tutorial level with text on how to play movement etc, also added 4 new enemies 3 bosses and one normal enemy but will keep them a secret untill i utalise them"}, {"post_id": 50746, "ts": "2026-08-20T03:04:50Z", "hours": 3.23, "text": "Devlog #13 added multiple things like new enemy to a point haven’t actually made the script yet. fixed and added the themes for the home and game over screen with there being two cave and village, with music on the way. I also added new attacks for the player where it has air attacks where it freezes and then accelerates down to deal more damage that is basically it it was mostly the player script that was a pain"}, {"post_id": 46234, "ts": "2026-08-13T10:24:05Z", "hours": 1.8192, "text": "devlog #12 im going to be honest this devlog is like 4 days’ worth of 30-minute stuff i think i showed everything i added but i can’t remember (stupid me) what i do know is that i have started and failed at a moving background with like 6 layers and attempted to make themes which I’ll explain/ show why at a later date but i think that is it (let’s not make this mistake again)"}, {"post_id": 43939, "ts": "2026-08-09T12:06:54Z", "hours": 1.6208, "text": "Devlog #11 over the past three days I have worked little on torchbearer, and it is going well I have updated the level design a bit not fully completed, added a coin with an animation, and am working on a vase that can be broken and it will drop 1-3 coins, I also added a tile screen, game manager where it can track coins bosses and levels and stuff and a game over screen, now I just need to finish implementing then into the actual game so they come onto the screen at the correct time and the buttons work, I am also planning to add more sprites to the game and start working on the first boss"}, {"post_id": 41859, "ts": "2026-08-06T10:31:58Z", "hours": 1.1336, "text": "I’m going to try this devlog thing it seem like a cool way for me to keep track devlog #10 in today’s 1 hr coding session I actually got a lot done, I added some new animations for the player like slide which when activated it actually gives the player a speed boost, I enabled the player to attack and kill the bat and added its dying animation. I also added a new death screen where it fades to black still need to make a way to actually start again when you die, I fixed the spikes so the player just dies not fall through the ground it fades to black. Next session my goal is to add more enemies, start working on the tutorial level and expand on the cave level as well as start other levels and if im feeling nice i might give you a sneek peak at the twist at the end so follow along but take your time this might take a while with the little progress i have made in about 10 hours."}, {"post_id": 41269, "ts": "2026-08-05T11:45:34Z", "hours": 1.0392, "text": "worked on a spike where it will reset the character a.k.a the character will die and the scene will reset. I also went the complex route of making it with a collision polygon shape instead of a normal collision shape now I just need to work out how to get the killzone script working with the spikes on every scene so i can just add the spikes scene"}, {"post_id": 40018, "ts": "2026-08-03T11:21:10Z", "hours": 0.7431, "text": "added enemy attacks where the player can now die when health reaches zero and it also follows the player you can’t kill it yet still need to set up the zones and stuff but at least it took me 40 minutes to write some code"}, {"post_id": 39785, "ts": "2026-08-02T23:56:12Z", "hours": 0.4542, "text": "built an enemy follow feature which allows the bat to follow the player and attack but after one attack it freezes and does not follow or attack again next time, I need to fix that and also add player damage to allow the user to kill enemy’s"}, {"post_id": 39400, "ts": "2026-08-02T10:45:35Z", "hours": 0.78, "text": "added the foundation for the bat script and player damage but will need to continue on it with hitboxes and deal damage"}, {"post_id": 38879, "ts": "2026-08-01T13:22:10Z", "hours": 1.4586, "text": "started on an enemy attack system where the enemy will follow you and try to attack also started on the player attack and health system, aiming to finish by tomorrow"}, {"post_id": 37953, "ts": "2026-07-31T00:20:37Z", "hours": 1.0378, "text": "Added a new/first enemy with animations. My next goal is to make a tile set for one of my levels and get enemies attacking and dealing damage"}, {"post_id": 37487, "ts": "2026-07-30T08:22:14Z", "hours": 1.3272, "text": "added more attacks so they link up it will have a count and depending on the count it will play a different player animation"}, {"post_id": 36759, "ts": "2026-07-29T00:53:52Z", "hours": 1.2675, "text": "attack animation added"}, {"post_id": 36185, "ts": "2026-07-28T03:23:16Z", "hours": 0.4917, "text": "The player movement script is done and allows for movement in the 2d game with sprite animations and the vector flip, so it flips based on the direction the character is moving"}]...
