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733
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My portfolio by @Seb | Stardance
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Seb
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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": "2026-07-12T22:53:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i finnaly go this site to work with help of the tutorial and a bit of ai. I added a cool ctf_2fort_infection background. Added a couple apps to show some things about me. In the certificats app i added some awards i got (its only 1). Its a bit empty but i might add some more stuff later. I tried to add a tracker to see if im playing anything on steam but turns out it dosent work on github pages.", "repo": "https://github.com/Bald-gordon/MyWebOS-Porfolio", "demo": "https://portfolio.baldseb.app/"}]...
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[{"post_id": 27396, "ts": "202 [{"post_id": 27396, "ts": "2026-07-12T22:47:14Z", "hours": 0.4614, "text": "So for the past like 2 weeks i have been working on making a portfolio on whatever things i do and i themed the site to look like tf2 cause i LOVE team fortress 2. Anyways im doing this since i have to pu something here."}]...
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Title: My portfolio by @Seb | Stardance
Devlogs:
Title: My portfolio by @Seb | Stardance
Devlogs:
So for the past like 2 weeks i have been working on making a portfolio on whatever things i do and i themed the site to look like tf2 cause i LOVE team fortress 2. Anyways im doing this since i have to pu something here.
Ships:
So i finnaly go this site to work with help of the tutorial and a bit of ai. I added a cool ctf_2fort_infection background. Added a couple apps to show some things about me. In the certificats app i added some awards i got (its only 1). Its a bit empty but i might add some more stuff later. I tried to add a tracker to see if im playing anything on steam but turns out it dosent work on github pages....
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1793598789.4340427
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1793685189.4340427
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34165
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AstroPinax by @TADSTech | Stardance
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TADSTech
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1
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10.02
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T18:40:50Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SHIPPING TIMEEEEEEEEE: AstroPinax AstroPinax is finally shipped. A futuristic, minimalistic browser New Tab interface with the universe embedded in it including an embedded terminal-like command console and ambient sound of space. Product Overview A New Tab product themed in Astro that emphasizes speed, immersion and keyboard productivity. Main Features Cosmic Background : Displays NASA’s APOD (Astronomy Picture of the Day) image as the full-screen wallpaper. Keyboard Console : Input > to run command (today, random, help) or / to make a search request to one of the websites (github, reddit, ddg, youtube). Tab completion is supported. Ambient Synthizer : Real-time retro space sounds generation in the browser via Web Audio API. Three different synth tracks with adjustable volumes. Cupertino Calendar Picker : Custom built month/day pick overlay. Preferences Management : Set preferences (themes, autoplay, quick links, search engines) locally.", "repo": "https://github.com/TADSTech/AstroPinax", "demo": "https://tadstech.github.io/AstroPinax/"}]...
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[{"post_id": 35674, "ts": "202 [{"post_id": 35674, "ts": "2026-07-27T08:38:52Z", "hours": 1.0208, "text": "Devlog #2: Knock, Knock. Who Goes There? The desktop finally has a front door. Turns out letting anyone wander into your operating system isn’t exactly ideal, so TADS OS now politely asks who you are before handing over the keys. The old “Click to Enter” flow has evolved into something that feels much more like booting into a real operating system. After the welcome screen, you’re greeted by a terminal-inspired login prompt. $ login Type the password, press Enter (or the button if you’re feeling traditional), and you’re in. Get it wrong? invalid password Current Status: TADS OS now has: A welcome experience Password authentication Client-side routing A dedicated desktop environment A (semi) functional taskbar Responsive layouts Pixel-perfect fullscreen behavior The desktop will still say “Coming Soon”……but changes to come would be massive."}, {"post_id": 31301, "ts": "2026-07-19T16:21:33Z", "hours": 2.0581, "text": "Devlog 6. I think AstroPinax is finally at the point where it feels like a complete product instead of a side project. The biggest addition is a proper settings panel. Instead of digging through the code, you can now change your default theme, switch your preferred search engine, toggle background audio, and even edit your quick-access links, all from a clean settings window. I also got rid of the browser’s default date picker. It always felt out of place, so I built my own calendar dropdown that matches the rest of the interface. It blends in much better and makes browsing older APODs feel a lot smoother. Then I added probably my most unnecessary feature… and my favorite one….. AstroPinax now has its own ambient space soundtrack. Using the browser’s Web Audio API, it generates a slow, evolving synth completely in real time. No audio files, no streaming… just the browser creating a subtle space atmosphere on its own. I even added a little audio visualizer in the footer because I thought it looked cool. The command system also got a few upgrades. You can now press Tab to autocomplete commands and search operators instead of typing everything out yourself. I added a few more commands too, including >settings, >music, >prev, >next, and explicit search shortcuts like /google and /ddg. Finally, I added customizable quick-access icons underneath the search bar so getting to your most-used sites takes one click. Looking back, this project started as “I want NASA’s Astronomy Picture of the Day on my new tab.” Somewhere along the way it became a keyboard-first browser homepage with built-in commands, custom search operators, themes, settings, ambient music, and just enough unnecessary polish to make opening a new tab feel interesting again. Safe to say AstroPinax has grown into a lot more than I originally."}, {"post_id": 30260, "ts": "2026-07-17T18:06:00Z", "hours": 1.8364, "text": "Devlog 5 & 5.5 This update started with a small annoyance and somehow turned into AstroPinax getting its own command system. The first problem was the search bar. Some new tab redirect extensions would steal focus and leave the cursor in the browser’s address bar instead. Not anymore. I ended up brute-forcing it by repeatedly refocusing the search box after the page loads. It’s not glamorous, but it works every time. I also redesigned the date controls. Instead of having separate icons and text scattered around the header, there’s now a single date widget that looks cleaner and opens the date picker with one click. Searches also stay in the same tab now, which feels much more natural for a new tab page. The biggest addition though is Command Mode. If you start your search with >, the search bar transforms into a little terminal and starts suggesting commands as you type. You can move through them with the arrow keys and hit Enter to run them. Right now it supports things like: today to jump back to today’s APOD. random for a random day in NASA’s archive. theme to switch themes. nasa to open the official APOD website. Once I had that working, I couldn’t stop adding to it. Typing / now turns the search bar blue and lets you search specific websites directly. Instead of Googling everything first, you can go straight where you want. /github react searches GitHub. /reddit linux searches Reddit. /youtube jazz opens YouTube results. There are also commands for DuckDuckGo and Wikipedia, with more on the way. I also added >help, which temporarily replaces the APOD panel with a built-in command guide, so you don’t have to remember everything. And if anyone’s curious how AstroPinax works, >source takes you straight to the repository. This project started as “show me NASA’s photo of the day. “Now it’s slowly turning into a keyboard-first browser homepage that just happens to have NASA built into it."}, {"post_id": 29574, "ts": "2026-07-16T16:38:25Z", "hours": 1.5078, "text": "Devlog 4&4.5. AstroPinax went through its biggest redesign yet. The original layout is gone. Instead of showing the APOD beside the content, the Astronomy Picture of the Day now becomes the entire background. Whether it’s an image or a video, it fills the screen and turns every new tab into a different scene from space. To keep everything readable, I added a subtle dark overlay instead of blurring the background. The search bar now sits right in the center inside a frosted glass container, making it the first thing you see without taking attention away from the APOD itself. I also changed the typography to Rajdhani and Outfit, which gives the whole project a much more futuristic feel. While I was at it, I removed the Previous, Next and Today buttons. It felt like unnecessary clutter. Navigation is now handled through the date picker or the keyboard, which fits the minimalist direction I wanted. Then I tackled one of the things that annoyed me most….. waiting. Previously, you had to wait for NASA’s API before you could do anything. Now the search bar appears instantly, so you can start searching the web the moment you open a new tab while the APOD loads in the background. I also replaced the boring loading screen with animated skeleton placeholders. Instead of flashing a “Loading…” message, the page gradually comes to life as the image, title and description arrive. The light theme is gone too. It never really matched the vibe of the project. In its place is a new Void theme—a true pitch-black mode that’s especially nice on OLED screens. The starfield is still there, just toned down enough to give the background a little life without becoming distracting. Finally, I cleaned up the error handling so failed API requests don’t hijack the whole page anymore. If NASA’s API decides not to cooperate, the error simply shows up where the APOD information normally lives. This update wasn’t about adding features—it was about making AstroPinax disappear. Open a new tab, start typing immediately, and let the universe sit quietly in the background."}, {"post_id": 28815, "ts": "2026-07-15T09:49:33Z", "hours": 2.6472, "text": "Devlog 2, 3 an Update 3.5: AstroPinax is starting to feel like a real browser new tab instead of just a NASA APOD viewer. The biggest change is the search bar. It works like a normal Google search, but if you type something like github.com, it’ll take you straight there instead. It also autofocuses when you open a new tab, so you can just start typing immediately. I also redesigned the layout. The calendar now lives in the top bar, making it easy to jump to any Astronomy Picture of the Day since 1995 without taking up space. The APOD section got a much cleaner layout with a bigger image, better spacing, and easier navigation. After that, I spent a lot of time polishing the experience. AstroPinax now has a proper dark mode with an animated starfield that fades in behind the UI. Definitely not a necessary feature, but it makes opening a new tab feel a lot cooler. I also fixed one thing that had been bothering me from the start: the page shouldn’t scroll. Everything now fits perfectly inside the viewport, the footer stays pinned to the bottom, and only the APOD description scrolls when it’s too long. Today’s cleanup was mostly about making everything feel more solid. I fixed the layout so the image and information panels always stay the same height, cleaned up the typography with better sizing and spacing, and refactored the codebase by removing all the AI-looking comments and making it read like something I’d naturally write. There aren’t a ton of flashy new features this time around, but AstroPinax feels noticeably more polished, both to use and to build. Slowly becoming something I’d actually want as my default new tab."}, {"post_id": 28330, "ts": "2026-07-14T14:46:20Z", "hours": 0.5822, "text": "Starting a new project. It’s called AstroPinax. The idea is simple: every time I open a new tab, I want to see something that reminds me how ridiculously big the universe is instead of another blank page. Today’s progress:• Hooked it up to NASA’s Astronomy Picture of the Day API, so it can load any APOD since June 16, 1995. Added a date picker so you can jump to any day, plus Previous, Next and Today buttons for easy navigation. Finished the base UI with a custom theme using soft greys, warm oranges and a little sudotads green because I couldn’t resist I also tried to make everything responsive, with a big hero image and the explanation tucked underneath. Starting small, shipping often. Let’s see where this goes."}]...
|
Title: AstroPinax by @TADSTech | Stardance
Devlog Title: AstroPinax by @TADSTech | Stardance
Devlogs:
Starting a new project. It’s called AstroPinax. The idea is simple: every time I open a new tab, I want to see something that reminds me how ridiculously big the universe is instead of another blank page. Today’s progress:• Hooked it up to NASA’s Astronomy Picture of the Day API, so it can load any APOD since June 16, 1995. Added a date picker so you can jump to any day, plus Previous, Next and Today buttons for easy navigation. Finished the base UI with a custom theme using soft greys, warm oranges and a little sudotads green because I couldn’t resist I also tried to make everything responsive, with a big hero image and the explanation tucked underneath. Starting small, shipping often. Let’s see where this goes.
Devlog 2, 3 an Update 3.5: AstroPinax is starting to feel like a real browser new tab instead of just a NASA APOD viewer. The biggest change is the search bar. It works like a normal Google search, but if you type something like github.com, it’ll take you straight there instead. It also autofocuses when you open a new tab, so you can just start typing immediately. I also redesigned the layout. The calendar now lives in the top bar, making it easy to jump to any Astronomy Picture of the Day since 1995 without taking up space. The APOD section got a much cleaner layout with a bigger image, better spacing, and easier navigation. After that, I spent a lot of time polishing the experience. AstroPinax now has a proper dark mode with an animated starfield that fades in behind the UI. Definitely not a necessary feature, but it makes opening a new tab feel a lot cooler. I also fixed one thing that had been bothering me from the start: the page shouldn’t scroll. Everything now fits perfectly inside the viewport, the footer stays pinned to the bottom, and only the APOD description scrolls when it’s too long. Today’s cleanup was mostly about making everything feel more solid. I fixed the layout so the image and information panels always stay the same height, cleaned up the typography with better sizing and spacing, and refactored the codebase by removing all the AI-looking comments and making it read like something I’d naturally write. There aren’t a ton of flashy new features this time around, but AstroPinax feels noticeably more polished, both to use and to build. Slowly becoming something I’d actually want as my default new tab.
Devlog 4&4.5. AstroPinax went through its biggest redesign yet. The original layout is gone. Instead of showing the APOD beside the content, the Astronomy Picture of the Day now becomes the entire background. Whether it’s an image or a video, it fills the screen and turns every new tab into a different scene from space. To keep everything readable, I added a subtle dark overlay instead of blurring the background. The search bar now sits right in the center inside a frosted glass container, making it the first thing you see without taking attention away from the APOD itself. I also changed the typography to Rajdhani and Outfit, which gives the whole project a much more futuristic feel. While I was at it, I removed the Previous, Next and Today buttons. It felt like unnecessary clutter. Navigation is now handled through the date picker or the keyboard, which fits the minimalist direction I wanted. Then I tackled one of the things that annoyed me most….. waiting. Previously, you had to wait for NASA’s API before you could do anything. Now the search bar appears instantly, so you can start searching the web the moment you open a new tab while the APOD loads in the background. I also replaced the boring loading screen with animated skeleton placeholders. Instead of flashing a “Loading…” message, the page gradually comes to life as the image, title and description arrive. The light theme is gone too. It never really matched the vibe of the project. In its place is a new Void theme—a true pitch-black mode that’s especially nice on OLED screens. The starfield is still there, just toned down enough to give the background a little life without becoming distracting. Finally, I cleaned up the error handling so failed API requests don’t hijack the whole page anymore. If NASA’s API decides not to cooperate, the error simply shows up where the APOD information normally lives. This update wasn’t about adding features—it was about making AstroPinax disappear. Open a new tab, start typing immediately, and let the universe sit quietly in the background.
Devlog 5 & 5.5 This update started with a small annoyance and somehow turned into AstroPinax getting its own command system. The first problem was the search bar. Some new tab redirect extensions would steal focus and leave the cursor in the browser’s address bar instead. Not anymore. I ended up brute-forcing it by repeatedly refocusing the search box after the page loads. It’s not glamorous, but it works every time. I also redesigned the date controls. Instead of having separate icons and text scattered around the header, there’s now a single date widget that looks cleaner and opens the date picker with one click. Searches also stay in the same tab now, which feels much more natural for a new tab page. The biggest addition though is Command Mode. If you start your search with >, the search bar transforms into a little terminal and starts suggesting commands as you type. You can move through them with the arrow keys and hit Enter to run them. Right now it supports things like: today to jump back to today’s APOD. random for a random day in NASA’s archive. theme to switch themes. nasa to open the official APOD website. Once I had that working, I couldn’t stop adding to it. Typing / now turns the search bar blue and lets you search specific websites directly. Instead of Googling everything first, you can go straight where you want. /github react searches GitHub. /reddit linux searches Reddit. /youtube jazz opens YouTube results. There are also commands for DuckDuckGo and Wikipedia, with more on the way. I also added >help, which temporarily replaces the APOD panel with a built-in command guide, so you don’t have to remember everything. And if anyone’s curious how AstroPinax works, >source takes you straight to the repository. This project started as “show me NASA’s photo of the day. “Now it’s slowly turning into a keyboard-first browser homepage that just happens to have NASA built into it.
Devlog 6. I think AstroPinax is finally at the point where it feels like a complete product instead of a side project. The biggest addition is a proper settings panel. Instead of digging through the code, you can now change your default theme, switch your preferred search engine, toggle background audio, and even edit your quick-access links, all from a clean settings window. I also got rid of the browser’s default date picker. It always felt out of place, so I built my own calendar dropdown that matches the rest of the interface. It blends in much better and makes browsing older APODs feel a lot smoother. Then I added probably my most unnecessary feature… and my favorite one….. AstroPinax now has its own ambient space soundtrack. Using the browser’s Web Audio API, it generates a slow, evolving synth completely in real time. No audio files, no streaming… just the browser creating a subtle space atmosphere on its own. I even added a little audio visualizer in the footer because I thought it looked cool. The command system also got a few upgrades. You can now press Tab to autocomplete commands and search operators instead of typing everything out yourself. I added a few more commands too, including >settings, >music, >prev, >next, and explicit search shortcuts like /google and /ddg. Finally, I added customizable quick-access icons underneath the search bar so getting to your most-used sites takes one click. Looking back, this project started as “I want NASA’s Astronomy Picture of the Day on my new tab.” Somewhere along the way it became a keyboard-first browser homepage with built-in commands, custom search operators, themes, settings, ambient music, and just enough unnecessary polish to make opening a new tab feel interesting again. Safe to say AstroPinax has grown into a lot more than I originally.
Devlog #2: Knock, Knock. Who Goes There? The desktop finally has a front door. Turns out letting anyone wander into your operating system isn’t exactly ideal, so TADS OS now politely asks who you are before handing over the keys. The old “Click to Enter” flow has evolved into something that feels much more like booting into a real operating system. After the welcome screen, you’re greeted by a terminal-inspired login prompt. $ login Type the password, press Enter (or the button if you’re feeling traditional), and you’re in. Get it wrong? invalid password Current Status: TADS OS now has: A welcome experience Password authentication Client-side routing A dedicated desktop environment A (semi) functional taskbar Responsive layouts Pixel-perfect fullscreen behavior The desktop will still say “Coming Soon”……but changes to come would be massive.
Ships:
SHIPPING TIMEEEEEEEEE: AstroPinax AstroPinax is finally shipped. A futuristic, minimalistic browser New Tab interface with the universe embedded in it including an embedded terminal-like command console and ambient sound of space. Product Overview A New Tab product themed in Astro that emphasizes speed, immersion and keyboard productivity. Main Features Cosmic Background : Displays NASA’s APOD (Astronomy Picture of the Day) image as the full-screen wallpaper. Keyboard Console : Input > to run command (today, random, help) or / to make a search request to one of the websites (github, reddit, ddg, youtube). Tab completion is supported. Ambient Synthizer : Real-time retro space sounds generation in the browser via Web Audio API. Three different synth tracks with adjustable volumes. Cupertino Calendar Picker : Custom built month/day pick overlay. Preferences Management : Set preferences (themes, autoplay, quick links, search engines) locally....