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Title: torchbearer by @NosyMonty | Stardance
Devl Title: torchbearer by @NosyMonty | Stardance
Devlogs:
The player movement script is done and allows for movement in the 2d game with sprite animations and the vector flip, so it flips based on the direction the character is moving
attack animation added
added more attacks so they link up it will have a count and depending on the count it will play a different player animation
Added a new/first enemy with animations. My next goal is to make a tile set for one of my levels and get enemies attacking and dealing damage
started on an enemy attack system where the enemy will follow you and try to attack also started on the player attack and health system, aiming to finish by tomorrow
added the foundation for the bat script and player damage but will need to continue on it with hitboxes and deal damage
built an enemy follow feature which allows the bat to follow the player and attack but after one attack it freezes and does not follow or attack again next time, I need to fix that and also add player damage to allow the user to kill enemy’s
added enemy attacks where the player can now die when health reaches zero and it also follows the player you can’t kill it yet still need to set up the zones and stuff but at least it took me 40 minutes to write some code
worked on a spike where it will reset the character a.k.a the character will die and the scene will reset. I also went the complex route of making it with a collision polygon shape instead of a normal collision shape now I just need to work out how to get the killzone script working with the spikes on every scene so i can just add the spikes scene
I’m going to try this devlog thing it seem like a cool way for me to keep track devlog #10 in today’s 1 hr coding session I actually got a lot done, I added some new animations for the player like slide which when activated it actually gives the player a speed boost, I enabled the player to attack and kill the bat and added its dying animation. I also added a new death screen where it fades to black still need to make a way to actually start again when you die, I fixed the spikes so the player just dies not fall through the ground it fades to black. Next session my goal is to add more enemies, start working on the tutorial level and expand on the cave level as well as start other levels and if im feeling nice i might give you a sneek peak at the twist at the end so follow along but take your time this might take a while with the little progress i have made in about 10 hours.
Devlog #11 over the past three days I have worked little on torchbearer, and it is going well I have updated the level design a bit not fully completed, added a coin with an animation, and am working on a vase that can be broken and it will drop 1-3 coins, I also added a tile screen, game manager where it can track coins bosses and levels and stuff and a game over screen, now I just need to finish implementing then into the actual game so they come onto the screen at the correct time and the buttons work, I am also planning to add more sprites to the game and start working on the first boss
devlog #12 im going to be honest this devlog is like 4 days’ worth of 30-minute stuff i think i showed everything i added but i can’t remember (stupid me) what i do know is that i have started and failed at a moving background with like 6 layers and attempted to make themes which I’ll explain/ show why at a later date but i think that is it (let’s not make this mistake again)
Devlog #13 added multiple things like new enemy to a point haven’t actually made the script yet. fixed and added the themes for the home and game over screen with there being two cave and village, with music on the way. I also added new attacks for the player where it has air attacks where it freezes and then accelerates down to deal more damage that is basically it it was mostly the player script that was a pain
devlog #14 worked on the tutorial level with text on how to play movement etc, also added 4 new enemies 3 bosses and one normal enemy but will keep them a secret untill i utalise them
devlog #15 so i think the game is finally finished its not as long as i wanted nor was i able to get the twist to work (i can’t 3d design very well) and I have lost the passion to work on the game it is a finished version playable takes about 10 minutes for those who want to but id rather have a finished playable version for everyone who would wanna play it then just leave it but basically it has 3 levels tutorial and then 2 main levels they are short but they all have boss battles and some form of enemy there is music, SFX and all, and backgrounds, there is a title screen and a portal to transport you from level to level once you finish there is a you win screen with a button to return to main menu there is themes and everything
Ships:
its a short platformer that has three levels and much more see past devlogs for more details...
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1793616805.4362645
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1793703205.4362645
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56189
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nasa by @piyushoutthere | Stardance
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piyushoutthere
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T10:48:03Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the nasa APOD web app! i used VSC studio for this. writing the html part was challenging so i was checking if everything worked frequently. i also configured the secrets in github.deployed live to GitHub Pages via GitHub Actions.", "repo": "https://github.com/piyushoutthere-spec/nasa-apod", "demo": "https://piyushoutthere-spec.github.io/nasa-apod/"}]...
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[{"post_id": 58003, "ts": "202 [{"post_id": 58003, "ts": "2026-08-30T10:42:31Z", "hours": 0.3303, "text": "Finished building and deploying the NASA APOD web app! Integrated NASA’s API using Vite and Vanilla JavaScript, styled the layout, configured secrets, and deployed live to GitHub Pages via GitHub Actions."}]...
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Title: nasa by @piyushoutthere | Stardance
Devlog Title: nasa by @piyushoutthere | Stardance
Devlogs:
Finished building and deploying the NASA APOD web app! Integrated NASA’s API using Vite and Vanilla JavaScript, styled the layout, configured secrets, and deployed live to GitHub Pages via GitHub Actions.
Ships:
I made the nasa APOD web app! i used VSC studio for this. writing the html part was challenging so i was checking if everything worked frequently. i also configured the secrets in github.deployed live to GitHub Pages via GitHub Actions....
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1793616806.6728246
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1793703206.6728246
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19107
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Navegation system by @otzpt | Stardance
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otzpt
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2
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17.0
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147
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T15:27:19Z", "hours": 8.0, "multiplier": 11.28, "payout": 86, "blessing": "neutral", "text": "What is it? Navegation System is an automatic robot navigation program in C. Given a maze, it uses BFS pathfinding to find the shortest route from the start to the destination, then animates the robot moving through it step by step. Challenges: The biggest challenge in this update was moving from a fixed 10×10 maze to a fully dynamic one, chosen and typed in by the user at runtime. That meant switching every data structure (map, visited, parent, queue) from fixed-size arrays to dynamically allocated memory with malloc, and handling edge cases like blocked start/destination points and mazes with no valid path. I also fixed a cross-platform bug where the program failed on Windows due to Unix-only functions (clear, usleep). What am I proud of: Getting the malloc-based 2D map working correctly, especially the parent matrix, which needed three levels of pointers to trace back the path. Also proud of adding proper validation instead of assuming the user always types a perfect map. How to test: Run the program, enter the number of rows and columns, then type the maze row by row using . for open paths and # for obstacles. The start is always the top-left corner and the destination is the bottom-right corner. Watch the robot find and animate its way through.", "repo": "https://github.com/otzpt/Navigation-system", "demo": "https://github.com/otzpt/Navigation-system/releases/tag/v3.0.1"}, {"ship_num": 2, "ts": "2026-06-24T20:37:48Z", "hours": 9.0, "multiplier": 6.43, "payout": 61, "blessing": "neutral", "text": "I built a C program that simulates a robot automatically finding its path through a 10x10 maze using BFS (Breadth-First Search), with a step-by-step terminal animation. The hardest part was learning BFS from scratch — I had never implemented a graph traversal algorithm before. The path reconstruction was also tricky since BFS gives you the path backwards, so I had to reverse it before animating. Download the binary for your OS from the Releases page and run it in your terminal! (Notice: Might have problems clearing the screen on windows)", "repo": "https://github.com/otzpt/Navigation-system", "demo": "https://github.com/otzpt/Navigation-system/releases/tag/v3.0.1"}]...