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1793598790.607542
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1793685190.607542
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41053
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Fizzy Sea by @Nik0la_278 | Stardance
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Nik0la_278
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6
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40.0
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400
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T21:15:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, this is sadly the last devlog. Oh well, all good things need an ending, huh? The latest things I did: Added more tutorials Broke fences Fixed fences tried my first animation!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 2, "ts": "2026-10-25T18:26:11Z", "hours": 3.0, "multiplier": 16.42, "payout": 45, "blessing": "neutral", "text": "New Ship! I have got some feedback on performance of the game by you guys so I updated this Tutorial Level that I am currently making to make the gameplay better! :3 I made a bit of rearrangement of buttons and changed the Open Menu key to ESC instade of P! I added a Button to Resume Game (earlyer you could only quit, now you can resume) I added a button that sets FPS to 60 Max (If you want and the game is lagging). 2 buttons that sets your resolution of your screen (50 or 100% of your full screen) If you fall off and drown (if you fall off you will automatically drown… the Fox can’t swim (yet)). Now when you drown, the Drown screen also has a Quit Game Button! The Game is still far from done, but ilI will get to designing main level after the core mechanics, animations and Tutorial map are done so everything goes smoothly! :3", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 3, "ts": "2026-10-11T00:59:03Z", "hours": 8.0, "multiplier": 16.45, "payout": 137, "blessing": "neutral", "text": "The game got a few key functions, changes and optimizations! -The game is more light weight due to water optimization! -The map had some changes with more stuff added to it like Soda barrels and an additional cocoa tree! -Now when you press P, a pause menu appears where you can quit game! -Assets like Rafts and Targets are now re textured! -Lighting optimized for better appearance! Crosshair more accurate! WAY MORE STUFF COMING SOON!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 4, "ts": "2026-10-01T16:23:43Z", "hours": 6.0, "multiplier": 14.51, "payout": 90, "blessing": "neutral", "text": "WHATS NEW IN MY GAME! Shootable Canzzzz and Bottlezzzzz New UI (Crosshair and Health Bar) Tutorial Signs! COCOA PODS!!! That you can shoot off the trees New shooting ability where you shoot a bigger water ball! (It has a 3s cooldown) Trash bags!….. they just sit there and take up space to fill in the map! Much more coming SOON!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 5, "ts": "2026-09-21T19:47:29Z", "hours": 9.0, "multiplier": 9.86, "payout": 93, "blessing": "neutral", "text": "Fizzy Sea, Ship: 2 I added a WHOLE NEW MAP that include animated water, a tree (That will have a function later on), fences and targets to shoot! I also added the ability to shoot with left click! The blue spheres are projectiles you shoot! The spheres are placeholders for water shot from a water gun! When you change the camera to third person (by pressing C), you can see the main character model is included with a water gun attached to his wrist! Animation for walking, jumping and shooting will be added later on (When I figure out how in the world animation works), but for now he stays in a T-Pose! The game is still in progress but I’m working as best and fast I can! :3", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 6, "ts": "2026-08-16T18:29:42Z", "hours": 10.0, "multiplier": 3.51, "payout": 35, "blessing": "neutral", "text": "I made mechanics for a game I am making in unreal engine! Current mechanics feature WASD movement, Shift for sprint and 2 cameras that switch when pressed C, switching from 1st to 3rd person. The most challenging part (and the part I was most proud of) was figuring out the 3rd person camera movement because the code didn’t let camera move vertically at first but now it does!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}]...
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[{"post_id": 85840, "ts": "202 [{"post_id": 85840, "ts": "2026-10-31T19:49:35Z", "hours": 1.7669, "text": "Fence fix and Animation I fixed the gates I broke before, it was still a challenge. I tried animating, took me a bit to get a grip of it but I managed!"}, {"post_id": 83947, "ts": "2026-10-28T22:59:55Z", "hours": 1.1167, "text": "I tried fixing the fence! I tried Fixing the fence. I wanted to switch the fence textures to something better but I kept messing up somehow and blender kept throwing errors so eventually I gave up. I will fix them in next work session. I will try my best to fix the fence and then I will do the animation for the player and shooting (hopefully)."}, {"post_id": 83111, "ts": "2026-10-26T22:26:07Z", "hours": 1.5003, "text": "TUTORIALS! I have drew some textures for new tutorial signs: One that shows that with mouse you turn your head. One that shows WASD Walking controls. One showing that pressing C changes camera view."}, {"post_id": 82679, "ts": "2026-10-25T16:06:19Z", "hours": 1.1272, "text": "Menu Update I made a few more options to od in menus in game, when you pause game, you have more resolution and frame options and in death menu you can quit game!"}, {"post_id": 81502, "ts": "2026-10-21T14:51:28Z", "hours": 1.6167, "text": "I made a Projectile (Fire Ball) model and texture in blender that will be thrown by a BurninWag (Skeleton on fire) who is one of the main enemys in the maps of my game. It was really painful and took me a while because Red parts are meant to glow on their own and I forgot to save a few times which caused the textures to disappear and black out (Which made me wanna cry a lot…) which made me have to redo everything a bunch of times!"}, {"post_id": 78503, "ts": "2026-10-11T00:31:29Z", "hours": 1.7053, "text": "I have made custom textures for the Rafts and Targets in my game, switching from temporary templates. had complications where I had to reimport assets multiple times to get them in the engine properly and I was having a lot of changes of mind when it comes to color shades!"}, {"post_id": 78183, "ts": "2026-10-09T22:00:20Z", "hours": 1.6942, "text": "First I modeled and textured a barrel for my game, then I placed some placeholder textures on the ship I have modeled to see what I want, then I added the barrels to the game and I made a Game Pause Function and an option to quit game! Also I adjusted the crosshair to match the shooting area."}, {"post_id": 76826, "ts": "2026-10-04T18:45:16Z", "hours": 3.0006, "text": "Optimization So first thing I did was optimize the trash bags because they had a ton of polygons, then I optimized the ocean around the rafts because it was lagging the packaged game a lot, then I adjusted the lighting and added shadows which took more time than I wanted! I went through pain to get the shadows working."}, {"post_id": 76541, "ts": "2026-10-03T21:29:11Z", "hours": 1.9328, "text": "New Map I made a base mesh for the ship that will be in the next scene/stage/level of my game, had some trouble recording this lapse due to Blender crashing while I was messing with polygons (My mini pc wasn’t built for this ;-;). I am proud of how it all turned out BUT it’s still undone. The plan is that my character will walk around the ship doing chores. The ship will be the first real story related level after tutorial!"}, {"post_id": 75728, "ts": "2026-09-30T21:34:12Z", "hours": 1.1844, "text": "Today I fixed the shooting ability a little bit, I have added tutorial signs, fixed some collisions that didn’t match objects and a few code checks."}, {"post_id": 75356, "ts": "2026-09-29T20:40:22Z", "hours": 1.81, "text": "I have built a few things today! First, I optimized my trash bag models and put them on the map to fill in the empty space. I added armature to my enemy model and tried a little bit of posing with it. Made a new WaterBlast shooting ability (took a lot of time on that), I had problems with it but menaged to code it out. And finally added a few minor fixes to the drowned screen like stoping error messages and updating the drowned screen a tiny bit."}, {"post_id": 74209, "ts": "2026-09-26T22:23:49Z", "hours": 1.3503, "text": "I have cocoa fruits to the trees and gave them physics, making them fall off when shot and I added a “Drowned Screen” that shows when you fall off the platform with a functioning “Try Again” Button! I have tried to animate health to be bubbles that pop but I didn’t finish it."}, {"post_id": 72813, "ts": "2026-09-23T19:39:30Z", "hours": 1.8525, "text": "I HAVE ADDED PHYSICS Mainly I made it so when you shoot the cans and bottles, they actually get physics. On paper it sounds simple and it is, until for some reason they’d just fall on their side before getting shot, so I had to make them not have physics until shot!"}, {"post_id": 62983, "ts": "2026-09-06T15:34:17Z", "hours": 1.4097, "text": "I added a water gun and shooting mechanic to my game."}, {"post_id": 61107, "ts": "2026-09-03T20:37:40Z", "hours": 0.4994, "text": "Texturing and Modeling Clothes! The physics will be added in engine! But for now I like how clothes turned out (Even if I might change them laer) Currently, clothes feature A cap and a shorts!"}, {"post_id": 60482, "ts": "2026-09-02T20:40:21Z", "hours": 0.7333, "text": "I made a shorts for my character to wear. It looks rough around he edges but it will look good in engine!"}, {"post_id": 59838, "ts": "2026-09-01T20:16:02Z", "hours": 1.4639, "text": "I have placed the player character into the game! This is Barnaby! The main character of my RPG game! I him into the game and had a lot of trouble with positioning him to not gloat or walk inside the floor! At the end I managed to get him to the floor and now its time to add animation and functions!"}, {"post_id": 57966, "ts": "2026-08-30T09:32:31Z", "hours": 0.35, "text": "A watter bottle that will be given physics code to be shot at!"}, {"post_id": 57589, "ts": "2026-08-29T19:42:59Z", "hours": 0.4497, "text": "A Fish Can that will have physics so it can be knocked over with a water gun."}, {"post_id": 57170, "ts": "2026-08-29T08:39:41Z", "hours": 0.9356, "text": "I made a few assets for my game! Fence will (try) to keep the player (you) from falling (on accident), The tree will grow Cocoa on it and the cocoa will be shot with water making it fall and when you eat the Cocoa you gain health! as for Lifebuoy, it will just be a decoration on the side."}, {"post_id": 54970, "ts": "2026-08-26T12:23:43Z", "hours": 1.3169, "text": "I made a raft where my games Tutorial testing Map will be happening on!"}, {"post_id": 51938, "ts": "2026-08-21T21:37:51Z", "hours": 2.2314, "text": "BurninWag is a min enemy that will appear throughout the game and this is a 3d model of one of 3+ variants. The idea is that this variant will be in a areas on the map and once it spots the player it throws fireballs on the player. When shot with waer it will turn into a pile of bones but if the player stays in one place for too long, the bones will reignite and reform into a fresh BurninWag that will attack the player again!"}, {"post_id": 48378, "ts": "2026-08-16T18:15:19Z", "hours": 0.3931, "text": "Fixed Some Code! I removed blur and fixed the camera movement in 3rd person! Try out what I did in the demo!"}, {"post_id": 40988, "ts": "2026-08-04T21:19:03Z", "hours": 1.2333, "text": "Prototype Model For The Boss. Materials are allright but the model might be a little rough around the edges but that is fixable in animation part."}, {"post_id": 40941, "ts": "2026-08-04T19:52:32Z", "hours": 2.8442, "text": "Oil Monster Boss Concept Concept Art for Materials, 3D Model and Animation"}, {"post_id": 40341, "ts": "2026-08-03T19:43:33Z", "hours": 2.9683, "text": "Fizzy Sea Concept! One of the parts of the Game and title screen background concept! The guy siting under the palm… thing is the main character with a water gun and the big glowing thing on a rocky island is A Beacon with a special purpose!"}, {"post_id": 38948, "ts": "2026-08-01T15:45:17Z", "hours": 1.265, "text": "Water Gun for my game! Textures will come next but I wanna have a few models upfront before texturing!"}, {"post_id": 38760, "ts": "2026-08-01T10:05:09Z", "hours": 1.2392, "text": "Trash Bag Asset for Game Environment"}]...
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Title: Fizzy Sea by @Nik0la_278 | Stardance
Devlo Title: Fizzy Sea by @Nik0la_278 | Stardance
Devlogs:
Trash Bag Asset for Game Environment
Water Gun for my game! Textures will come next but I wanna have a few models upfront before texturing!
Fizzy Sea Concept! One of the parts of the Game and title screen background concept! The guy siting under the palm… thing is the main character with a water gun and the big glowing thing on a rocky island is A Beacon with a special purpose!
Oil Monster Boss Concept Concept Art for Materials, 3D Model and Animation
Prototype Model For The Boss. Materials are allright but the model might be a little rough around the edges but that is fixable in animation part.
Fixed Some Code! I removed blur and fixed the camera movement in 3rd person! Try out what I did in the demo!
BurninWag is a min enemy that will appear throughout the game and this is a 3d model of one of 3+ variants. The idea is that this variant will be in a areas on the map and once it spots the player it throws fireballs on the player. When shot with waer it will turn into a pile of bones but if the player stays in one place for too long, the bones will reignite and reform into a fresh BurninWag that will attack the player again!
I made a raft where my games Tutorial testing Map will be happening on!
I made a few assets for my game! Fence will (try) to keep the player (you) from falling (on accident), The tree will grow Cocoa on it and the cocoa will be shot with water making it fall and when you eat the Cocoa you gain health! as for Lifebuoy, it will just be a decoration on the side.
A Fish Can that will have physics so it can be knocked over with a water gun.
A watter bottle that will be given physics code to be shot at!
I have placed the player character into the game! This is Barnaby! The main character of my RPG game! I him into the game and had a lot of trouble with positioning him to not gloat or walk inside the floor! At the end I managed to get him to the floor and now its time to add animation and functions!
I made a shorts for my character to wear. It looks rough around he edges but it will look good in engine!
Texturing and Modeling Clothes! The physics will be added in engine! But for now I like how clothes turned out (Even if I might change them laer) Currently, clothes feature A cap and a shorts!
I added a water gun and shooting mechanic to my game.
I HAVE ADDED PHYSICS Mainly I made it so when you shoot the cans and bottles, they actually get physics. On paper it sounds simple and it is, until for some reason they’d just fall on their side before getting shot, so I had to make them not have physics until shot!
I have cocoa fruits to the trees and gave them physics, making them fall off when shot and I added a “Drowned Screen” that shows when you fall off the platform with a functioning “Try Again” Button! I have tried to animate health to be bubbles that pop but I didn’t finish it.
I have built a few things today! First, I optimized my trash bag models and put them on the map to fill in the empty space. I added armature to my enemy model and tried a little bit of posing with it. Made a new WaterBlast shooting ability (took a lot of time on that), I had problems with it but menaged to code it out. And finally added a few minor fixes to the drowned screen like stoping error messages and updating the drowned screen a tiny bit.
Today I fixed the shooting ability a little bit, I have added tutorial signs, fixed some collisions that didn’t match objects and a few code checks.
New Map I made a base mesh for the ship that will be in the next scene/stage/level of my game, had some trouble recording this lapse due to Blender crashing while I was messing with polygons (My mini pc wasn’t built for this ;-;). I am proud of how it all turned out BUT it’s still undone. The plan is that my character will walk around the ship doing chores. The ship will be the first real story related level after tutorial!
Optimization So first thing I did was optimize the trash bags because they had a ton of polygons, then I optimized the ocean around the rafts because it was lagging the packaged game a lot, then I adjusted the lighting and added shadows which took more time than I wanted! I went through pain to get the shadows working.
First I modeled and textured a barrel for my game, then I placed some placeholder textures on the ship I have modeled to see what I want, then I added the barrels to the game and I made a Game Pause Function and an option to quit game! Also I adjusted the crosshair to match the shooting area.
I have made custom textures for the Rafts and Targets in my game, switching from temporary templates. had complications where I had to reimport assets multiple times to get them in the engine properly and I was having a lot of changes of mind when it comes to color shades!
I made a Projectile (Fire Ball) model and texture in blender that will be thrown by a BurninWag (Skeleton on fire) who is one of the main enemys in the maps of my game. It was really painful and took me a while because Red parts are meant to glow on their own and I forgot to save a few times which caused the textures to disappear and black out (Which made me wanna cry a lot…) which made me have to redo everything a bunch of times!
Menu Update I made a few more options to od in menus in game, when you pause game, you have more resolution and frame options and in death menu you can quit game!
TUTORIALS! I have drew some textures for new tutorial signs: One that shows that with mouse you turn your head. One that shows WASD Walking controls. One showing that pressing C changes camera view.
I tried fixing the fence! I tried Fixing the fence. I wanted to switch the fence textures to something better but I kept messing up somehow and blender kept throwing errors so eventually I gave up. I will fix them in next work session. I will try my best to fix the fence and then I will do the animation for the player and shooting (hopefully).
Fence fix and Animation I fixed the gates I broke before, it was still a challenge. I tried animating, took me a bit to get a grip of it but I managed!
Ships:
I made mechanics for a game I am making in unreal engine! Current mechanics feature WASD movement, Shift for sprint and 2 cameras that switch when pressed C, switching from 1st to 3rd person. The most challenging part (and the part I was most proud of) was figuring out the 3rd person camera movement because the code didn’t let camera move vertically at first but now it does!
Fizzy Sea, Ship: 2 I added a WHOLE NEW MAP that include animated water, a tree (That will have a function later on), fences and targets to shoot! I also added the ability to shoot with left click! The blue spheres are projectiles you shoot! The spheres are placeholders for water shot from a water gun! When you change the camera to third person (by pressing C), you can see the main character model is included with a water gun attached to his wrist! Animation for walking, jumping and shooting will be added later on (When I figure out how in the world animation works), but for now he stays in a T-Pose! The game is still in progress but I’m working as best and fast I can! :3
WHATS NEW IN MY GAME! Shootable Canzzzz and Bottlezzzzz New UI (Crosshair and Health Bar) Tutorial Signs! COCOA PODS!!! That you can shoot off the trees New shooting ability where you shoot a bigger water ball! (It has a 3s cooldown) Trash bags!….. they just sit there and take up space to fill in the map! Much more coming SOON!
The game got a few key functions, changes and optimizations! -The game is more light weight due to water optimization! -The map had some changes with more stuff added to it like Soda barrels and an additional cocoa tree! -Now when you press P, a pause menu appears where you can quit game! -Assets like Rafts and Targets are now re textured! -Lighting optimized for better appearance! Crosshair more accurate! WAY MORE STUFF COMING SOON!
New Ship! I have got some feedback on performance of the game by you guys so I updated this Tutorial Level that I am currently making to make the gameplay better! :3 I made a bit of rearrangement of buttons and changed the Open Menu key to ESC instade of P! I added a Button to Resume Game (earlyer you could only quit, now you can resume) I added a button that sets FPS to 60 Max (If you want and the game is lagging). 2 buttons that sets your resolution of your screen (50 or 100% of your full screen) If you fall off and drown (if you fall off you will automatically drown… the Fox can’t swim (yet)). Now when you drown, the Drown screen also has a Quit Game Button! The Game is still far from done, but ilI will get to designing main level after the core mechanics, animations and Tutorial map are done so everything goes smoothly! :3
So, this is sadly the last devlog. Oh well, all good things need an ending, huh? The latest things I did: Added more tutorials Broke fences Fixed fences tried my first animation!...