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[{"post_id": 36425, "ts": "202 [{"post_id": 36425, "ts": "2026-07-28T15:24:50Z", "hours": 0.7711, "text": "C Navigation System — Devlog #4: Dynamic Map The feedback from the certification reviewer included a clear suggestion for the next step: make the map dynamic, and possibly allow variable dimensions instead of keeping it fixed at 10×10. That’s what I focused on in this stage. The first challenge was realizing that a normal C array, such as char lab[10][10] , isn’t suitable for this. The size of a regular array has to be known at compile time, but in this case the dimensions are only known after the user enters them at runtime. The solution was to use dynamic memory allocation with malloc . For a dynamic 2D map, this is done in two steps: first, allocate an array of pointers (one for each row), then allocate each row individually. char ** lab = malloc ( rows * sizeof ( char * )); for ( int i = 0 ; i < rows ; i ++ ) { lab [ i ] = malloc ( columns * sizeof ( char )); } The eh_obstaculo function, which previously had the entire maze hardcoded inside it, became much simpler. It now just receives the map as a parameter ( char **lab ) and checks the requested position. int eh_obstaculo ( int x , int y , char ** lab ) { return lab [ x ][ y ] == '#' ; } To populate the map, I use fgets to read each row entered by the user, rather than asking for one position at a time, which would have been much more tedious to use. The part that took the most work wasn’t the map itself, but realizing that every other data structure used by the BFS ( visited , parent , and queue ) also depended on the old fixed TAM value. They all had to be converted to dynamically allocated structures based on the number of rows and columns. The parent array, for example, became an int *** because each cell stores a pair of coordinates (x, y) representing its parent, which adds another level of indirection. In the end, the program asks the user for the number of rows and columns, reads the map line by line, runs the BFS using these dynamic structures, and finally frees all allocated memory with free , including the parent array, which has to be released from the innermost allocations outward because of its three levels of allocation. The biggest lesson from this stage was realizing that making the map “dynamic” isn’t just about changing one variable. It means redesigning the entire chain of data structures that depended on the original fixed-size implementation."}, {"post_id": 22369, "ts": "2026-07-04T20:11:27Z", "hours": 6.8119, "text": "C Navigation System — Devlog #3: Windows Compatibility After submitting the project for certification I ran into a problem that hadn’t even crossed my mind: the program simply didn’t run on Windows. I got feedback from a reviewer with a video of the error, and the message was clear, “clear is not recognized as an internal or external command.” The explanation is simple once you get it. I had written and tested the code only on my Linux environment, and used system(\"clear\") to clear the screen between each frame of the animation. Turns out clear is a command that exists on Linux and Mac, but on Windows the console uses cls . I’d never thought about this because I’d never tested outside my own system. The fix was to use a preprocessor directive, #ifdef _WIN32 , which lets the compiler choose which code to include depending on the operating system the program is being compiled on. This way the clear() function decides on its own whether to call system(\"cls\") or system(\"clear\") , without me having to maintain two separate versions of the file. void clear () { #ifdef _WIN32 system ( \"cls\" ); #else system ( \"clear\" ); #endif } While reviewing the code I realized there was a second problem waiting to happen. I was using usleep() to control the timing between animation frames, and that function is also exclusive to Unix-like systems, it doesn’t exist on Windows. It probably wouldn’t have thrown an error right there in the video, but it would have further down the line as soon as the robot started moving. I solved it the same way, creating my own esperar_ms() function that uses Sleep() on Windows (which works in milliseconds) and usleep() on Linux (which works in microseconds), and swapped out all the old calls for this new function. void esperar_ms ( int ms ) { #ifdef _WIN32 Sleep ( ms ); #else usleep ( ms * 1000 ); #endif } The annoying part wasn’t so much writing the fix, it was realizing I had to test both versions before requesting re-certification again. I compiled it again on Linux to make sure I hadn’t broken anything, and the program still worked fine, I just got some unused variable warnings that were already there before and have no impact on execution. The lesson I’m taking from this is that testing only on your own operating system gives a false sense that the program “is ready.” Only an external test or review catches these things, because in my own environment I would never have seen this error myself."}, {"post_id": 14250, "ts": "2026-06-23T08:32:29Z", "hours": 6.8072, "text": "C Navigation System — Devlog #2 BFS Pathfinding & Automatic Navigation So after the first version I wasn’t really satisfied. The robot moving manually was cool to build but it felt incomplete — a robot that needs a human to tell it where to go isn’t really a robot. I wanted it to find the path on its own. The problem was I had no idea how BFS worked. I spent a good chunk of the 7 hours on this just trying to understand the algorithm before touching any code. Watched some explanations, drew it out on paper, tried to wrap my head around queues and how you actually backtrack to reconstruct a path. It took a while. The moment it clicked was when I stopped thinking about it as “visiting nodes” and started thinking about it as water spreading through a maze — it fills every reachable cell layer by layer until it hits the destination. Once that made sense, I rebuilt the project. The grid went from 5x5 to 10x10 with a more complex obstacle layout. I separated the map logic into its own function (eh_obstaculo) so the maze can be edited without touching anything else. The BFS itself uses a queue array, a visited matrix, and a parent matrix — the parent matrix is what lets you trace back the full path once you reach (9,9). The animation was actually the fun part. After the path is reconstructed, the board redraws at each step with clear() and usleep(), showing the robot moving tile by tile. It even replays at the end at a faster speed. Seeing it run for the first time was genuinely satisfying. The hardest part was getting the path reconstruction right — BFS gives you the path backwards, so you have to reverse it before animating. Took me a few tries to get that sorted."}, {"post_id": 9158, "ts": "2026-06-15T10:39:32Z", "hours": 2.615, "text": "C navigation system, a robot in a 5x5 maze Built a C program that simulates a robot navigating a 5x5 grid with obstacles. What’s done so far: A dynamically drawn 5x5 board, with . (free path), # (obstacles), D (destination), and X (robot) Obstacle layout stored in a separate map (lab, using l=free and p=wall), so the map can be edited easily without touching the rest of the logic Movement controlled by directions (North/South/East/West), one tile at a time Bounds checking (can’t leave the grid) and collision checking (can’t move through obstacles) Board redraws after every move Win message when reaching the destination at (4,4)"}]...
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Title: Navegation system by @otzpt | Stardance
De Title: Navegation system by @otzpt | Stardance
Devlogs:
C navigation system, a robot in a 5x5 maze Built a C program that simulates a robot navigating a 5x5 grid with obstacles. What’s done so far: A dynamically drawn 5x5 board, with . (free path), # (obstacles), D (destination), and X (robot) Obstacle layout stored in a separate map (lab, using l=free and p=wall), so the map can be edited easily without touching the rest of the logic Movement controlled by directions (North/South/East/West), one tile at a time Bounds checking (can’t leave the grid) and collision checking (can’t move through obstacles) Board redraws after every move Win message when reaching the destination at (4,4)
C Navigation System — Devlog #2 BFS Pathfinding & Automatic Navigation So after the first version I wasn’t really satisfied. The robot moving manually was cool to build but it felt incomplete — a robot that needs a human to tell it where to go isn’t really a robot. I wanted it to find the path on its own. The problem was I had no idea how BFS worked. I spent a good chunk of the 7 hours on this just trying to understand the algorithm before touching any code. Watched some explanations, drew it out on paper, tried to wrap my head around queues and how you actually backtrack to reconstruct a path. It took a while. The moment it clicked was when I stopped thinking about it as “visiting nodes” and started thinking about it as water spreading through a maze — it fills every reachable cell layer by layer until it hits the destination. Once that made sense, I rebuilt the project. The grid went from 5x5 to 10x10 with a more complex obstacle layout. I separated the map logic into its own function (eh_obstaculo) so the maze can be edited without touching anything else. The BFS itself uses a queue array, a visited matrix, and a parent matrix — the parent matrix is what lets you trace back the full path once you reach (9,9). The animation was actually the fun part. After the path is reconstructed, the board redraws at each step with clear() and usleep(), showing the robot moving tile by tile. It even replays at the end at a faster speed. Seeing it run for the first time was genuinely satisfying. The hardest part was getting the path reconstruction right — BFS gives you the path backwards, so you have to reverse it before animating. Took me a few tries to get that sorted.