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1793598791.7715008
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1793685191.7715008
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3856
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Super Beach Ball by @Olebsbo | Stardance
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Olebsbo
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1
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76.27
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1455
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T00:41:48Z", "hours": 76.0, "multiplier": 19.15, "payout": 1455, "blessing": "neutral", "text": "This is the ship for my beach volleyball game! :D I’m really proud of this project. I had to learn so many new things about UI, music, SFX, and other things that I just never got around to in my previous projects because I never reached the point where I could actually release my previous games. I struggled a lot with these things at first, but now I really think that I can make them all work well in my future projects! I should probably mention a few things (this might be a bit long, but please try to read it, the itch.io page also has some of the same info but this one is probably better for people specifically coming from Stardance) First of all, while the game is available to play in the browser, it seems that the lighting and particles get messed up. I think it is because of Godot’s way of exporting to HTML (I think it has to downgrade the graphics a bit to make it work properly), so unfortunately, if you do play it in browser you will have to deal with some weird lighting. The particles can be turned off in the options menu. The downloaded version is just fine, so if you can use that, that would be great! Although, I perfectly understand if you don’t want to download from a random stranger on the internet, and I haven’t tested the Mac or Linux versions (look at the download info on the itch.io page for more). Second, while I have tested the game with my friends, I’m still very uncertain about how effective the tutorial is. I believe that it should be fine if you read through carefully. If you find it confusing, then I sincerely apologize and hope you don’t take it to represent the entire game, and you can tell me what you found difficult. Also, the game is WAY more fun when you play with friends/family! Like, seriously, get someone to go through the tutorial and play with you. The competitiveness makes it so much more enjoyable! And if you’re friends can’t play with you at the moment, then playing against the AI can still be fun. If there are any bugs, please tell me! Just give me the situation that it happened in and what the bug actually was. And finally, thank you for trying my game! I worked very hard on it, and I’m really glad that it turned out the way it did! And if you don’t like it… uhhh please don’t cook the rating ⊙﹏⊙∥ remember to rate fairly!", "repo": "https://github.com/Olebsbo/SuperBeachBall", "demo": "https://olebsbo.itch.io/super-beach-ball"}]...
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[{"post_id": 28064, "ts": "202 [{"post_id": 28064, "ts": "2026-07-14T02:48:17Z", "hours": 0.2658, "text": "I’ve made some really quick QOL adjustments to my game! It was some pretty basic stuff that I just didn’t account for previously because I just didn’t think of it before. Some changes include: Trying to account for weird resolutions (not 16:9) by adding black bars to the side (cannot confirm if it works yet) Adding additional information to the itch.io page to remind people about the tutorial and to mention that there might be some lag at the start of the web version Sorry I had to add this after the ship, but these changes were really simple and important, so I just felt like I had to! Also, I’d assume that this isn’t considered fraud or anything because it’s just a quick QOL update after the ship that doesn’t change anything major, just makes the experience better for players, and actual games do these kinds of emergency updates all the time. Also, I haven’t seen anything about this kind of thing being a possible problem. IF YOU ARE RATING , could you please take this information into account as well? It isn’t included in the ship information, but this info is also important."}, {"post_id": 27436, "ts": "2026-07-13T00:13:54Z", "hours": 1.4775, "text": "This is my final devlog! I’ve posted the itch.io page! And then itch went down for a couple minutes… But I should be ready to ship now. If you’d like, you should be able to play the game now! Thanks for reading!"}, {"post_id": 26372, "ts": "2026-07-11T03:49:25Z", "hours": 1.8675, "text": "I’m finally finished with my beach volleyball game! (Hopefully) I’ve pretty much just been touching up on some small things like making the background look a bit more interesting and adjusting some variables to make playing the game more intuitive. It’s basically done now! I plan on playtesting it one more time, and then after that I may do some minor adjustments, but the actual game is complete and I don’t plan on changing any of the gameplay anymore. I’ve been working on this project for 75 hours now, and I’m really proud of it; hopefully the next devlog will be the final one! :D"}, {"post_id": 25683, "ts": "2026-07-10T03:24:15Z", "hours": 4.0469, "text": "I’m actually getting pretty close to being done with my beach volleyball game! q(≧▽≦q) I’m done with the music for the win screen. I’ve also added a couple of small details like some boats and birds in the background to make the ocean look a little less empty, and some general bug fixing stuff. I also changed the volleyball color slightly because I kinda realized that it looks too much like a Mikasa volleyball and while I think I’ll be fine I don’t want to get sued (´。_。`) In general, I’m pretty close to being done! I think I’ll keep on working on touching up some small things, but I should be ready to ship soon!"}, {"post_id": 25140, "ts": "2026-07-09T05:08:14Z", "hours": 7.6383, "text": "I’ve done some more work on the music for my beach volleyball game! I think that I’m pretty much done with the main menu theme and the gameplay theme. I just have to do the win screen music now, and I think I have a pretty good idea of how I want it to sound. I think the music could definitely be better, but since I don’t do this kind of thing much, I’m pretty happy with how it’s come out!"}, {"post_id": 23831, "ts": "2026-07-07T00:15:23Z", "hours": 9.4881, "text": "I’ve been working on a bunch of polishing for my beach volleyball game! Now there’s a bunch of particle effects! There’s wind and leaf particles in the background that appear in random quantities. As the game progresses, the amount of each slowly increases so it looks like the game is getting really intense. I included a screenshot below of me testing the particles with godot icons as placeholders, and I think it looks pretty goofy. There’s also sand particles when the players move. Also, I’ve made it so that after 10 rallies, the ball starts moving faster to challenge high level players. It also gets set on fire and becomes more and more red as it gets faster, because fire is pretty cool :D Finally, I’ve been working a bit on the audio side of things. I’m a beginner at making music and sound effects, so I don’t think they’ll be too good, but I think that it’s good to try anyways and learn!"}, {"post_id": 21922, "ts": "2026-07-04T03:24:21Z", "hours": 4.9758, "text": "I got some good feedback from some playtesters, and I’ve added some solid changes to my beach volleyball game! There’s now a tutorial manual in the menu! I found that the actual interactive tutorial can be a bit difficult in terms of fully conveying the game’s rules to the player, so I decided that a tutorial manual for some of the more complicated things would be best. I also made a couple of small changes, like adding an indicator to show which character the player is controlling and fixing some smaller bugs, like how the ball used to detect multiple spikes if you spammed the spike button. There weren’t too many major changes, but I think that I’m definitely getting toward a more polished experience now :)"}, {"post_id": 20481, "ts": "2026-07-02T02:44:56Z", "hours": 5.6242, "text": "I’ve started work on a tutorial for my beach volleyball game! I’m not gonna lie, my game is WAY harder to explain than I thought it would be 😅. Making a tutorial was pretty weird because a lot of the rules and whatnot would be pretty confusing for somebody who’s never seen volleyball being played before. I’ve tried to make the tutorial as interactive as I could, but some things are just not very easy to show and I have to use a bunch of text to explain them. I’ll have to test the tutorial on some of my friends for now, but I think it’s a good start."}, {"post_id": 19700, "ts": "2026-07-01T02:54:53Z", "hours": 3.5767, "text": "I think I’ve finally got a good end screen for my beach volleyball game! It took a while, but I think I’ve got something I’m pretty happy with! I might work on it a bit more in future, but for now I think that it works well enough. There’s currently two randomized animations that the winning team might do, and I’ve shown an example of each below in the screenshot and the screen recording respectively."}, {"post_id": 18950, "ts": "2026-06-30T04:02:23Z", "hours": 4.53, "text": "I’ve been working some more on my beach volleyball game… Do you know that thing where people say that making something only takes 20% of the time but making it good takes 80% of the time? Yeah… I’ve been working on the game end screen for like 3 hours now and I just can’t get it to look right. The screenshot below is what I got after like 5 different prototypes and is nowhere near done. A lot of the effects that I’m trying to add seem to not work very well with Godot’s control nodes either, so they looked pretty jittery when I tried to set them up. Thankfully, I did get something good done! You can now access a menu during a match which allows you to adjust settings or leave the match and go back to the main menu."}, {"post_id": 16630, "ts": "2026-06-27T01:36:36Z", "hours": 2.4983, "text": "I finally got around to adding local PVP! So far, you’ve only been able to play against an AI, but I’ve made it so that there’s an option to select local PVP now, and it actually works! The left team is controlled by WASD, and the right team is controlled by the arrow keys. It honestly took way longer to implement than I thought. Maybe I shouldn’t have made so much spaghetti code… (▔﹏▔) I had to fix so many dependencies that I made initially just to set up the gameplay quickly. Really, it probably should have taken like 10 minutes since I already had all the logic down for player movement and gameplay. Still, I was able to finish it in the end. I won’t be able to work on this project for a bit since I’ll be out over the weekend, but I’ve definitely got a good idea of what I’ll be doing next!"}, {"post_id": 16069, "ts": "2026-06-26T03:43:29Z", "hours": 5.6756, "text": "I’ve finally set up a main menu for my beach volleyball game! Honestly, it might look a bit too good, because now the actual gameplay feels like it needs to be way better (┬┬﹏┬┬) But really, I’m proud of how it looks because I’ve never done a main menu before. The buttons are super satisfying to hover over, and in general, I think it looks really professional now. Plus, it worked almost first try! ( with the help of a couple youtube tutorials, but the slide in and hover animations of the buttons, as well as a bunch of other styling choices were all done by me! )"}, {"post_id": 15698, "ts": "2026-06-25T15:01:43Z", "hours": 10.4783, "text": "I’ve made some great progress on my beach volleyball game! Now you’re actually playing on a beach! It looks a bit empty though… I’ll probably add more to it later. I’ve also been working on making the game feel good. I added a bit of screenshake whenever the ball gets hit. I’ve also made it so that the camera zooms in when the ball gets hit up. There’s also a diamond transition and a score counter whenever a point is scored. Finally, bug fixing! Originally, if the ball hit the top of the net, the AI would think that the ball had hit the ground and would stop playing, but the ball is technically still in play. To fix this, I changed it so that the AI would recalculate where to move if the ball has substantially changed its trajectory, i.e. the ball bounces off the net, so it lands somewhere that wasn’t where it originally thought it would land. Also, I encountered a pretty funny bug while making it so that the ball would spin when it gets hit. It turns out you shouldn’t make a 2D sprite rotate in ALL directions! (screenshot below) Overall, I’m pretty happy with how things are going. I plan to continue polishing the game up as much as possible, so I don’t think I’ll be shipping for a while. Still, I think it should all be worth it!"}, {"post_id": 13923, "ts": "2026-06-22T20:39:01Z", "hours": 3.4772, "text": "I’ve gotten a lot of work done on my beach volleyball game! I’ve finished up all the animations, so all the player characters are actually moving and stuff. I also added some sprites for the net and the ball, so they actually look pretty nice now. I’ve also added a couple of effects to make the game a lot more interesting to look at as well as a lot more balanced. I noticed that it’s pretty much impossible to react to the enemy spikes instantly, so I added a small pause whenever one of the players spike or receive, both of which look really cool as well as make the game a lot more reasonable to play. I also made it so that the camera moves a little to follow the ball. All in all, I think that I’m on a good track to make a really solid finished product! I should probably also mention that the little blue outlines in the screenshot and the recording are debug lines to see collisions and raycasts. They’re not going to be there in the final game, they’re only there for testing. They do look pretty cool tho :p"}, {"post_id": 12886, "ts": "2026-06-21T03:23:01Z", "hours": 4.7542, "text": "I’ve finally got some player art for my beach volleyball game! I still need to set up animations though… still, I’ve got all the frames that I need, and I’ve already begun setting up animations for one of the player characters. I’m still balancing the actual gameplay, but I think that it should all be in a good state soon!"}, {"post_id": 12328, "ts": "2026-06-20T03:32:35Z", "hours": 4.41, "text": "I’ve been working some more on my beach volleyball game. Now you can play against an AI! It took me ages to figure out how to make the AI move exactly to the right location to hit the ball, but I was able to finally figure it out using a bunch of parabola equations (high school physics finally coming in clutch). Lowkey, the AI is way better at my game than me though😭 I’ll probably be able to work on some proper art soon, but for now I’m pretty satisfied with how things have turned out! Also, if you know how actual volleyball works, you probably know that people usually serve after the receive. I considered doing this, but I figured it would just complicate things, so I kept it at just a receive and a spike. And yes, I did in fact make this game because I loved the anime Haikyuu! (you should watch it too) BTW, I’m trying to upload a screen recording here, but I’m not completely sure if it will work or not. If it doesn’t, please tell me how I can make it work, and I’ll post an updated devlog."}, {"post_id": 11685, "ts": "2026-06-19T01:16:02Z", "hours": 1.4906, "text": "WHY IS HE GETTING CLOSER?!?! I’m working on a beach volleyball game. The game has 2D graphics, but I plan on making the background 3D, so the game uses 3D physics. It turns out that if you leave the Z position of the player a little off, they start sliding towards the camera. I’m still working on prototyping, so art isn’t final, but I’ve already set up a ball (the purple godot icon) that bounces and can be hit, so I should have something functional soon!"}, {"post_id": 1216, "ts": "2026-06-03T02:20:24Z", "hours": 0.4764, "text": "Just started, I’ve got a simple 3d scene set up for now with basic movement, I’m planning on eventually making it into a 2d beach volleyball game with 3d graphics (probably will have to get through finals week first tho). Should be pretty cool!"}]...
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Title: Super Beach Ball by @Olebsbo | Stardance
D Title: Super Beach Ball by @Olebsbo | Stardance
Devlogs:
Just started, I’ve got a simple 3d scene set up for now with basic movement, I’m planning on eventually making it into a 2d beach volleyball game with 3d graphics (probably will have to get through finals week first tho). Should be pretty cool!
WHY IS HE GETTING CLOSER?!?! I’m working on a beach volleyball game. The game has 2D graphics, but I plan on making the background 3D, so the game uses 3D physics. It turns out that if you leave the Z position of the player a little off, they start sliding towards the camera. I’m still working on prototyping, so art isn’t final, but I’ve already set up a ball (the purple godot icon) that bounces and can be hit, so I should have something functional soon!
I’ve been working some more on my beach volleyball game. Now you can play against an AI! It took me ages to figure out how to make the AI move exactly to the right location to hit the ball, but I was able to finally figure it out using a bunch of parabola equations (high school physics finally coming in clutch). Lowkey, the AI is way better at my game than me though😭 I’ll probably be able to work on some proper art soon, but for now I’m pretty satisfied with how things have turned out! Also, if you know how actual volleyball works, you probably know that people usually serve after the receive. I considered doing this, but I figured it would just complicate things, so I kept it at just a receive and a spike. And yes, I did in fact make this game because I loved the anime Haikyuu! (you should watch it too) BTW, I’m trying to upload a screen recording here, but I’m not completely sure if it will work or not. If it doesn’t, please tell me how I can make it work, and I’ll post an updated devlog.
I’ve finally got some player art for my beach volleyball game! I still need to set up animations though… still, I’ve got all the frames that I need, and I’ve already begun setting up animations for one of the player characters. I’m still balancing the actual gameplay, but I think that it should all be in a good state soon!
I’ve gotten a lot of work done on my beach volleyball game! I’ve finished up all the animations, so all the player characters are actually moving and stuff. I also added some sprites for the net and the ball, so they actually look pretty nice now. I’ve also added a couple of effects to make the game a lot more interesting to look at as well as a lot more balanced. I noticed that it’s pretty much impossible to react to the enemy spikes instantly, so I added a small pause whenever one of the players spike or receive, both of which look really cool as well as make the game a lot more reasonable to play. I also made it so that the camera moves a little to follow the ball. All in all, I think that I’m on a good track to make a really solid finished product! I should probably also mention that the little blue outlines in the screenshot and the recording are debug lines to see collisions and raycasts. They’re not going to be there in the final game, they’re only there for testing. They do look pretty cool tho :p
I’ve made some great progress on my beach volleyball game! Now you’re actually playing on a beach! It looks a bit empty though… I’ll probably add more to it later. I’ve also been working on making the game feel good. I added a bit of screenshake whenever the ball gets hit. I’ve also made it so that the camera zooms in when the ball gets hit up. There’s also a diamond transition and a score counter whenever a point is scored. Finally, bug fixing! Originally, if the ball hit the top of the net, the AI would think that the ball had hit the ground and would stop playing, but the ball is technically still in play. To fix this, I changed it so that the AI would recalculate where to move if the ball has substantially changed its trajectory, i.e. the ball bounces off the net, so it lands somewhere that wasn’t where it originally thought it would land. Also, I encountered a pretty funny bug while making it so that the ball would spin when it gets hit. It turns out you shouldn’t make a 2D sprite rotate in ALL directions! (screenshot below) Overall, I’m pretty happy with how things are going. I plan to continue polishing the game up as much as possible, so I don’t think I’ll be shipping for a while. Still, I think it should all be worth it!
I’ve finally set up a main menu for my beach volleyball game! Honestly, it might look a bit too good, because now the actual gameplay feels like it needs to be way better (┬┬﹏┬┬) But really, I’m proud of how it looks because I’ve never done a main menu before. The buttons are super satisfying to hover over, and in general, I think it looks really professional now. Plus, it worked almost first try! ( with the help of a couple youtube tutorials, but the slide in and hover animations of the buttons, as well as a bunch of other styling choices were all done by me! )
I finally got around to adding local PVP! So far, you’ve only been able to play against an AI, but I’ve made it so that there’s an option to select local PVP now, and it actually works! The left team is controlled by WASD, and the right team is controlled by the arrow keys. It honestly took way longer to implement than I thought. Maybe I shouldn’t have made so much spaghetti code… (▔﹏▔) I had to fix so many dependencies that I made initially just to set up the gameplay quickly. Really, it probably should have taken like 10 minutes since I already had all the logic down for player movement and gameplay. Still, I was able to finish it in the end. I won’t be able to work on this project for a bit since I’ll be out over the weekend, but I’ve definitely got a good idea of what I’ll be doing next!
I’ve been working some more on my beach volleyball game… Do you know that thing where people say that making something only takes 20% of the time but making it good takes 80% of the time? Yeah… I’ve been working on the game end screen for like 3 hours now and I just can’t get it to look right. The screenshot below is what I got after like 5 different prototypes and is nowhere near done. A lot of the effects that I’m trying to add seem to not work very well with Godot’s control nodes either, so they looked pretty jittery when I tried to set them up. Thankfully, I did get something good done! You can now access a menu during a match which allows you to adjust settings or leave the match and go back to the main menu.
I think I’ve finally got a good end screen for my beach volleyball game! It took a while, but I think I’ve got something I’m pretty happy with! I might work on it a bit more in future, but for now I think that it works well enough. There’s currently two randomized animations that the winning team might do, and I’ve shown an example of each below in the screenshot and the screen recording respectively.
I’ve started work on a tutorial for my beach volleyball game! I’m not gonna lie, my game is WAY harder to explain than I thought it would be 😅. Making a tutorial was pretty weird because a lot of the rules and whatnot would be pretty confusing for somebody who’s never seen volleyball being played before. I’ve tried to make the tutorial as interactive as I could, but some things are just not very easy to show and I have to use a bunch of text to explain them. I’ll have to test the tutorial on some of my friends for now, but I think it’s a good start.