C Navigation System — Devlog #3: Windows Compatibility After submitting the project for certification I ran into a problem that hadn’t even crossed my mind: the program simply didn’t run on Windows. I got feedback from a reviewer with a video of the error, and the message was clear, “clear is not recognized as an internal or external command.” The explanation is simple once you get it. I had written and tested the code only on my Linux environment, and used system("clear") to clear the screen between each frame of the animation. Turns out clear is a command that exists on Linux and Mac, but on Windows the console uses cls . I’d never thought about this because I’d never tested outside my own system. The fix was to use a preprocessor directive, #ifdef _WIN32 , which lets the compiler choose which code to include depending on the operating system the program is being compiled on. This way the clear() function decides on its own whether to call system("cls") or system("clear") , without me having to maintain two separate versions of the file. void clear () { #ifdef _WIN32 system ( "cls" ); #else system ( "clear" ); #endif } While reviewing the code I realized there was a second problem waiting to happen. I was using usleep() to control the timing between animation frames, and that function is also exclusive to Unix-like systems, it doesn’t exist on Windows. It probably wouldn’t have thrown an error right there in the video, but it would have further down the line as soon as the robot started moving. I solved it the same way, creating my own esperar_ms() function that uses Sleep() on Windows (which works in milliseconds) and usleep() on Linux (which works in microseconds), and swapped out all the old calls for this new function. void esperar_ms ( int ms ) { #ifdef _WIN32 Sleep ( ms ); #else usleep ( ms * 1000 ); #endif } The annoying part wasn’t so much writing the fix, it was realizing I had to test both versions before requesting re-certification again. I compiled it again on Linux to make sure I hadn’t broken anything, and the program still worked fine, I just got some unused variable warnings that were already there before and have no impact on execution. The lesson I’m taking from this is that testing only on your own operating system gives a false sense that the program “is ready.” Only an external test or review catches these things, because in my own environment I would never have seen this error myself.
C Navigation System — Devlog #4: Dynamic Map The feedback from the certification reviewer included a clear suggestion for the next step: make the map dynamic, and possibly allow variable dimensions instead of keeping it fixed at 10×10. That’s what I focused on in this stage. The first challenge was realizing that a normal C array, such as char lab[10][10] , isn’t suitable for this. The size of a regular array has to be known at compile time, but in this case the dimensions are only known after the user enters them at runtime. The solution was to use dynamic memory allocation with malloc . For a dynamic 2D map, this is done in two steps: first, allocate an array of pointers (one for each row), then allocate each row individually. char ** lab = malloc ( rows * sizeof ( char * )); for ( int i = 0 ; i < rows ; i ++ ) { lab [ i ] = malloc ( columns * sizeof ( char )); } The eh_obstaculo function, which previously had the entire maze hardcoded inside it, became much simpler. It now just receives the map as a parameter ( char **lab ) and checks the requested position. int eh_obstaculo ( int x , int y , char ** lab ) { return lab [ x ][ y ] == '#' ; } To populate the map, I use fgets to read each row entered by the user, rather than asking for one position at a time, which would have been much more tedious to use. The part that took the most work wasn’t the map itself, but realizing that every other data structure used by the BFS ( visited , parent , and queue ) also depended on the old fixed TAM value. They all had to be converted to dynamically allocated structures based on the number of rows and columns. The parent array, for example, became an int *** because each cell stores a pair of coordinates (x, y) representing its parent, which adds another level of indirection. In the end, the program asks the user for the number of rows and columns, reads the map line by line, runs the BFS using these dynamic structures, and finally frees all allocated memory with free , including the parent array, which has to be released from the innermost allocations outward because of its three levels of allocation. The biggest lesson from this stage was realizing that making the map “dynamic” isn’t just about changing one variable. It means redesigning the entire chain of data structures that depended on the original fixed-size implementation.
Ships:
I built a C program that simulates a robot automatically finding its path through a 10x10 maze using BFS (Breadth-First Search), with a step-by-step terminal animation. The hardest part was learning BFS from scratch — I had never implemented a graph traversal algorithm before. The path reconstruction was also tricky since BFS gives you the path backwards, so I had to reverse it before animating. Download the binary for your OS from the Releases page and run it in your terminal! (Notice: Might have problems clearing the screen on windows)
What is it? Navegation System is an automatic robot navigation program in C. Given a maze, it uses BFS pathfinding to find the shortest route from the start to the destination, then animates the robot moving through it step by step. Challenges: The biggest challenge in this update was moving from a fixed 10×10 maze to a fully dynamic one, chosen and typed in by the user at runtime. That meant switching every data structure (map, visited, parent, queue) from fixed-size arrays to dynamically allocated memory with malloc, and handling edge cases like blocked start/destination points and mazes with no valid path. I also fixed a cross-platform bug where the program failed on Windows due to Unix-only functions (clear, usleep). What am I proud of: Getting the malloc-based 2D map working correctly, especially the parent matrix, which needed three levels of pointers to trace back the path. Also proud of adding proper validation instead of assuming the user always types a perfect map. How to test: Run the program, enter the number of rows and columns, then type the maze row by row using . for open paths and # for obstacles. The start is always the top-left corner and the destination is the bottom-right corner. Watch the robot find and animate its way through....
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1793616807.845303
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1793703207.845303
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39799
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start by @zyluxXD | Stardance
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zyluxXD
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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": "2026-07-26T00:04:11Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Start, a minimalist and clean New Tab page for any browser. It uses NASA APOD as the background image. It also includes the current time (in 24HR format) with the background image title below, and has a bookmark manager for quick website access.", "repo": "https://github.com/ZyluxXD/start", "demo": "https://zyluxxd.github.io/start/"}]...
|
[{"post_id": 34897, "ts": "202 [{"post_id": 34897, "ts": "2026-07-26T00:00:42Z", "hours": 0.3578, "text": "Finished the README, uploaded to GitHub, and deployed the page."}, {"post_id": 34887, "ts": "2026-07-25T23:30:54Z", "hours": 1.2747, "text": "Devlog #2 I polished the website CSS a lot, and added a copyright. I also added a bookmarks system for websites. I also added a loading screen that shows until the image is loaded. Got the help of Codex to fix a weird GPU rendering bug on the blur effect behind the text."}, {"post_id": 34853, "ts": "2026-07-25T21:50:36Z", "hours": 0.4864, "text": "Devlog #1 Completed the basic structure, aswell as the time, image, image info, and image title."}]...
|
Title: start by @zyluxXD | Stardance
Devlogs:
Dev Title: start by @zyluxXD | Stardance
Devlogs:
Devlog #1 Completed the basic structure, aswell as the time, image, image info, and image title.
Devlog #2 I polished the website CSS a lot, and added a copyright. I also added a bookmarks system for websites. I also added a loading screen that shows until the image is loaded. Got the help of Codex to fix a weird GPU rendering bug on the blur effect behind the text.
Finished the README, uploaded to GitHub, and deployed the page.