I got some good feedback from some playtesters, and I’ve added some solid changes to my beach volleyball game! There’s now a tutorial manual in the menu! I found that the actual interactive tutorial can be a bit difficult in terms of fully conveying the game’s rules to the player, so I decided that a tutorial manual for some of the more complicated things would be best. I also made a couple of small changes, like adding an indicator to show which character the player is controlling and fixing some smaller bugs, like how the ball used to detect multiple spikes if you spammed the spike button. There weren’t too many major changes, but I think that I’m definitely getting toward a more polished experience now :)
I’ve been working on a bunch of polishing for my beach volleyball game! Now there’s a bunch of particle effects! There’s wind and leaf particles in the background that appear in random quantities. As the game progresses, the amount of each slowly increases so it looks like the game is getting really intense. I included a screenshot below of me testing the particles with godot icons as placeholders, and I think it looks pretty goofy. There’s also sand particles when the players move. Also, I’ve made it so that after 10 rallies, the ball starts moving faster to challenge high level players. It also gets set on fire and becomes more and more red as it gets faster, because fire is pretty cool :D Finally, I’ve been working a bit on the audio side of things. I’m a beginner at making music and sound effects, so I don’t think they’ll be too good, but I think that it’s good to try anyways and learn!
I’ve done some more work on the music for my beach volleyball game! I think that I’m pretty much done with the main menu theme and the gameplay theme. I just have to do the win screen music now, and I think I have a pretty good idea of how I want it to sound. I think the music could definitely be better, but since I don’t do this kind of thing much, I’m pretty happy with how it’s come out!
I’m actually getting pretty close to being done with my beach volleyball game! q(≧▽≦q) I’m done with the music for the win screen. I’ve also added a couple of small details like some boats and birds in the background to make the ocean look a little less empty, and some general bug fixing stuff. I also changed the volleyball color slightly because I kinda realized that it looks too much like a Mikasa volleyball and while I think I’ll be fine I don’t want to get sued (´。_。`) In general, I’m pretty close to being done! I think I’ll keep on working on touching up some small things, but I should be ready to ship soon!
I’m finally finished with my beach volleyball game! (Hopefully) I’ve pretty much just been touching up on some small things like making the background look a bit more interesting and adjusting some variables to make playing the game more intuitive. It’s basically done now! I plan on playtesting it one more time, and then after that I may do some minor adjustments, but the actual game is complete and I don’t plan on changing any of the gameplay anymore. I’ve been working on this project for 75 hours now, and I’m really proud of it; hopefully the next devlog will be the final one! :D
This is my final devlog! I’ve posted the itch.io page! And then itch went down for a couple minutes… But I should be ready to ship now. If you’d like, you should be able to play the game now! Thanks for reading!
I’ve made some really quick QOL adjustments to my game! It was some pretty basic stuff that I just didn’t account for previously because I just didn’t think of it before. Some changes include: Trying to account for weird resolutions (not 16:9) by adding black bars to the side (cannot confirm if it works yet) Adding additional information to the itch.io page to remind people about the tutorial and to mention that there might be some lag at the start of the web version Sorry I had to add this after the ship, but these changes were really simple and important, so I just felt like I had to! Also, I’d assume that this isn’t considered fraud or anything because it’s just a quick QOL update after the ship that doesn’t change anything major, just makes the experience better for players, and actual games do these kinds of emergency updates all the time. Also, I haven’t seen anything about this kind of thing being a possible problem. IF YOU ARE RATING , could you please take this information into account as well? It isn’t included in the ship information, but this info is also important.
Ships:
This is the ship for my beach volleyball game! :D I’m really proud of this project. I had to learn so many new things about UI, music, SFX, and other things that I just never got around to in my previous projects because I never reached the point where I could actually release my previous games. I struggled a lot with these things at first, but now I really think that I can make them all work well in my future projects! I should probably mention a few things (this might be a bit long, but please try to read it, the itch.io page also has some of the same info but this one is probably better for people specifically coming from Stardance) First of all, while the game is available to play in the browser, it seems that the lighting and particles get messed up. I think it is because of Godot’s way of exporting to HTML (I think it has to downgrade the graphics a bit to make it work properly), so unfortunately, if you do play it in browser you will have to deal with some weird lighting. The particles can be turned off in the options menu. The downloaded version is just fine, so if you can use that, that would be great! Although, I perfectly understand if you don’t want to download from a random stranger on the internet, and I haven’t tested the Mac or Linux versions (look at the download info on the itch.io page for more). Second, while I have tested the game with my friends, I’m still very uncertain about how effective the tutorial is. I believe that it should be fine if you read through carefully. If you find it confusing, then I sincerely apologize and hope you don’t take it to represent the entire game, and you can tell me what you found difficult. Also, the game is WAY more fun when you play with friends/family! Like, seriously, get someone to go through the tutorial and play with you. The competitiveness makes it so much more enjoyable! And if you’re friends can’t play with you at the moment, then playing against the AI can still be fun. If there are any bugs, please tell me! Just give me the situation that it happened in and what the bug actually was. And finally, thank you for trying my game! I worked very hard on it, and I’m really glad that it turned out the way it did! And if you don’t like it… uhhh please don’t cook the rating ⊙﹏⊙∥ remember to rate fairly!...
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1793598793.1580737
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1793685193.1580737
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19042
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Mouse Design by @Saifan | Stardance
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Saifan
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1
|
6.36
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T15:44:26Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hey there my friends, I created my own custom mouse design and even tho it didn’t turned out as i wanted to i still think it’s great design and all or at least great for first time CAD experience.", "repo": "https://github.com/Saifan86/Squeak-Mouse", "demo": ""}]...
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[{"post_id": 13048, "ts": "202 [{"post_id": 13048, "ts": "2026-06-21T10:28:48Z", "hours": 1.3647, "text": "A Demo Vid ig with 3D view"}, {"post_id": 9112, "ts": "2026-06-15T07:42:57Z", "hours": 5.0569, "text": "This Mouse Design i created as a total beginner and yeah ik its from stasis but i created this on 3rd june when i didn’t know that stasis has already ended"}]...
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Title: Mouse Design by @Saifan | Stardance
Devlog Title: Mouse Design by @Saifan | Stardance
Devlogs:
This Mouse Design i created as a total beginner and yeah ik its from stasis but i created this on 3rd june when i didn’t know that stasis has already ended
A Demo Vid ig with 3D view
Ships:
hey there my friends, I created my own custom mouse design and even tho it didn’t turned out as i wanted to i still think it’s great design and all or at least great for first time CAD experience....
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1793598794.456105
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1793685194.456105
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8989
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Macropad by @JaidenKhosla | Stardance
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JaidenKhosla
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T03:34:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the Stormy-9, a macropad designed for simplicity. It has 16 programmable keys separated out by 2 layers, an adjustable knob for volume and brightness control, and an OLED display showing off your WPM! Interestingly, I found the most challenging part of this project was designing the case. When designing, I took inspiration from my current keyboard, the KBD-75. The project isn’t physically built yet, but I will post on here the second it is. I look forward to seeing this brought to reality! This journey has definitely inspired me to pursue building full-fledged hand-wired keyboards.", "repo": "https://github.com/JaidenKhosla/Stormy-9-Macropad/blob/main/README.md", "demo": ""}]...
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[{"post_id": 8483, "ts": "2026 [{"post_id": 8483, "ts": "2026-06-14T03:26:06Z", "hours": 0.4194, "text": "(Even though it says 23 minutes, this is supposed to fix the error where 2.5 hours were unaccounted). I spent these 2.5 hours learning QMK and programming the Stormy 9’s firmware. The current features are: 16 programmable keys. 2 Keyboard Layers An adjustable knob for volume and brightness. An OLED display that shows off WPM and a static picture of my cat. Future Features: Display the current key being pressed on the OLED More utility and quality of life features. I need to spend some time researching what people really value in a good macropad. The 23 minutes being logged right now were spent buffing up the README file. I added the resources I utilized during the design and my thought process. I look forward to building the actual thing!"}, {"post_id": 6616, "ts": "2026-06-11T03:06:52Z", "hours": 3.1169, "text": "Finally finished the initial model of the Stormy 9! Because of Fusion refusing to import models (I tried importing a KICAD 3D model of the PCB to utilize the footprint 3D models to simplify case design), I used Blender instead, which was a nightmare of its own. However, everything seems look great! This project has definitely inspired me to start researching hand-wiring full keyboards. PS, I have more like 5-6 hours logged for this, but Hackatime didn’t pick up the time I did in Blender and KICAD."}]...
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Title: Macropad by @JaidenKhosla | Stardance
Devl Title: Macropad by @JaidenKhosla | Stardance
Devlogs:
Finally finished the initial model of the Stormy 9! Because of Fusion refusing to import models (I tried importing a KICAD 3D model of the PCB to utilize the footprint 3D models to simplify case design), I used Blender instead, which was a nightmare of its own. However, everything seems look great! This project has definitely inspired me to start researching hand-wiring full keyboards. PS, I have more like 5-6 hours logged for this, but Hackatime didn’t pick up the time I did in Blender and KICAD.
(Even though it says 23 minutes, this is supposed to fix the error where 2.5 hours were unaccounted). I spent these 2.5 hours learning QMK and programming the Stormy 9’s firmware. The current features are: 16 programmable keys. 2 Keyboard Layers An adjustable knob for volume and brightness. An OLED display that shows off WPM and a static picture of my cat. Future Features: Display the current key being pressed on the OLED More utility and quality of life features. I need to spend some time researching what people really value in a good macropad. The 23 minutes being logged right now were spent buffing up the README file. I added the resources I utilized during the design and my thought process. I look forward to building the actual thing!
Ships:
I made the Stormy-9, a macropad designed for simplicity. It has 16 programmable keys separated out by 2 layers, an adjustable knob for volume and brightness control, and an OLED display showing off your WPM! Interestingly, I found the most challenging part of this project was designing the case. When designing, I took inspiration from my current keyboard, the KBD-75. The project isn’t physically built yet, but I will post on here the second it is. I look forward to seeing this brought to reality! This journey has definitely inspired me to pursue building full-fledged hand-wired keyboards....
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1793598795.3679538
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1793685195.3679538
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24549
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scretUI by @kan411 | Stardance
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kan411
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1
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8.0
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21
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T23:06:56Z", "hours": 8.0, "multiplier": 5.0, "payout": 21, "blessing": "neutral", "text": "scretUI is a phone case with built-in 4.2” e-ink display that can display current time, date, to-do list, 7-hour forecast and dynamic landscape. It uses ESP32-S3 to connect to a mobile app via BLE every 5 minutes. Thanks to 1500mAh battery, it can last around one week on a single charge. I think the hardest part was getting BLE to work reliably, but soldering in such a tight space was also pretty hard (especially because I’m not that good at soldering). The whole case adds around 5 mm compared to standard case, and I’m pretty satisfied with it because first iterations added twice as much. Most of this space is occupied by polycarbonate that is protecting the e-ink display so unfortunately I couldn’t shrink it more without losing durability. I managed to accomplish main goals of this project (not getting in the way of main camera and minimum 4 day battery life).", "repo": "https://github.com/kanal411/scretUI", "demo": ""}]...
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[{"post_id": 16536, "ts": "202 [{"post_id": 16536, "ts": "2026-06-26T21:56:22Z", "hours": 0.3, "text": "Devlog #4 - Fixed few last bugs before shipping project, recorded demo."}, {"post_id": 15895, "ts": "2026-06-25T20:37:42Z", "hours": 2.6392, "text": "Devlog #3 - Today I mainly worked on bug that occured after lask devlog (the phone wasn’t connecting to esp32 after first connection) and changed app language to engilsh so I can publish it on my github."}, {"post_id": 15008, "ts": "2026-06-24T11:58:01Z", "hours": 3.3725, "text": "Devlog #2 – Apart from fixing minor bugs, since the last update I replaced my schedule with a to-do list (because holidays in my country are starting next week). I redesigned the app so I can now add and remove tasks from the to-do list. I also worked on dynamic clouds: depending on the cloud cover, the screen now displays 0–10 clouds, and I made sure they don’t overlap. I replaced hard-coded localization with the phone’s current locale. Lastly, I made it so that after sunset, instead of a sun icon in the weather forecast, a moon icon is displayed."}, {"post_id": 14570, "ts": "2026-06-23T18:55:18Z", "hours": 2.1019, "text": "I started this project before (around 2 weeks ago) I found out about hack club so those are things I made for this project and aren’t logged here: I designed and 3d printed (in tpu 90a) case (i think it is final version) with space for: xiao seed ESP32 s3 that controls whole device 4.2 inch e-ink (white and black) 1500mAh lipo battery (in white petg housing so it has better protection and doesn’t overheat) button to turn on and off the ESP32 voltage divider so I can read battery voltage directly from ESP32 analog pins - PC for e-ink protection Basic firmware that every 5 minutes connect to my phone and display: 7 hour weather forecast (temp and rain probability) current time (+/- 5 minutes) simple logo that is replaced with error code if something goes wrong My schedule current sun position (that is replaced by night sky after sunset) simple cloud that slowly moves throught the sky (place where sun position is displayed) Added dark mode (which turns on after sunset)"}]...
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Title: scretUI by @kan411 | Stardance
Devlogs:
I Title: scretUI by @kan411 | Stardance
Devlogs:
I started this project before (around 2 weeks ago) I found out about hack club so those are things I made for this project and aren’t logged here: I designed and 3d printed (in tpu 90a) case (i think it is final version) with space for: xiao seed ESP32 s3 that controls whole device 4.2 inch e-ink (white and black) 1500mAh lipo battery (in white petg housing so it has better protection and doesn’t overheat) button to turn on and off the ESP32 voltage divider so I can read battery voltage directly from ESP32 analog pins - PC for e-ink protection Basic firmware that every 5 minutes connect to my phone and display: 7 hour weather forecast (temp and rain probability) current time (+/- 5 minutes) simple logo that is replaced with error code if something goes wrong My schedule current sun position (that is replaced by night sky after sunset) simple cloud that slowly moves throught the sky (place where sun position is displayed) Added dark mode (which turns on after sunset)
Devlog #2 – Apart from fixing minor bugs, since the last update I replaced my schedule with a to-do list (because holidays in my country are starting next week). I redesigned the app so I can now add and remove tasks from the to-do list. I also worked on dynamic clouds: depending on the cloud cover, the screen now displays 0–10 clouds, and I made sure they don’t overlap. I replaced hard-coded localization with the phone’s current locale. Lastly, I made it so that after sunset, instead of a sun icon in the weather forecast, a moon icon is displayed.
Devlog #3 - Today I mainly worked on bug that occured after lask devlog (the phone wasn’t connecting to esp32 after first connection) and changed app language to engilsh so I can publish it on my github.
Devlog #4 - Fixed few last bugs before shipping project, recorded demo.
Ships:
scretUI is a phone case with built-in 4.2” e-ink display that can display current time, date, to-do list, 7-hour forecast and dynamic landscape. It uses ESP32-S3 to connect to a mobile app via BLE every 5 minutes. Thanks to 1500mAh battery, it can last around one week on a single charge. I think the hardest part was getting BLE to work reliably, but soldering in such a tight space was also pretty hard (especially because I’m not that good at soldering). The whole case adds around 5 mm compared to standard case, and I’m pretty satisfied with it because first iterations added twice as much. Most of this space is occupied by polycarbonate that is protecting the e-ink display so unfortunately I couldn’t shrink it more without losing durability. I managed to accomplish main goals of this project (not getting in the way of main camera and minimum 4 day battery life)....
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1793598796.5195534
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1793685196.5195534
|
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24673
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My awesome macropad! by @kartik_wadhone | Stardanc My awesome macropad! by @kartik_wadhone | Stardance...
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kartik_wadhone
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T20:58:31Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3x3 macropad that includes a rotary encoder. It was challenging to figure out how to design a pcb as this was my first ever pcb design. I will use this macropad for media controls and to make computers easier to use.", "repo": "https://github.com/kartikwadhone/Macropad", "demo": ""}]...
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[{"post_id": 14645, "ts": "202 [{"post_id": 14645, "ts": "2026-06-23T20:35:14Z", "hours": 0.3364, "text": "I am almost done with the build. Just need to fine tune and ship."}]...
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Title: My awesome macropad! by @kartik_wadhone | S Title: My awesome macropad! by @kartik_wadhone | Stardance
Devlogs:
I am almost done with the build. Just need to fine tune and ship.
Ships:
I made a 3x3 macropad that includes a rotary encoder. It was challenging to figure out how to design a pcb as this was my first ever pcb design. I will use this macropad for media controls and to make computers easier to use....
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1793598797.7337968
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1793685197.7337968
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35659
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My own site! by @jenin | Stardance
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jenin
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1
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1.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T18:16:19Z", "hours": 1.0, "multiplier": 1.08, "payout": 1, "blessing": "neutral", "text": "I shipped version 1 of my site! I made in this HTML and CSS. This was done during the Stardance Workshop!", "repo": "https://github.com/jeninh/my-site", "demo": "https://jeninh.github.io/my-site/"}]...
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[{"post_id": 29032, "ts": "202 [{"post_id": 29032, "ts": "2026-07-15T18:02:18Z", "hours": 0.6514, "text": "I started my personal site! I made an index.html, and a style.css, and I made the first version of my site :)"}]...
|
Title: My own site! by @jenin | Stardance
Devlogs Title: My own site! by @jenin | Stardance
Devlogs:
I started my personal site! I made an index.html, and a style.css, and I made the first version of my site :)
Ships:
I shipped version 1 of my site! I made in this HTML and CSS. This was done during the Stardance Workshop!...
|
1793598798.6688097
|
1793685198.6688097
|
|
16703
|
My portfolio by @Kirizakuga | Stardance
|
Kirizakuga
|
1
|
7.0
|
45
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T07:47:09Z", "hours": 7.0, "multiplier": 6.99, "payout": 45, "blessing": "neutral", "text": "Well, this is just my personal portfolio i made just for my hobby", "repo": "https://github.com/Kirizakuga/portfolio", "demo": "https://kou.is-a.dev"}]...
|
[{"post_id": 12992, "ts": "202 [{"post_id": 12992, "ts": "2026-06-21T07:45:23Z", "hours": 1.3686, "text": "basically done"}, {"post_id": 9201, "ts": "2026-06-15T13:28:11Z", "hours": 2.4436, "text": "adding github heatmap via github Actions, also comes with some details tweaks"}, {"post_id": 8253, "ts": "2026-06-13T18:46:51Z", "hours": 2.7922, "text": "im done with the first landing page, and also the 404 of the page that im planning to progress later, you guys can see what im done here: kou.is-a.dev"}, {"post_id": 6922, "ts": "2026-06-11T16:27:10Z", "hours": 0.7567, "text": "just adjust some nav page"}]...
|
Title: My portfolio by @Kirizakuga | Stardance
De Title: My portfolio by @Kirizakuga | Stardance
Devlogs:
just adjust some nav page
im done with the first landing page, and also the 404 of the page that im planning to progress later, you guys can see what im done here: kou.is-a.dev
adding github heatmap via github Actions, also comes with some details tweaks
basically done
Ships:
Well, this is just my personal portfolio i made just for my hobby...
|
1793598799.826113
|
1793685199.826113
|
|
15007
|
My awesome macropad! by @bhuvanesh | Stardance
|
bhuvanesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @bhuvanesh | Starda Title: My awesome macropad! by @bhuvanesh | Stardance...
|
1793598801.042852
|
1794462801.042852
|
|
4483
|
Gofie by @Lxsh-S | Stardance
|
Lxsh-S
|
1
|
5.0
|
72
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:43:38Z", "hours": 5.0, "multiplier": 15.92, "payout": 72, "blessing": "neutral", "text": "Hi, Gofie is my first simple, lighweight and usable project it’s custom system information fetcher like fastfetch completely written in Golang. It only works on macOS and linux. The parts I found challenging were using external libraries by just reading the docs I’m found of the thing that I have built somthing without using AI and feel like its completely my own. I didn’t have too high expectations with my first project and the result satisfies me.", "repo": "https://github.com/lxsh-S/gofie", "demo": "https://asciinema.org/a/1228971"}]...
|
[{"post_id": 849, "ts": "2026- [{"post_id": 849, "ts": "2026-06-02T15:30:28Z", "hours": 0.2747, "text": "Hmm I’m done with a basic clean and fast demo Gona use it myself everyday lol looks clean to me :)"}, {"post_id": 828, "ts": "2026-06-02T14:50:30Z", "hours": 1.0747, "text": "I was adding disk and gpu info it’s getting harder to not use AI cuz I can’t find a proper way to implement gpu info Thats the only problem for now!"}, {"post_id": 768, "ts": "2026-06-02T13:00:13Z", "hours": 0.8822, "text": "Added cobra I had thought adding it would require me to rewrite some parts of my code but that was not the case. It’s very lightweight and very easy to learn just took 30 mins at cobra.dev to learn to integrate it in my project"}, {"post_id": 699, "ts": "2026-06-02T08:20:35Z", "hours": 2.3128, "text": "Continuing the work on my custom system information tool like fast fetch but written in GO. -I had added Darwin support when I realised I’m also using my hackintosh to code for this project -It’s not flashy and all but does the work it’s intended to I’ll now try to rewrite it using Cobra so that it looks and feels like a CLI."}]...
|
Title: Gofie by @Lxsh-S | Stardance
Devlogs:
Cont Title: Gofie by @Lxsh-S | Stardance
Devlogs:
Continuing the work on my custom system information tool like fast fetch but written in GO. -I had added Darwin support when I realised I’m also using my hackintosh to code for this project -It’s not flashy and all but does the work it’s intended to I’ll now try to rewrite it using Cobra so that it looks and feels like a CLI.
Added cobra I had thought adding it would require me to rewrite some parts of my code but that was not the case. It’s very lightweight and very easy to learn just took 30 mins at cobra.dev to learn to integrate it in my project
I was adding disk and gpu info it’s getting harder to not use AI cuz I can’t find a proper way to implement gpu info Thats the only problem for now!
Hmm I’m done with a basic clean and fast demo Gona use it myself everyday lol looks clean to me :)
Ships:
Hi, Gofie is my first simple, lighweight and usable project it’s custom system information fetcher like fastfetch completely written in Golang. It only works on macOS and linux. The parts I found challenging were using external libraries by just reading the docs I’m found of the thing that I have built somthing without using AI and feel like its completely my own. I didn’t have too high expectations with my first project and the result satisfies me....
|
1793598801.915822
|
1793685201.915822
|
|
28514
|
KittyOS by @melodelete | Stardance
|
melodelete
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T02:13:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A Web OS Kitty Themed, It was hard to implement apps, there were constant bugs like inverted mouse when moving windows, you can test the project by clicking the big Ol’ “Try project” button, The browser may or may not work depending on your browser", "repo": "https://github.com/melodelete/Kittyos", "demo": "https://melodelete.github.io/Kittyos/"}]...
|
[{"post_id": 18872, "ts": "202 [{"post_id": 18872, "ts": "2026-06-30T02:10:38Z", "hours": 0.2614, "text": "Made a better start menu"}, {"post_id": 18848, "ts": "2026-06-30T01:31:29Z", "hours": 0.8242, "text": "Added A Bunch Of apps to KIttyOS"}, {"post_id": 18801, "ts": "2026-06-30T00:37:50Z", "hours": 1.185, "text": "Added Basic functionaly and cool styling"}]...
|
Title: KittyOS by @melodelete | Stardance
Devlogs Title: KittyOS by @melodelete | Stardance
Devlogs:
Added Basic functionaly and cool styling
Added A Bunch Of apps to KIttyOS
Made a better start menu
Ships:
A Web OS Kitty Themed, It was hard to implement apps, there were constant bugs like inverted mouse when moving windows, you can test the project by clicking the big Ol’ “Try project” button, The browser may or may not work depending on your browser...
|
1793598803.073041
|
1793685203.073041
|
|
31430
|
FRC Overview by @sircheetodust | Stardance
|
sircheetodust
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T23:07:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an FRC website where you can do some cool stuff! You can: Search through teams Look at pictures(if that team has any) Get a list of sponsors This project uses Vite and is able to get information through The Blue Alliance’s API v3.", "repo": "https://github.com/word9317/FRCOverviewWebsite", "demo": "https://word9317.github.io/FRCOverviewWebsite/"}]...
|
[{"post_id": 23784, "ts": "202 [{"post_id": 23784, "ts": "2026-07-06T22:37:17Z", "hours": 0.3978, "text": "i worked on the readme"}, {"post_id": 23767, "ts": "2026-07-06T21:57:51Z", "hours": 0.8742, "text": "I added a details panel i still have no idea what im doing tho"}, {"post_id": 23636, "ts": "2026-07-06T18:32:02Z", "hours": 1.0778, "text": "it does something im not gonna lie this was js a bunch of googling and stuff to get this working. i kinda had to use ai when getting some stuff to work since i have NO idea how api stuff and vite works so ig this is what i have. you can search teams 🥹"}]...
|
Title: FRC Overview by @sircheetodust | Stardance
Title: FRC Overview by @sircheetodust | Stardance
Devlogs:
it does something im not gonna lie this was js a bunch of googling and stuff to get this working. i kinda had to use ai when getting some stuff to work since i have NO idea how api stuff and vite works so ig this is what i have. you can search teams 🥹
I added a details panel i still have no idea what im doing tho
i worked on the readme
Ships:
This is an FRC website where you can do some cool stuff! You can: Search through teams Look at pictures(if that team has any) Get a list of sponsors This project uses Vite and is able to get information through The Blue Alliance’s API v3....
|
1793598804.2692971
|
1793685204.2692971
|
|
30957
|
karta by @Libertas | Stardance
|
Libertas
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T21:00:05Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a realtime clock, an image background and a weather API integration", "repo": "https://github.com/Libertas007/karta", "demo": "https://karta-ruddy.vercel.app/"}]...
|
[{"post_id": 29755, "ts": "202 [{"post_id": 29755, "ts": "2026-07-16T20:55:39Z", "hours": 0.6092, "text": "I’ve implemented weather integration! the app now asks for your location and if you allow it, it grabs current weather information and displays it with an icon!"}, {"post_id": 29629, "ts": "2026-07-16T18:03:29Z", "hours": 0.3839, "text": "I’ve implemented a time machine! well not really :), it’s just a way to browse past NASA images"}, {"post_id": 22812, "ts": "2026-07-05T12:20:00Z", "hours": 0.3408, "text": "I’ve added a functional search box! You can type your query and choose a search engine (Google, Brave Search, DuckDuckGo)."}, {"post_id": 22806, "ts": "2026-07-05T11:57:22Z", "hours": 0.7244, "text": "I’ve started working on this new tab page. It now only features the image of the day provided by NASA and it shows the current time. I plan on adding a proper search bar below the clock and probably even weather API integration."}]...
|
Title: karta by @Libertas | Stardance
Devlogs:
I’ Title: karta by @Libertas | Stardance
Devlogs:
I’ve started working on this new tab page. It now only features the image of the day provided by NASA and it shows the current time. I plan on adding a proper search bar below the clock and probably even weather API integration.
I’ve added a functional search box! You can type your query and choose a search engine (Google, Brave Search, DuckDuckGo).
I’ve implemented a time machine! well not really :), it’s just a way to browse past NASA images
I’ve implemented weather integration! the app now asks for your location and if you allow it, it grabs current weather information and displays it with an icon!
Ships:
i made a realtime clock, an image background and a weather API integration...
|
1793598808.4597223
|
1793685208.4597223
|
|
20297
|
wld-gas-web by @parthv | Stardance
|
parthv
|
1
|
3.0
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T20:43:31Z", "hours": 3.0, "multiplier": 10.69, "payout": 19, "blessing": "neutral", "text": "I made a web port of my AP CSA final project, Weird Little Dude Gets a Sandwich. This is a 2D platformer game that follows the story of Weird Little Dude (WLD), and their journey of escaping the Computer to get a Sandwich. There were many challenges for the web port. To start, I had to completely implement TeaVM support into my Gradle project, as I initially had no plans for HTML5. I spent around an hour (undocumented) figuring out libGDX documentation, HTML tags and basic JS that tbh, I should’ve known already. In addition, I had many bugs that existed in the desktop build that I swept under the rug but had to fix for a stable build, but all together I believe this turned out better than I imagined. Note: Mobile support is not implemented, and currently there are no plans to support mobile. The game should be played on a desktop computer for the best experience :D", "repo": "https://github.com/pvparthverma/wld-gas-web", "demo": "https://parthv.online/play/"}]...
|
[{"post_id": 10872, "ts": "202 [{"post_id": 10872, "ts": "2026-06-17T20:31:31Z", "hours": 0.3986, "text": "bug was happening where preloader wasnt finding cheering.mp3. this was because app.js was live before cheering.mp3 was served, but its all fixed now. view at https://parthv.online/play 😄"}, {"post_id": 10841, "ts": "2026-06-17T19:46:28Z", "hours": 0.7425, "text": "changing sounds around, adding a couple checks to enhance ux. im going to fix a bug with the final level not showing win screen, and after that ill ship :)"}, {"post_id": 10806, "ts": "2026-06-17T18:43:22Z", "hours": 0.8469, "text": "researching headers for embeds within social media to find optimal metadata"}, {"post_id": 10396, "ts": "2026-06-17T02:31:09Z", "hours": 1.025, "text": "embedding game into website"}]...
|
Title: wld-gas-web by @parthv | Stardance
Devlogs Title: wld-gas-web by @parthv | Stardance
Devlogs:
embedding game into website
researching headers for embeds within social media to find optimal metadata
changing sounds around, adding a couple checks to enhance ux. im going to fix a bug with the final level not showing win screen, and after that ill ship :)
bug was happening where preloader wasnt finding cheering.mp3. this was because app.js was live before cheering.mp3 was served, but its all fixed now. view at https://parthv.online/play 😄
Ships:
I made a web port of my AP CSA final project, Weird Little Dude Gets a Sandwich. This is a 2D platformer game that follows the story of Weird Little Dude (WLD), and their journey of escaping the Computer to get a Sandwich. There were many challenges for the web port. To start, I had to completely implement TeaVM support into my Gradle project, as I initially had no plans for HTML5. I spent around an hour (undocumented) figuring out libGDX documentation, HTML tags and basic JS that tbh, I should’ve known already. In addition, I had many bugs that existed in the desktop build that I swept under the rug but had to fix for a stable build, but all together I believe this turned out better than I imagined. Note: Mobile support is not implemented, and currently there are no plans to support mobile. The game should be played on a desktop computer for the best experience :D...
|
1793598809.6281335
|
1793685209.6281335
|
|
22609
|
Pretty Simple File Sharing Protocol by @brny | Sta Pretty Simple File Sharing Protocol by @brny | Stardance...
|
brny
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:01:01Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom encrypted file sharing protocol in rust. This was overall a great learning project that helped me learn how threads, networking, files, tls and hashes work. I am hoping to continue the development of this project in the future and keep improving it.", "repo": "https://github.com/angrypig555/psfsp", "demo": "https://github.com/angrypig555/psfsp/releases"}]...
|
[{"post_id": 58896, "ts": "202 [{"post_id": 58896, "ts": "2026-08-31T13:48:57Z", "hours": 2.6442, "text": "Final devlog! This is my final devlog before shipping this project! There hasn’t been a devlog in a really long time so i decided to do one now. New features: File uploading from client to server Cross platform build script Fixed a bug where the client doesn’t gracefully close the connection This update doesn’t have any huge notable changes beside these 2. The GUI doesn’t support uploading due to how the library works but you can upload files from the CLI. Thank you for reading this devlog here’s an image of the build script in action"}, {"post_id": 14506, "ts": "2026-06-23T17:26:15Z", "hours": 2.6492, "text": "There’s now a GUI There has been 1 huge addition made to psfsp and it’s that there is a GUI now. It is not a traditional GUI, but it more resembles electron, using a library called tauri which uses the system webview but allows you to call rust functions from the app. Currently the app shows the available files and allows you to download files from the server but the code is a bit buggy on the networking side and shows error messages when it’s completely fine Goals: Fixing all the current bugs Better styling File compression"}, {"post_id": 13111, "ts": "2026-06-21T13:25:42Z", "hours": 2.4506, "text": "IT’S NOW ENCRYPTED!!! There have been a lot of new updates and improvements to psfsp. Here’s all of them: Added a better UI for the client side Fixed bug where if the file is larger, verifying the hashes would fail. Added the ability to query the files available and, the big one Added username and password authentication - Added TLS encryption so everything is encrypted including your password and username and the files you download The TLS certificates are generated locally on the first startup and saved to the home folder. They are self signed and do not depend on a machine name. Future goals: Graphical User Interface for the client (current) Ability to delete, rename and upload files Compression Key based authentication Control panel for the server DDOS protection That’s it for now"}, {"post_id": 12642, "ts": "2026-06-20T17:27:31Z", "hours": 3.2772, "text": "hashes are cool It’s new devlog time. There have been a ton of features added to pretty simple file sharing protocol. - First of all, you can share files. Second of all, files are hashed to verify their integrity What are some of the future goals? Username / password authentication Encryption Docker container Currently known bugs If you put the END byte in the file being sent, it will be interpreted as the end of the file and will result in a broken download What’s the goal of this program? This is meant to be a replacement for the dated FTP protocol, and even a competitor though there is a long way to go."}, {"post_id": 12110, "ts": "2026-06-19T19:38:04Z", "hours": 0.2675, "text": "PSFSP is a custom file sharing protocol built completely from scratch. It would reroute every new connection to a new thread on an ephemeral port, and send the data in chunks along with hashes. I currently started writing the definitions for the bytes and the documentation for them but also set up cargo and other stuff."}]...
|
Title: Pretty Simple File Sharing Protocol by @brn Title: Pretty Simple File Sharing Protocol by @brny | Stardance
Devlogs:
PSFSP is a custom file sharing protocol built completely from scratch. It would reroute every new connection to a new thread on an ephemeral port, and send the data in chunks along with hashes. I currently started writing the definitions for the bytes and the documentation for them but also set up cargo and other stuff.
hashes are cool It’s new devlog time. There have been a ton of features added to pretty simple file sharing protocol. - First of all, you can share files. Second of all, files are hashed to verify their integrity What are some of the future goals? Username / password authentication Encryption Docker container Currently known bugs If you put the END byte in the file being sent, it will be interpreted as the end of the file and will result in a broken download What’s the goal of this program? This is meant to be a replacement for the dated FTP protocol, and even a competitor though there is a long way to go.
IT’S NOW ENCRYPTED!!! There have been a lot of new updates and improvements to psfsp. Here’s all of them: Added a better UI for the client side Fixed bug where if the file is larger, verifying the hashes would fail. Added the ability to query the files available and, the big one Added username and password authentication - Added TLS encryption so everything is encrypted including your password and username and the files you download The TLS certificates are generated locally on the first startup and saved to the home folder. They are self signed and do not depend on a machine name. Future goals: Graphical User Interface for the client (current) Ability to delete, rename and upload files Compression Key based authentication Control panel for the server DDOS protection That’s it for now
There’s now a GUI There has been 1 huge addition made to psfsp and it’s that there is a GUI now. It is not a traditional GUI, but it more resembles electron, using a library called tauri which uses the system webview but allows you to call rust functions from the app. Currently the app shows the available files and allows you to download files from the server but the code is a bit buggy on the networking side and shows error messages when it’s completely fine Goals: Fixing all the current bugs Better styling File compression
Final devlog! This is my final devlog before shipping this project! There hasn’t been a devlog in a really long time so i decided to do one now. New features: File uploading from client to server Cross platform build script Fixed a bug where the client doesn’t gracefully close the connection This update doesn’t have any huge notable changes beside these 2. The GUI doesn’t support uploading due to how the library works but you can upload files from the CLI. Thank you for reading this devlog here’s an image of the build script in action
Ships:
I made a custom encrypted file sharing protocol in rust. This was overall a great learning project that helped me learn how threads, networking, files, tls and hashes work. I am hoping to continue the development of this project in the future and keep improving it....
|
1793598810.8514328
|
1793685210.8514328
|
|
20019
|
My FoodieOS by @Kinza | Stardance
|
Kinza
|
2
|
12.0
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T15:54:57Z", "hours": 3.0, "multiplier": 4.95, "payout": 13, "blessing": "neutral", "text": "In my simple FoodieOS, I added new features, It makes my OS more good! I added: Booting screen Video wallpaper Weather widget with date and time (●’◡’●)", "repo": "https://github.com/KinzaSyedHussain/FoodieOS", "demo": "https://kinzasyedhussain.github.io/FoodieOS/"}, {"ship_num": 2, "ts": "2026-07-16T20:04:42Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my own operating system called FoodieOS! (●’◡’●) You can check the recipe, and you can change the background of the os too!! It takes too much time to make it as I want, but the result is very good for meI created my own operating system called FoodieOS! You can check recipes, and you can also change the background of the OS. It takes a lot of time to develop it the way I want, but I am very happy with the final result. (✿◠‿◠)", "repo": "https://github.com/KinzaSyedHussain/FoodieOS", "demo": "https://kinzasyedhussain.github.io/FoodieOS/"}]...
|
[{"post_id": 42711, "ts": "202 [{"post_id": 42711, "ts": "2026-08-07T15:45:15Z", "hours": 2.5342, "text": "WhooHoo!! I just add my new features in my OS! I added: 1.booting screen at start 2. Video wallpaper 3. Weather widget"}, {"post_id": 29658, "ts": "2026-07-16T18:39:30Z", "hours": 2.8161, "text": "WooHoo! I just built a second app for FoodieOS. Now you can change the desktop wallpaper. (●’◡’●)"}, {"post_id": 28172, "ts": "2026-07-14T09:29:58Z", "hours": 4.24, "text": "It’s looking really nice now, but I’m still working on making it even better! I just built a recipe app where you can browse through my favorite foods. 🍳"}, {"post_id": 17588, "ts": "2026-06-28T13:26:19Z", "hours": 1.8533, "text": "I make my Own FoodieOS!! Still making….."}]...
|
Title: My FoodieOS by @Kinza | Stardance
Devlogs: Title: My FoodieOS by @Kinza | Stardance
Devlogs:
I make my Own FoodieOS!! Still making…..