Ships:
I made Start, a minimalist and clean New Tab page for any browser. It uses NASA APOD as the background image. It also includes the current time (in 24HR format) with the background image title below, and has a bookmark manager for quick website access....
|
1793616809.0581038
|
1793703209.0581038
|
|
20183
|
IronManOS by @raczjonathan12 | Stardance
|
raczjonathan12
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T19:17:52Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A browser-based Iron Man OS — a desktop with a quiz app, a Jarvis video app, and an animated Suit HUD with live diagnostics and a spinning arc reactor. First time hand-coding HTML, CSS, and JS from scratch. Used AI to work through specific bugs and unfamiliar concepts, but wrote and understood the code myself.", "repo": "https://github.com/raczjonathan12/raczjonathan12.github.io", "demo": "https://raczjonathan12.github.io/"}]...
|
[{"post_id": 20203, "ts": "202 [{"post_id": 20203, "ts": "2026-07-01T19:05:46Z", "hours": 5.4783, "text": "Wrapping up IronManOS. Added the last piece - a Suit HUD app with live power diagnostics, a spinning arc reactor tied to the reactor readout, animated radar, and a boot sequence that reveals each panel in turn. Wrote a proper README and pushed everything live on GitHub Pages: https://raczjonathan12.github.io/ . This was my first time hand-coding HTML from scratch - no framework, no tutorial copy-paste. Building something this involved (animations, live data updates, a working desktop-style OS) while learning the language at the same time was the real challenge."}, {"post_id": 19374, "ts": "2026-06-30T17:38:59Z", "hours": 1.6233, "text": "Back on IronManOS after a break. This session: built the Jarvis app, click a button and a video plays. First time I’ve gotten video embedded and triggered inside an HTML file myself. Wasn’t hard exactly, just new - had to figure out the click handler and video element actually talking to each other."}, {"post_id": 12499, "ts": "2026-06-20T12:35:43Z", "hours": 8.3136, "text": "Hello everyone, this is my first devlog I’m currently building my IronManOS project, this is the first time I’m manually coding in HTML and not letting AI do all the work, that’s why it took me so long (8 hours and 16 minutes to be exact across 2 days). I just finished my first app on the OS which is a quiz app with 10 questions. Next I’m building a JARVIS app, just one line and a close, but it will be good practice."}]...
|
Title: IronManOS by @raczjonathan12 | Stardance
D Title: IronManOS by @raczjonathan12 | Stardance
Devlogs:
Hello everyone, this is my first devlog I’m currently building my IronManOS project, this is the first time I’m manually coding in HTML and not letting AI do all the work, that’s why it took me so long (8 hours and 16 minutes to be exact across 2 days). I just finished my first app on the OS which is a quiz app with 10 questions. Next I’m building a JARVIS app, just one line and a close, but it will be good practice.
Back on IronManOS after a break. This session: built the Jarvis app, click a button and a video plays. First time I’ve gotten video embedded and triggered inside an HTML file myself. Wasn’t hard exactly, just new - had to figure out the click handler and video element actually talking to each other.
Wrapping up IronManOS. Added the last piece - a Suit HUD app with live power diagnostics, a spinning arc reactor tied to the reactor readout, animated radar, and a boot sequence that reveals each panel in turn. Wrote a proper README and pushed everything live on GitHub Pages: https://raczjonathan12.github.io/ . This was my first time hand-coding HTML from scratch - no framework, no tutorial copy-paste. Building something this involved (animations, live data updates, a working desktop-style OS) while learning the language at the same time was the real challenge.
Ships:
A browser-based Iron Man OS — a desktop with a quiz app, a Jarvis video app, and an animated Suit HUD with live diagnostics and a spinning arc reactor. First time hand-coding HTML, CSS, and JS from scratch. Used AI to work through specific bugs and unfamiliar concepts, but wrote and understood the code myself....
|
1793616810.2357357
|
1793703210.2357357
|
|
58013
|
PHP Site by @Pixeleyesd | Stardance
|
Pixeleyesd
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PHP Site by @Pixeleyesd | Stardance
|
1793616811.4197805
|
1794480811.4197805
|