It’s looking really nice now, but I’m still working on making it even better! I just built a recipe app where you can browse through my favorite foods. 🍳
WooHoo! I just built a second app for FoodieOS. Now you can change the desktop wallpaper. (●’◡’●)
WhooHoo!! I just add my new features in my OS! I added: 1.booting screen at start 2. Video wallpaper 3. Weather widget
Ships:
I built my own operating system called FoodieOS! (●’◡’●) You can check the recipe, and you can change the background of the os too!! It takes too much time to make it as I want, but the result is very good for meI created my own operating system called FoodieOS! You can check recipes, and you can also change the background of the OS. It takes a lot of time to develop it the way I want, but I am very happy with the final result. (✿◠‿◠)
In my simple FoodieOS, I added new features, It makes my OS more good! I added: Booting screen Video wallpaper Weather widget with date and time (●’◡’●)...
|
1793598812.0759258
|
1793685212.0759258
|
|
47235
|
Dittosite by @Ditto | Stardance
|
Ditto
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T02:00:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a simple self-introduction website using HTML and CSS. Afterwards, I plan to obtain a personal domain through a domain subsidy, change the domain, and then use JS to make it more visually appealing.", "repo": "https://github.com/d08835149-prog/dittosite", "demo": "https://d08835149-prog.github.io/dittosite/#home"}]...
|
[{"post_id": 46096, "ts": "202 [{"post_id": 46096, "ts": "2026-08-13T01:57:57Z", "hours": 0.9642, "text": "I created a very simple website introducing myself using HTML and CSS."}]...
|
Title: Dittosite by @Ditto | Stardance
Devlogs:
I Title: Dittosite by @Ditto | Stardance
Devlogs:
I created a very simple website introducing myself using HTML and CSS.
Ships:
I created a simple self-introduction website using HTML and CSS. Afterwards, I plan to obtain a personal domain through a domain subsidy, change the domain, and then use JS to make it more visually appealing....
|
1793598813.2704017
|
1793685213.2704017
|
|
44142
|
Why is my Slack ID v2 by @inw | Stardance
|
inw
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T00:35:53Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot that generates far fetched explanations for the characters in your Slack ID! To test this you just go to the #why-is-my-slack-id channel and send any message and it should hopefully work.", "repo": "https://github.com/ingoau/why-is-my-slack-id", "demo": "https://hackclub.enterprise.slack.com/archives/C0AF8SA49J8"}]...
|
[{"post_id": 61192, "ts": "202 [{"post_id": 61192, "ts": "2026-09-04T00:25:54Z", "hours": 0.6406, "text": "Error handling and rate limiting time… Also fixed some other bugs and deployed!"}, {"post_id": 60870, "ts": "2026-09-03T14:52:56Z", "hours": 0.275, "text": "It’s almost finished! Just need to do some error handling and rate limiting and it’s done!"}, {"post_id": 60864, "ts": "2026-09-03T14:24:06Z", "hours": 0.7253, "text": "Migrated over to Cursor SDK because I managed to get my OpenAI account deactivated. I think it’s turning out better actually, because I can use more models which seem to poke around the internet a lot more."}, {"post_id": 45785, "ts": "2026-08-12T14:18:22Z", "hours": 0.7272, "text": "It finally works! I’m also sending profile fields now so less data needs to be discovered by the agent. I now just have to do rate limiting, error handling, etc, etc that kinda stuff, and deploy it and I’ll be done!"}, {"post_id": 45748, "ts": "2026-08-12T13:17:07Z", "hours": 0.8456, "text": "Got the status updates with processing working! Openrouter Typescript SDK sucks."}, {"post_id": 45726, "ts": "2026-08-12T12:24:02Z", "hours": 0.3125, "text": "Got status updates working! Currently just truncates the agent output to 50 characters but I have plans for it"}, {"post_id": 45722, "ts": "2026-08-12T12:05:17Z", "hours": 0.3528, "text": "AYY IT WORKS! Finally got the agentic AI B2B SaaS part to work!"}, {"post_id": 44472, "ts": "2026-08-10T07:49:21Z", "hours": 1.1033, "text": "I am kinda annoyed. So basically I did some more work on this and it was going kinda well, but the Slack library I was using ( @Jolly ‘s slack.ts) doesn’t support the complete Slack API. Ok I’ll just use Bolt I guess. I set up a Bolt project and then realised that it doesn’t support Bun, the runtime I’m using… So now I’m considering just building it myself, using @slack /web-api and @slack /socket-mode. Or using Node with Bolt… And then I come across an old Bolt project, and uh… it’s using Bun? and it doesn’t work on my newly inited project?? idk slack is weird. future me problem. Time to start again…"}, {"post_id": 41216, "ts": "2026-08-05T09:26:10Z", "hours": 0.4331, "text": "Tried to decide between Deno and Bun for too long but eventually decided to go with Bun because I’m used to it. I’ve started the actually coding part now! Only basic functionality for now."}]...
|
Title: Why is my Slack ID v2 by @inw | Stardance
Title: Why is my Slack ID v2 by @inw | Stardance
Devlogs:
Tried to decide between Deno and Bun for too long but eventually decided to go with Bun because I’m used to it. I’ve started the actually coding part now! Only basic functionality for now.
I am kinda annoyed. So basically I did some more work on this and it was going kinda well, but the Slack library I was using ( @Jolly ‘s slack.ts) doesn’t support the complete Slack API. Ok I’ll just use Bolt I guess. I set up a Bolt project and then realised that it doesn’t support Bun, the runtime I’m using… So now I’m considering just building it myself, using @slack /web-api and @slack /socket-mode. Or using Node with Bolt… And then I come across an old Bolt project, and uh… it’s using Bun? and it doesn’t work on my newly inited project?? idk slack is weird. future me problem. Time to start again…
AYY IT WORKS! Finally got the agentic AI B2B SaaS part to work!
Got status updates working! Currently just truncates the agent output to 50 characters but I have plans for it
Got the status updates with processing working! Openrouter Typescript SDK sucks.
It finally works! I’m also sending profile fields now so less data needs to be discovered by the agent. I now just have to do rate limiting, error handling, etc, etc that kinda stuff, and deploy it and I’ll be done!
Migrated over to Cursor SDK because I managed to get my OpenAI account deactivated. I think it’s turning out better actually, because I can use more models which seem to poke around the internet a lot more.
It’s almost finished! Just need to do some error handling and rate limiting and it’s done!
Error handling and rate limiting time… Also fixed some other bugs and deployed!
Ships:
I made a Slack bot that generates far fetched explanations for the characters in your Slack ID! To test this you just go to the #why-is-my-slack-id channel and send any message and it should hopefully work....
|
1793598814.4304895
|
1793685214.4304895
|
|
47236
|
Firsta-bot by @Winny | Stardance
|
Winny
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T14:30:13Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that when people meet each other for the first time, they can break the ice easily and have a chat history so when the event like a hackathon is over, they can still be online friend.", "repo": "https://github.com/WinnyT/firsta", "demo": "https://hackclub.enterprise.slack.com/archives/C0BRADEN3LM"}]...
|
[{"post_id": 46891, "ts": "202 [{"post_id": 46891, "ts": "2026-08-14T13:07:05Z", "hours": 0.4664, "text": "finished my 1st bot called Firsta . There are 3 command: 1. firsta-quest: a silly question to debate on the first day. 2. firsta-dare: a dare task that you can’t go back. 3 firsta-wyr: would you rather…, start another debate."}]...
|
Title: Firsta-bot by @Winny | Stardance
Devlogs:
Title: Firsta-bot by @Winny | Stardance
Devlogs:
finished my 1st bot called Firsta . There are 3 command: 1. firsta-quest: a silly question to debate on the first day. 2. firsta-dare: a dare task that you can’t go back. 3 firsta-wyr: would you rather…, start another debate.
Ships:
I made a slack bot that when people meet each other for the first time, they can break the ice easily and have a chat history so when the event like a hackathon is over, they can still be online friend....
|
1793598815.63904
|
1793685215.63904
|
|
38813
|
Minigame game by @Casanova | Stardance
|
Casanova
|
2
|
24.0
|
113
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T22:12:20Z", "hours": 10.0, "multiplier": 11.27, "payout": 113, "blessing": "neutral", "text": "This is my game for the GMTK gamejam, with the theme ‘countdown’. It was made in a team of 4 people but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system, etc. I encourage you to check it out, as it’s easy to learn and quite fun to play.", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/arcade-panic"}, {"ship_num": 2, "ts": "2026-07-23T19:00:04Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was entirely responsible for making the target practice minigame. Including movement, shooting, recoil, target behavior, and entire architecture", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/arcade-panic"}]...
|
[{"post_id": 35462, "ts": "202 [{"post_id": 35462, "ts": "2026-07-26T22:09:32Z", "hours": 10.2708, "text": "Just finished my game for the GMTK gamejam. It was made in a team of 4 but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system. I encourage you to check it out, as it’s easy to learn and quite fun to play."}, {"post_id": 33622, "ts": "2026-07-23T18:03:43Z", "hours": 14.3894, "text": "I am responsible for the Target practice minigame. i made the user controls, target spawning and movement mechanics and pointer recoil, just to name a few"}]...
|
Title: Minigame game by @Casanova | Stardance
Dev Title: Minigame game by @Casanova | Stardance
Devlogs:
I am responsible for the Target practice minigame. i made the user controls, target spawning and movement mechanics and pointer recoil, just to name a few
Just finished my game for the GMTK gamejam. It was made in a team of 4 but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system. I encourage you to check it out, as it’s easy to learn and quite fun to play.
Ships:
I was entirely responsible for making the target practice minigame. Including movement, shooting, recoil, target behavior, and entire architecture
This is my game for the GMTK gamejam, with the theme ‘countdown’. It was made in a team of 4 people but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system, etc. I encourage you to check it out, as it’s easy to learn and quite fun to play....
|
1793598816.8233778
|
1793685216.8233778
|
|
47239
|
What the Monad? by @staneko | Stardance
|
staneko
|
1
|
3.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T04:07:21Z", "hours": 3.0, "multiplier": 7.07, "payout": 21, "blessing": "neutral", "text": "I’ve written a write-up on what monads, as in the CS concept, actually are, how to use them, how to work with them, and how to appreciate them. I haven’t used any JS framework; the site is just static HTML with a bit of CSS. I’m pretty proud of my work so far, the site looks nice, and I believe I’ve also included a fair bit of additional reading for the interested.", "repo": "https://github.com/stanekondrej/what-the-monad", "demo": "https://wtm.stanek.lol"}]...
|
[{"post_id": 46118, "ts": "202 [{"post_id": 46118, "ts": "2026-08-13T03:58:39Z", "hours": 3.0006, "text": "What the Monad? - the first version I’ve just finished the first version of my write-up, “What the Monad?” (do i put an exclamation mark here after the quotes or what) Monads are something that is super interesting to me and actually made me want to study theoretical mathematics and category theory specifically in the future. They are one of the reasons I’ve fallen in love with Haskell; However, when I first encountered them very early on in my journey to Learn Me Some Haskell For Great Good, they baffled me. They seemed like an impenetrable, incomprehensible concept, but after I got familiar with them, I realized that they are actually not only pretty great, but also not too hard to grasp (at least as a CS concept… the category theory is still beyond me :D) I’ve seen many articles on this topic and even some videos on YouTube, but none of them explain them in quite the way I would like it. So, I’ve written this little write-up. It’s a simple static website with a sprinkle of CSS to make it easier to read. I will improve the examples in the write-up incrementally, but this is my first kind of “release” that I’m more or less content with."}]...
|
Title: What the Monad? by @staneko | Stardance
De Title: What the Monad? by @staneko | Stardance
Devlogs:
What the Monad? - the first version I’ve just finished the first version of my write-up, “What the Monad?” (do i put an exclamation mark here after the quotes or what) Monads are something that is super interesting to me and actually made me want to study theoretical mathematics and category theory specifically in the future. They are one of the reasons I’ve fallen in love with Haskell; However, when I first encountered them very early on in my journey to Learn Me Some Haskell For Great Good, they baffled me. They seemed like an impenetrable, incomprehensible concept, but after I got familiar with them, I realized that they are actually not only pretty great, but also not too hard to grasp (at least as a CS concept… the category theory is still beyond me :D) I’ve seen many articles on this topic and even some videos on YouTube, but none of them explain them in quite the way I would like it. So, I’ve written this little write-up. It’s a simple static website with a sprinkle of CSS to make it easier to read. I will improve the examples in the write-up incrementally, but this is my first kind of “release” that I’m more or less content with.
Ships:
I’ve written a write-up on what monads, as in the CS concept, actually are, how to use them, how to work with them, and how to appreciate them. I haven’t used any JS framework; the site is just static HTML with a bit of CSS. I’m pretty proud of my work so far, the site looks nice, and I believe I’ve also included a fair bit of additional reading for the interested....
|
1793598817.9403489
|
1793685217.9403489
|
|
33173
|
Marvis AI Chatbot (POWERED BY HACKCLUB) by @manayp Marvis AI Chatbot (POWERED BY HACKCLUB) by @manayp | Stardance...
|
manayp
|
1
|
6.7
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T05:03:40Z", "hours": 3.0, "multiplier": 3.13, "payout": 10, "blessing": "neutral", "text": "What I built: MARVIS - single-file voice AI. Open, paste Groq key, click AUTO, start talking. It will reply and listen again. No clicks, no friction. Challenges: Implementing AUTO mode seamlessly (issues with speech recognition), squeezing 1400 lines of code into single file, making red/yellow/Comic Sans usable. Proud of: Smooth AUTO mode experience - no clicks between replies Offline instant commands (time, timer, calc, memory) without internet connection Single HTML file, no setup needed Voice customization (speed, pitch, volume, voice selection) Ability to change personalities in conversation Testing instructions: Paste your Groq key on console.groq.com/keys Open index.html in Chrome browser Click AUTO and talk Try out: “what time is it” -> “set timer for 5 minutes” -> “flip a coin” -> “remember X” Change your personality (⚙️ Voice button) Export your conversation (💾) The whole story in a nutshell: open, paste Groq key, click AUTO, start talking. If you do not want to get your own key you can just use mine if you want: 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", "repo": "https://github.com/manayparikh1/jarvis", "demo": "https://frolicking-cannoli-d1aa75.netlify.app/"}]...
|
[{"post_id": 27178, "ts": "202 [{"post_id": 27178, "ts": "2026-07-12T14:37:06Z", "hours": 0.3806, "text": "Fixed a small bugg because it was keep showing a http error so that was fixed. and then i hosted it on netlify"}, {"post_id": 26976, "ts": "2026-07-12T02:58:33Z", "hours": 1.2225, "text": "Begun with an inflated, messy app that felt like it was completely generated by AI—Comic Sans font, red and yellow colors galore, waveform visualizers, cool animations, 1100+ lines of code. Found that the entire Hack Club integration with AI was impossible due to the fact that the browsers don’t allow cross-origin requests, so I set up a proxy server on the back end to facilitate these requests and programmed intelligent fall back systems for six free models. Redesigned the user interface with Georgia serif, paper color palette, and forest green accents and eliminated all the stuff that were technically not needed because they were useless (no emojis, fancy borders, typewriter effect, beeps) and reduced the size to around 672 lines i believe of code. And now I have a human friendly app that does everything it’s supposed to do voice chat, AUTO conversation mode, four personality choices, timers, memory notes, and night mode."}, {"post_id": 26946, "ts": "2026-07-12T01:15:31Z", "hours": 1.0069, "text": "I trained the ai with these easy prompts by writing what I really want instead of asking chatgpt or claude to do it. I also added a few features and changed the colour scheme which I will show in the next devlog because currently it has bugs."}, {"post_id": 26895, "ts": "2026-07-11T22:58:12Z", "hours": 1.09, "text": "Much effort was dedicated to polishing the CSS code in order to achieve a more natural and humane feeling for the whole interface design, instead of something that would appear rigid and mechanical. There were many changes done to the visual elements in terms of their style, placement, and design so as to achieve a more harmonious and polished appearance."}, {"post_id": 25724, "ts": "2026-07-10T05:01:01Z", "hours": 0.5361, "text": "I fixed all the bugs and I added a ton of new features and made its personality better."}, {"post_id": 25709, "ts": "2026-07-10T04:25:26Z", "hours": 0.6667, "text": "I trained the ai more and I added a couple of new features including the way it speaks and its personalities."}, {"post_id": 25694, "ts": "2026-07-10T03:41:23Z", "hours": 1.9303, "text": "I started with the base of Jarvis and I connected it by using a groq api key, which is free so users can use it without paying. And it can also talk to you in a fun way."}]...
|
Title: Marvis AI Chatbot (POWERED BY HACKCLUB) by Title: Marvis AI Chatbot (POWERED BY HACKCLUB) by @manayp | Stardance
Devlogs:
I started with the base of Jarvis and I connected it by using a groq api key, which is free so users can use it without paying. And it can also talk to you in a fun way.
I trained the ai more and I added a couple of new features including the way it speaks and its personalities.
I fixed all the bugs and I added a ton of new features and made its personality better.
Much effort was dedicated to polishing the CSS code in order to achieve a more natural and humane feeling for the whole interface design, instead of something that would appear rigid and mechanical. There were many changes done to the visual elements in terms of their style, placement, and design so as to achieve a more harmonious and polished appearance.
I trained the ai with these easy prompts by writing what I really want instead of asking chatgpt or claude to do it. I also added a few features and changed the colour scheme which I will show in the next devlog because currently it has bugs.
Begun with an inflated, messy app that felt like it was completely generated by AI—Comic Sans font, red and yellow colors galore, waveform visualizers, cool animations, 1100+ lines of code. Found that the entire Hack Club integration with AI was impossible due to the fact that the browsers don’t allow cross-origin requests, so I set up a proxy server on the back end to facilitate these requests and programmed intelligent fall back systems for six free models. Redesigned the user interface with Georgia serif, paper color palette, and forest green accents and eliminated all the stuff that were technically not needed because they were useless (no emojis, fancy borders, typewriter effect, beeps) and reduced the size to around 672 lines i believe of code. And now I have a human friendly app that does everything it’s supposed to do voice chat, AUTO conversation mode, four personality choices, timers, memory notes, and night mode.
Fixed a small bugg because it was keep showing a http error so that was fixed. and then i hosted it on netlify
Ships:
What I built: MARVIS - single-file voice AI. Open, paste Groq key, click AUTO, start talking. It will reply and listen again. No clicks, no friction. Challenges: Implementing AUTO mode seamlessly (issues with speech recognition), squeezing 1400 lines of code into single file, making red/yellow/Comic Sans usable. Proud of: Smooth AUTO mode experience - no clicks between replies Offline instant commands (time, timer, calc, memory) without internet connection Single HTML file, no setup needed Voice customization (speed, pitch, volume, voice selection) Ability to change personalities in conversation Testing instructions: Paste your Groq key on console.groq.com/keys Open index.html in Chrome browser Click AUTO and talk Try out: “what time is it” -> “set timer for 5 minutes” -> “flip a coin” -> “remember X” Change your personality (⚙️ Voice button) Export your conversation (💾) The whole story in a nutshell: open, paste Groq key, click AUTO, start talking. If you do not want to get your own key you can just use mine if you want: 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...
|
1793598819.0959044
|
1793685219.0959044
|
|
20255
|
Easy-4-Wheeled-Car by @Livinx77 | Stardance
|
Livinx77
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T19:06:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a car or at least, the base of a car, the most difficult part was maybe designing it because its made from scratch, the code, chasis, transmision, electrical schemes, everything, no references at all so I had to manage all the problems by myself and thats what im the proudest of, to be able to make things by myself and that they later work. when building it, I advise to be as precise as posible with the meassures and that they use WD-40 on the gears bc it lowkey gets stuck sometimes", "repo": "https://github.com/Livinx77/Easy-and-simple-4-wheeled-car", "demo": ""}]...
|
[{"post_id": 11447, "ts": "202 [{"post_id": 11447, "ts": "2026-06-18T18:31:16Z", "hours": 0.5169, "text": "This is my first devlog, really excited To start the backstory of this is that I wanted to make a silly lil vehicle for myself and leave it there, So as anyone would do, I looked up a tutorial, and all I saw was projects with 3d printing (wich i dont have) and electronics that their only purpose is a vehicle, so I kinda got pissed off and made it myself (engineer mentality) and it took me a bit more than I expected so I think it is worth posting. In addition, I wanted to develop it further, but due to me not having the resources, and that it alr works, I left it here, tho I can help with the 2 most important things I wanted to add; Bluetooth and some kind of suspension, bc I alr have them mapped out The funcionality is pretty simple, the car can go back and forth, turn and no more (Its just a base what did you expect) but it can be improved in many ways and its easy to mod and build. The sole purpose is just being simple and needing little resources Wich speaking of, you will need: An arduino (or any microcontroler tho esp32 is the one i advise bc it has bluetooth), jumper cables, a L293D integrated circuit, a protoboard, 4 buttons, a DC motor, a servo, wheels, axles, and a chasis (left one in github, check it out) The detailed instructions and details will be on github, feel free to ask any question (Dont mind my poorly made car pls)"}]...
|
Title: Easy-4-Wheeled-Car by @Livinx77 | Stardance Title: Easy-4-Wheeled-Car by @Livinx77 | Stardance
Devlogs:
This is my first devlog, really excited To start the backstory of this is that I wanted to make a silly lil vehicle for myself and leave it there, So as anyone would do, I looked up a tutorial, and all I saw was projects with 3d printing (wich i dont have) and electronics that their only purpose is a vehicle, so I kinda got pissed off and made it myself (engineer mentality) and it took me a bit more than I expected so I think it is worth posting. In addition, I wanted to develop it further, but due to me not having the resources, and that it alr works, I left it here, tho I can help with the 2 most important things I wanted to add; Bluetooth and some kind of suspension, bc I alr have them mapped out The funcionality is pretty simple, the car can go back and forth, turn and no more (Its just a base what did you expect) but it can be improved in many ways and its easy to mod and build. The sole purpose is just being simple and needing little resources Wich speaking of, you will need: An arduino (or any microcontroler tho esp32 is the one i advise bc it has bluetooth), jumper cables, a L293D integrated circuit, a protoboard, 4 buttons, a DC motor, a servo, wheels, axles, and a chasis (left one in github, check it out) The detailed instructions and details will be on github, feel free to ask any question (Dont mind my poorly made car pls)
Ships:
I made a car or at least, the base of a car, the most difficult part was maybe designing it because its made from scratch, the code, chasis, transmision, electrical schemes, everything, no references at all so I had to manage all the problems by myself and thats what im the proudest of, to be able to make things by myself and that they later work. when building it, I advise to be as precise as posible with the meassures and that they use WD-40 on the gears bc it lowkey gets stuck sometimes...
|
1793598820.3004923
|
1793685220.3004923
|
|
18771
|
BigBrother Bot by @jachym_fukal | Stardance
|
jachym_fukal
|
1
|
25.0
|
395
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T11:15:10Z", "hours": 25.0, "multiplier": 15.87, "payout": 395, "blessing": "neutral", "text": "BigBrother is a 1984-themed Slack bot that turns your workspace into Oceania. It runs five modules: Surveillance tracks message activity across channels and maintains a leaderboard of who’s been most “active” (watched). Telescreen broadcasts Orwellian announcements to the workspace. Police runs sentiment analysis on messages and flags thoughtcrime — positivity is suspicious. Truth rewrites real news headlines in Party-approved doublespeak using NewsAPI + Groq. DM lets you talk directly to Big Brother, who responds in full authoritarian character via LLM. Built with Node.js + Bolt.js over Hack Club Stardance. Big Brother is always watching — especially in #1984.", "repo": "https://github.com/Projachmann/Slack_Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C09F6AAP1PF"}]...
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[{"post_id": 22745, "ts": "202 [{"post_id": 22745, "ts": "2026-07-05T10:14:25Z", "hours": 0.5808, "text": "Wrote the README and stopped the prerequisites file from lying about itself The repo had no README and prerequisites.md was three stray lines ( axios , node-cron , fs ) that didn’t actually match what package.json declared or what main.js fails fast on at boot. Rewrote prerequisites.md as a pure library install reference — packages, versions, and one npm install command — then wrote a README that follows the structure the Stardance judges actually want: one-sentence description, hero image slot, a try-it link, quick start, features, local setup, and a “how it works” section that earns its keep by naming real decisions (Socket Mode over HTTP so it runs behind any network, self-rescheduling crons with re-rolling fire times, file-locked JSON as a tiny DB instead of SQLite, sequential Groq calls to dodge rate limits). The friction was the Node version. There’s no engines field in package.json and no .nvmrc , so I didn’t want to just assert “Node 18+” without evidence. Grepping package-lock.json for \"engines\" turned up ~100 matches and the binding constraint is @slack/bolt ‘s transitive deps all declaring \"node\": \">=18\" — so that’s the honest floor, stated as such. Also swapped the watched channel ID in Code/main.js from C0BBBCER55W to C09F6AAP1PF to match the workspace in the invite link I was handed. Caught one real issue while reviewing: the “Try it” link was a channel permalink ( /archives/C09F6... ), which a non-member hits a sign-in wall on, flagged it, left it in since it’s an internal members link."}, {"post_id": 22442, "ts": "2026-07-04T22:13:14Z", "hours": 2.0994, "text": "Made Big Brother stop lying about your loyalty score The /bigbrother-loyalty command was silently corrupting its own scoreboard. Every call overwrote the user’s stored score with whatever the current calculation produced — which meant a citizen who hit 200 points last week would see their displayed rank drop to 50 after a quiet few days. The scoreboard was a ledger of “most recent” instead of “best ever”, which is the opposite of how a loyalty panopticon should work. The fix in Code/Surveillance.js was small but mattered: scoreboard() now only writes when the new score strictly beats the stored high, and stamps an achievedAt ISO timestamp on each new record. While in there, I also wired /bigbrother-scoreboard to refresh the caller’s score before displaying, so running it actually updates your entry — previously it just read stale data. The refresh is wrapped in try/catch so a transient Slack or HuggingFace failure doesn’t break the leaderboard read. That scoreboard bug was the tip of a much longer audit. The same session surfaced and fixed ~50 defects across the codebase: Surveillance.presenceCheck was returning undefined (not 0 ) on unknown presence values, producing NaN loyalty scores that then broke the sort; Telescreen.propaganda() would crash with TypeError if broadcasts.json was empty; Truth.getNews() called .map() on a potentially-missing articles array; concurrent readFile / writeFile pairs on the same JSON file were last-writer-wins. Added a 12-line per-file async mutex in Code/lock.js and wrapped every read-merge-write critical section. Also added .env validation at boot — previously a missing HF_TOKEN would surface as an undefined auth header 45 minutes into a Slack session instead of failing at startup."}, {"post_id": 22127, "ts": "2026-07-04T12:55:36Z", "hours": 1.0925, "text": "Added DM support: BigBrother can now talk back Users can now DM the bot and get a response in character as BigBrother, powered by Llama 3.3 on Groq. The bot keeps a per-user conversation history (capped at 30 messages) so it actually remembers what you said earlier in the conversation. History lives in memory, so it resets on restart, intentional, didn’t feel worth the complexity of persisting it. The interesting part was Slack’s permission system. Adding the im:history , im:read , and im:write scopes wasn’t enough on its own, you also need to separately subscribe to the message.im event under Event Subscriptions. The scopes let the bot act on DMs, the event subscription is what actually delivers them. Spent a while staring at logs with no “DM received” entries before finding that."}, {"post_id": 19901, "ts": "2026-07-01T10:23:39Z", "hours": 0.3794, "text": "Replaced every console.log in the bot with a leveled logger. The old setup was five files each printing things like “Message received!”, “Responding…”, and “Messages saved!” with no way to tell which file was talking or which run produced which line. Replaced it all with a single Code/Logger.js that adds timestamps, severity ( debug / info / warn / error ), a subsystem tag per file, and structured metadata. Errors now print a full stack trace on a second dimmed line instead of [object Object] . The visual difference is the whole point. Before, /bigbrother-loyalty produced four console.log lines with no correlation. After, it produces one timestamped line per stage — fetch, score, scoreboard write — and you can grep by subsystem or level. The interesting bug: my first Logger.js had a guard that re-checked whether meta was undefined, but I also had a fallback that promoted a non- Error second argument into meta . The two branches collided and swallowed the error stack entirely. Caught it in a two-line test snippet before staging, would have been invisible until the first real API failure. Also stopped logging the full Hugging Face response on every sentiment check. Now it only prints the per-label scores rounded to three decimals, same diagnostic value, way less noise."}, {"post_id": 19331, "ts": "2026-06-30T16:42:16Z", "hours": 3.2917, "text": "Two Minute Hate, now interactive Built a /bigbrother-hate command for the Slack bot that escalates the existing 11:00 Two Minute Hate through 3 stages (Whisper → Roar → Frenzy) based on call count, with in-character stage-transition announcements and increasing-intensity bot posts. The interesting part was the difficulty curve. Base thresholds are 5 and 15 calls, but they get multiplied each day by yesterday / 7-day-mean, clamped 0.5–2.0. So if Monday had 20 calls and Tuesday only 15, Wednesday’s threshold drops to ~62% of the base — easier to escalate on quiet days. First pass forgot to reset usageCount and stage on the daily recompute, so the bot stayed pinned at Frenzy forever after one good session. Caught it on the second test run. Wired it to the existing 11:00–11:02 cron window so calls outside it get an in-character refusal. Also added hateLevel.json to .gitignore since it’s pure runtime state. Next: DMing the bot, probably tackling that before adding more interactive bits."}, {"post_id": 15891, "ts": "2026-06-25T20:30:07Z", "hours": 1.0044, "text": "The /bigbrother-loyalty command now doubles as a live leaderboard, every call re-ranks and displays the top 10 most loyal Party members. Plugging into the existing loyalty score pipeline meant the scoreboard itself was straightforward to build, but getting the Slack Block Kit formatting right for a clean ranked list took longer than expected. Ended up iterating through a few layouts before settling on one that doesn’t look terrible."}, {"post_id": 15796, "ts": "2026-06-25T17:55:42Z", "hours": 1.48, "text": "Loyalty scoring now factors in message sentiment. I added positive/negative sentiment saving by reusing the existing 7-day message cache logic, then wired the Surveillance module to read those sentiment files the same way it already reads other JSON, no new infrastructure needed. The score itself now reflects not just how active a user is, but whether they’re saying good or bad things about the Party."}, {"post_id": 15297, "ts": "2026-06-24T20:53:30Z", "hours": 1.2728, "text": "Stopped reloading 10 channels every time someone checks their loyalty score The surveillance system was fetching all messages from all 10 channels on every single /bigbrother-loyalty call. That meant a ~ 50 second wait every time. Not great when Big Brother is supposed to feel instant and omniscient. The fix: the bot now keeps a local JSON file of all messages. When someone requests their score, it only fetches messages newer than the newest one already saved, then deletes anything older than 7 days to keep the file lean. On top of that, a cron job rewrites the whole file once a day so it never drifts out of sync. Score lookups that took a minute now finish in a couple seconds. The panopticon is finally fast enough to be scary."}, {"post_id": 15241, "ts": "2026-06-24T19:04:42Z", "hours": 1.0067, "text": "Get more than one 1984 themed headline The /bigbrother-news command could technically accept a count, but it always returned exactly one rewrite no matter what you passed. First, rewriteHeadline was looping over the headlines array but always sending headline[0] to Groq, so it was rewriting the same headline count times. Second, the function returned an array but respond() was getting that array passed directly as text, which Slack rejects with a 500 because it expects a string. Fixed both, headline[i] in the loop, .join(\"\\n\") before responding. Also added a .replace(/^[\"\"]|[\"\"]$/g, \"\") strip because the model randomly decides whether to wrap its output in quotes or not and I’d rather it just didn’t. The original code also only ever called rewriteHeadline with a single headline and had no loop at all, scaling it up to handle multiple rewrites sequentially meant restructuring the whole function."}, {"post_id": 14697, "ts": "2026-06-23T21:56:43Z", "hours": 1.3711, "text": "Added the Ministry of Truth module Fetches real news headlines via NewsAPI, pipes them through Llama 3.3 on Groq, and rewrites them as state propaganda. The results are genuinely unsettling because they’re based on actual news. A Tesla autopilot crash became “Citizen Misalignment with Vehicle Guidance Systems Results in Regrettable Isolated Incident in Texas Residential Sector” which I think is funnier than anything I could have written myself. The bug that got me: I passed the respond function itself as the text value instead of the actual result. Slack received an empty object, returned invalid_payload , and I spent way too long staring at the Groq response before noticing the slash command handler was the problem, not the API call."}, {"post_id": 13886, "ts": "2026-06-22T19:11:41Z", "hours": 1.8572, "text": "Built the Thought Police module for my 1984 themed Slack bot Added a Thought Police module that watches messages in a specific channel, scores their sentiment using HuggingFace’s RoBERTa model, and fires a Big Brother-themed response if the message is negative or positive enough. The bot replies in-thread which feels way more unsettling than posting standalone, like it’s whispering directly at you. Hit a bunch of friction getting here though. The Perspective API I originally planned to use got sunset, then the HuggingFace inference endpoint URL changed mid-build and started returning ENOTFOUND , turned out the old api-inference.huggingface.co domain was dead and needed to be swapped to router.huggingface.co . Then the response labels came back lowercase ( negative instead of Negative ) which broke the score parsing silently, the bot was running but returning undefined for everything."}, {"post_id": 13233, "ts": "2026-06-21T17:45:42Z", "hours": 1.8667, "text": "Automated propaganda broadcasts for my 1984-themed Slack bot, random timing every day, plus a daily Two Minutes Hate at 11:00. Imagine you are the head of Propaganda of an authoritarian state and you need to automate propaganda releases. Well, this is how I felt today after trying to automate this exact process. In the book 1984 propaganda is everywhere, so I replicated that. The hardest part for me was the writing of the propaganda. This is because I, as unexpected as it sounds, am not the head of Propaganda in an authoritarian state, so after around 10 minutes I asked my good friend Claude if he could write me some propaganda. Claude generated 50 different messages. If anybody has some propaganda messages I could use just DM me on Slack or write it in the comments! The next step for me is to become the head of police and automate the flagging of negative sentiments."}, {"post_id": 13042, "ts": "2026-06-21T10:16:59Z", "hours": 1.3825, "text": "Slash commands in Slack don’t convert @mentions to user IDs and I learned that the hard way. My /bigbrother-loyalty command was getting @jachym.fukal as plain text instead of <@U09L3LVPJ82> , so the regex I wrote was completely useless. The workspace also has 30k+ users so just fetching the whole user list isn’t an option either. For now the command just takes a raw user ID, which isn’t pretty but works. Next step is figuring out a cleaner way to handle this."}, {"post_id": 12760, "ts": "2026-06-20T21:25:02Z", "hours": 1.5308, "text": "Sieving through all channels would have taken hours. Now I am only using 10, which are the most used ones on the Hackclub workspace. So I wrote a code that scans these 10 channels for messages of a specific user, which I want to use for a loyalty score in the future. But the problem isn’t completely solved, because the script needs around 50 seconds to look through these 10 channels. So now I am in a bit of a pickle. I am thinking about saving the data from the last scan and then only retrieving new data from the channels."}, {"post_id": 12445, "ts": "2026-06-20T09:39:50Z", "hours": 4.9919, "text": "Added the first version of the bot’s surveillance system. My original plan was to scan every channel in the Hack Club workspace weekly and fetch message history from all channels whenever a slash command was used. After looking into it, I realized the workspace has so many channels that a single command could take hours to finish, making the approach impractical. For now, I switched to a manually curated list of channels that the bot will monitor while I investigate a more scalable solution."}]...
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Title: BigBrother Bot by @jachym_fukal | Stardance Title: BigBrother Bot by @jachym_fukal | Stardance
Devlogs:
Added the first version of the bot’s surveillance system. My original plan was to scan every channel in the Hack Club workspace weekly and fetch message history from all channels whenever a slash command was used. After looking into it, I realized the workspace has so many channels that a single command could take hours to finish, making the approach impractical. For now, I switched to a manually curated list of channels that the bot will monitor while I investigate a more scalable solution.
Sieving through all channels would have taken hours. Now I am only using 10, which are the most used ones on the Hackclub workspace. So I wrote a code that scans these 10 channels for messages of a specific user, which I want to use for a loyalty score in the future. But the problem isn’t completely solved, because the script needs around 50 seconds to look through these 10 channels. So now I am in a bit of a pickle. I am thinking about saving the data from the last scan and then only retrieving new data from the channels.
Slash commands in Slack don’t convert @mentions to user IDs and I learned that the hard way. My /bigbrother-loyalty command was getting @jachym.fukal as plain text instead of <@U09L3LVPJ82> , so the regex I wrote was completely useless. The workspace also has 30k+ users so just fetching the whole user list isn’t an option either. For now the command just takes a raw user ID, which isn’t pretty but works. Next step is figuring out a cleaner way to handle this.
Automated propaganda broadcasts for my 1984-themed Slack bot, random timing every day, plus a daily Two Minutes Hate at 11:00. Imagine you are the head of Propaganda of an authoritarian state and you need to automate propaganda releases. Well, this is how I felt today after trying to automate this exact process. In the book 1984 propaganda is everywhere, so I replicated that. The hardest part for me was the writing of the propaganda. This is because I, as unexpected as it sounds, am not the head of Propaganda in an authoritarian state, so after around 10 minutes I asked my good friend Claude if he could write me some propaganda. Claude generated 50 different messages. If anybody has some propaganda messages I could use just DM me on Slack or write it in the comments! The next step for me is to become the head of police and automate the flagging of negative sentiments.
Built the Thought Police module for my 1984 themed Slack bot Added a Thought Police module that watches messages in a specific channel, scores their sentiment using HuggingFace’s RoBERTa model, and fires a Big Brother-themed response if the message is negative or positive enough. The bot replies in-thread which feels way more unsettling than posting standalone, like it’s whispering directly at you. Hit a bunch of friction getting here though. The Perspective API I originally planned to use got sunset, then the HuggingFace inference endpoint URL changed mid-build and started returning ENOTFOUND , turned out the old api-inference.huggingface.co domain was dead and needed to be swapped to router.huggingface.co . Then the response labels came back lowercase ( negative instead of Negative ) which broke the score parsing silently, the bot was running but returning undefined for everything.
Added the Ministry of Truth module Fetches real news headlines via NewsAPI, pipes them through Llama 3.3 on Groq, and rewrites them as state propaganda. The results are genuinely unsettling because they’re based on actual news. A Tesla autopilot crash became “Citizen Misalignment with Vehicle Guidance Systems Results in Regrettable Isolated Incident in Texas Residential Sector” which I think is funnier than anything I could have written myself. The bug that got me: I passed the respond function itself as the text value instead of the actual result. Slack received an empty object, returned invalid_payload , and I spent way too long staring at the Groq response before noticing the slash command handler was the problem, not the API call.
Get more than one 1984 themed headline The /bigbrother-news command could technically accept a count, but it always returned exactly one rewrite no matter what you passed. First, rewriteHeadline was looping over the headlines array but always sending headline[0] to Groq, so it was rewriting the same headline count times. Second, the function returned an array but respond() was getting that array passed directly as text, which Slack rejects with a 500 because it expects a string. Fixed both, headline[i] in the loop, .join("\n") before responding. Also added a .replace(/^[""]|[""]$/g, "") strip because the model randomly decides whether to wrap its output in quotes or not and I’d rather it just didn’t. The original code also only ever called rewriteHeadline with a single headline and had no loop at all, scaling it up to handle multiple rewrites sequentially meant restructuring the whole function.
Stopped reloading 10 channels every time someone checks their loyalty score The surveillance system was fetching all messages from all 10 channels on every single /bigbrother-loyalty call. That meant a ~ 50 second wait every time. Not great when Big Brother is supposed to feel instant and omniscient. The fix: the bot now keeps a local JSON file of all messages. When someone requests their score, it only fetches messages newer than the newest one already saved, then deletes anything older than 7 days to keep the file lean. On top of that, a cron job rewrites the whole file once a day so it never drifts out of sync. Score lookups that took a minute now finish in a couple seconds. The panopticon is finally fast enough to be scary.
Loyalty scoring now factors in message sentiment. I added positive/negative sentiment saving by reusing the existing 7-day message cache logic, then wired the Surveillance module to read those sentiment files the same way it already reads other JSON, no new infrastructure needed. The score itself now reflects not just how active a user is, but whether they’re saying good or bad things about the Party.
The /bigbrother-loyalty command now doubles as a live leaderboard, every call re-ranks and displays the top 10 most loyal Party members. Plugging into the existing loyalty score pipeline meant the scoreboard itself was straightforward to build, but getting the Slack Block Kit formatting right for a clean ranked list took longer than expected. Ended up iterating through a few layouts before settling on one that doesn’t look terrible.
Two Minute Hate, now interactive Built a /bigbrother-hate command for the Slack bot that escalates the existing 11:00 Two Minute Hate through 3 stages (Whisper → Roar → Frenzy) based on call count, with in-character stage-transition announcements and increasing-intensity bot posts. The interesting part was the difficulty curve. Base thresholds are 5 and 15 calls, but they get multiplied each day by yesterday / 7-day-mean, clamped 0.5–2.0. So if Monday had 20 calls and Tuesday only 15, Wednesday’s threshold drops to ~62% of the base — easier to escalate on quiet days. First pass forgot to reset usageCount and stage on the daily recompute, so the bot stayed pinned at Frenzy forever after one good session. Caught it on the second test run. Wired it to the existing 11:00–11:02 cron window so calls outside it get an in-character refusal. Also added hateLevel.json to .gitignore since it’s pure runtime state. Next: DMing the bot, probably tackling that before adding more interactive bits.
Replaced every console.log in the bot with a leveled logger. The old setup was five files each printing things like “Message received!”, “Responding…”, and “Messages saved!” with no way to tell which file was talking or which run produced which line. Replaced it all with a single Code/Logger.js that adds timestamps, severity ( debug / info / warn / error ), a subsystem tag per file, and structured metadata. Errors now print a full stack trace on a second dimmed line instead of [object Object] . The visual difference is the whole point. Before, /bigbrother-loyalty produced four console.log lines with no correlation. After, it produces one timestamped line per stage — fetch, score, scoreboard write — and you can grep by subsystem or level. The interesting bug: my first Logger.js had a guard that re-checked whether meta was undefined, but I also had a fallback that promoted a non- Error second argument into meta . The two branches collided and swallowed the error stack entirely. Caught it in a two-line test snippet before staging, would have been invisible until the first real API failure. Also stopped logging the full Hugging Face response on every sentiment check. Now it only prints the per-label scores rounded to three decimals, same diagnostic value, way less noise.
Added DM support: BigBrother can now talk back Users can now DM the bot and get a response in character as BigBrother, powered by Llama 3.3 on Groq. The bot keeps a per-user conversation history (capped at 30 messages) so it actually remembers what you said earlier in the conversation. History lives in memory, so it resets on restart, intentional, didn’t feel worth the complexity of persisting it. The interesting part was Slack’s permission system. Adding the im:history , im:read , and im:write scopes wasn’t enough on its own, you also need to separately subscribe to the message.im event under Event Subscriptions. The scopes let the bot act on DMs, the event subscription is what actually delivers them. Spent a while staring at logs with no “DM received” entries before finding that.
Made Big Brother stop lying about your loyalty score The /bigbrother-loyalty command was silently corrupting its own scoreboard. Every call overwrote the user’s stored score with whatever the current calculation produced — which meant a citizen who hit 200 points last week would see their displayed rank drop to 50 after a quiet few days. The scoreboard was a ledger of “most recent” instead of “best ever”, which is the opposite of how a loyalty panopticon should work. The fix in Code/Surveillance.js was small but mattered: scoreboard() now only writes when the new score strictly beats the stored high, and stamps an achievedAt ISO timestamp on each new record. While in there, I also wired /bigbrother-scoreboard to refresh the caller’s score before displaying, so running it actually updates your entry — previously it just read stale data. The refresh is wrapped in try/catch so a transient Slack or HuggingFace failure doesn’t break the leaderboard read. That scoreboard bug was the tip of a much longer audit. The same session surfaced and fixed ~50 defects across the codebase: Surveillance.presenceCheck was returning undefined (not 0 ) on unknown presence values, producing NaN loyalty scores that then broke the sort; Telescreen.propaganda() would crash with TypeError if broadcasts.json was empty; Truth.getNews() called .map() on a potentially-missing articles array; concurrent readFile / writeFile pairs on the same JSON file were last-writer-wins. Added a 12-line per-file async mutex in Code/lock.js and wrapped every read-merge-write critical section. Also added .env validation at boot — previously a missing HF_TOKEN would surface as an undefined auth header 45 minutes into a Slack session instead of failing at startup.
Wrote the README and stopped the prerequisites file from lying about itself The repo had no README and prerequisites.md was three stray lines ( axios , node-cron , fs ) that didn’t actually match what package.json declared or what main.js fails fast on at boot. Rewrote prerequisites.md as a pure library install reference — packages, versions, and one npm install command — then wrote a README that follows the structure the Stardance judges actually want: one-sentence description, hero image slot, a try-it link, quick start, features, local setup, and a “how it works” section that earns its keep by naming real decisions (Socket Mode over HTTP so it runs behind any network, self-rescheduling crons with re-rolling fire times, file-locked JSON as a tiny DB instead of SQLite, sequential Groq calls to dodge rate limits). The friction was the Node version. There’s no engines field in package.json and no .nvmrc , so I didn’t want to just assert “Node 18+” without evidence. Grepping package-lock.json for "engines" turned up ~100 matches and the binding constraint is @slack/bolt ‘s transitive deps all declaring "node": ">=18" — so that’s the honest floor, stated as such. Also swapped the watched channel ID in Code/main.js from C0BBBCER55W to C09F6AAP1PF to match the workspace in the invite link I was handed. Caught one real issue while reviewing: the “Try it” link was a channel permalink ( /archives/C09F6... ), which a non-member hits a sign-in wall on, flagged it, left it in since it’s an internal members link.
Ships:
BigBrother is a 1984-themed Slack bot that turns your workspace into Oceania. It runs five modules: Surveillance tracks message activity across channels and maintains a leaderboard of who’s been most “active” (watched). Telescreen broadcasts Orwellian announcements to the workspace. Police runs sentiment analysis on messages and flags thoughtcrime — positivity is suspicious. Truth rewrites real news headlines in Party-approved doublespeak using NewsAPI + Groq. DM lets you talk directly to Big Brother, who responds in full authoritarian character via LLM. Built with Node.js + Bolt.js over Hack Club Stardance. Big Brother is always watching — especially in #1984....
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1793598821.4816136
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1793685221.4816136
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39308
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My Personal Website by @yrajpurkar11 | Stardance
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yrajpurkar11
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1
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1.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T18:53:57Z", "hours": 1.0, "multiplier": 1.01, "payout": 1, "blessing": "neutral", "text": "I made my own personal website that shows what accomplishments I have made in my life, my research projects, my contact information, and a part of another project that I made using emojis and the w3 schools’ CSS gradient slider.", "repo": "https://github.com/Novaarcoid0/JWJCPMS_MSaAC_Website", "demo": "https://yuvan-r.oneapp.dev/"}]...
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[{"post_id": 34213, "ts": "202 [{"post_id": 34213, "ts": "2026-07-24T18:47:34Z", "hours": 1.005, "text": "I built a website that includes the following: my accomplishments, research projects, and my information if anyone wants to ask me something ."}]...
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Title: My Personal Website by @yrajpurkar11 | Star Title: My Personal Website by @yrajpurkar11 | Stardance
Devlogs:
I built a website that includes the following: my accomplishments, research projects, and my information if anyone wants to ask me something .
Ships:
I made my own personal website that shows what accomplishments I have made in my life, my research projects, my contact information, and a part of another project that I made using emojis and the w3 schools’ CSS gradient slider....
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1793598822.7305357
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1793685222.7305357
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26811
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WarioWare Game by @Mats | Stardance
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Mats
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T19:13:08Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a warioware game, I think it was kind of hard, especially with the intermission scene (witch just would NOT WORK!!). I want to make a game with my friend next, wich will be kind of like silksong and hollow knight. (Sorry if I used too much ai, I just could not fix it… (But the 5 hours were done by me, dous that count?))", "repo": "https://github.com/MatsDevOfficial/WarioWare", "demo": "https://movermans.itch.io/matsioware"}]...
|
[{"post_id": 27292, "ts": "202 [{"post_id": 27292, "ts": "2026-07-12T19:06:54Z", "hours": 1.8153, "text": "Fixed issues with the intermission"}, {"post_id": 23612, "ts": "2026-07-06T17:47:34Z", "hours": 0.3472, "text": "Finally found out that the game would not go past game one bc of incorrect naming. I fixed that, but the levelscreen dous not work now"}, {"post_id": 21395, "ts": "2026-07-03T09:45:27Z", "hours": 0.3378, "text": "Trying to fix a bug, where the garlic counter dousnt increase."}, {"post_id": 21379, "ts": "2026-07-03T08:56:03Z", "hours": 0.5514, "text": "Worked on doccing the docs"}, {"post_id": 20799, "ts": "2026-07-02T14:33:36Z", "hours": 0.4114, "text": "Worked on the death screen"}, {"post_id": 20733, "ts": "2026-07-02T12:52:06Z", "hours": 0.5281, "text": "Worked on fixing the points"}, {"post_id": 20596, "ts": "2026-07-02T06:49:30Z", "hours": 0.8892, "text": "Worked on the platformer, this is how it looks now before crashing"}, {"post_id": 20160, "ts": "2026-07-01T18:19:52Z", "hours": 0.5714, "text": "So, im working on the platformer minigame, and have also changed the (collide) size to be rectangular, that fits better."}, {"post_id": 16847, "ts": "2026-06-27T10:53:30Z", "hours": 0.545, "text": "Worked on creating the global files, the timer thingy"}, {"post_id": 16790, "ts": "2026-06-27T08:04:55Z", "hours": 0.4956, "text": "Worked on the title menu, and im thinking about the games. For now I placed a wario bg, and called itMatsIOWare"}]...
|
Title: WarioWare Game by @Mats | Stardance
Devlog Title: WarioWare Game by @Mats | Stardance
Devlogs:
Worked on the title menu, and im thinking about the games. For now I placed a wario bg, and called itMatsIOWare
Worked on creating the global files, the timer thingy
So, im working on the platformer minigame, and have also changed the (collide) size to be rectangular, that fits better.
Worked on the platformer, this is how it looks now before crashing
Worked on fixing the points
Worked on the death screen
Worked on doccing the docs
Trying to fix a bug, where the garlic counter dousnt increase.
Finally found out that the game would not go past game one bc of incorrect naming. I fixed that, but the levelscreen dous not work now
Fixed issues with the intermission
Ships:
I made a warioware game, I think it was kind of hard, especially with the intermission scene (witch just would NOT WORK!!). I want to make a game with my friend next, wich will be kind of like silksong and hollow knight. (Sorry if I used too much ai, I just could not fix it… (But the 5 hours were done by me, dous that count?))...
|
1793598823.9487607
|
1793685223.9487607
|
|
51054
|
Ai Automated mailer by @Devayu | Stardance
|
Devayu
|
1
|
7.1
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T09:43:01Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created auto mated mail management system it you can integrate ai api key and connect your email by smtp and then compose multipe email at once in short 3-4 hrs of work let ritmailer cook in minutes ai will analyse the porvided data understands it and then look for clint info visits sites if there is any provided and create more connecting and preosnalised mails, and the challenging part for me was ai integration and creating proper secure enviroment for users, and the thing i most proud is my ai mass mailer is working a lot more better than expectations", "repo": "https://github.com/Devy-aayu/AI-Mass-Mailer", "demo": "https://ritmailer.vercel.app/"}]...
|
[{"post_id": 61996, "ts": "202 [{"post_id": 61996, "ts": "2026-09-05T06:24:17Z", "hours": 1.4033, "text": "😭😭 Now everything is working fine but getting Oauth error from google because iam using free vercel hosting and cant verify my domain 😁😁 but its ok i have estabalished proper SMTP connection and just because we give special focous on security of our website or any automation service thats why your every credential is 110% safe"}, {"post_id": 59728, "ts": "2026-09-01T17:33:34Z", "hours": 1.0833, "text": "working on new design of my ai automated mailer coz the ui looks like AI crated"}, {"post_id": 57218, "ts": "2026-08-29T10:04:58Z", "hours": 0.9144, "text": "-Again my code is rejected seriously coz they are saying its ai made but everything was my brain i designed it was my idea =.= i cant make any further changes i dont know why its saying the code is ai generated"}, {"post_id": 53599, "ts": "2026-08-24T07:01:59Z", "hours": 1.1006, "text": "Upgrading my UI/UX because someone rejected my ship coz its look plane and normal 😑😑 added side intro template and upgrading Signup and login pages and dashboard I HOPE THEY DONT REJECT MY SHIP AGAIN AFTER THIS"}, {"post_id": 52521, "ts": "2026-08-22T17:46:12Z", "hours": 0.5942, "text": "Ahhhh… Finally i have fixed the login and signup issues there was an bug in cookies identification backend creating cookies but frontend rejected thats why frontend redirects user to login page again and when user try to login is look it for frontend generated cookies thats why is always says invalid email and password even u use correct credentials but i have fixed it and shifted by database meathod from sql lite to postgresql"}, {"post_id": 52206, "ts": "2026-08-22T09:30:12Z", "hours": 0.8969, "text": "Final Deployment, today i finally fixed all the security issues and bugs i have added small sign up and login system and dont worry it dont store any logs etc i just store your login mail and password and i have not added mail vaerification system it means u can signup with anything having ( [email protected] ) and i have also not added google auth or google mail link option and same for outlook i mean they are working on development but i havent added them in production yet but u can use SMTP meathod easily and there is setting option in dasboard go there and you can change your email configuration (whcih mail u want to use for sending msgs) and ai configuration (just provide api key and model info) its 100% safe to use coz it dont store anything directly it uses encryption"}, {"post_id": 51510, "ts": "2026-08-21T08:36:00Z", "hours": 1.5031, "text": "Integrated more option to mail Implemented SMTP meathods, google auth, outlook so users have wast options and implemented AI to analyse leads and the question arises whats special in it there are multiple mass mailer online whats special in mine so my mailer ai will analyse the bussiness of provided people if u provide there website then my ai will visit that website get data from there understands it and use it to write more preosnalised mail so other person feel connection"}]...
|
Title: Ai Automated mailer by @Devayu | Stardance
Title: Ai Automated mailer by @Devayu | Stardance
Devlogs:
Integrated more option to mail Implemented SMTP meathods, google auth, outlook so users have wast options and implemented AI to analyse leads and the question arises whats special in it there are multiple mass mailer online whats special in mine so my mailer ai will analyse the bussiness of provided people if u provide there website then my ai will visit that website get data from there understands it and use it to write more preosnalised mail so other person feel connection
Final Deployment, today i finally fixed all the security issues and bugs i have added small sign up and login system and dont worry it dont store any logs etc i just store your login mail and password and i have not added mail vaerification system it means u can signup with anything having ( [email protected] ) and i have also not added google auth or google mail link option and same for outlook i mean they are working on development but i havent added them in production yet but u can use SMTP meathod easily and there is setting option in dasboard go there and you can change your email configuration (whcih mail u want to use for sending msgs) and ai configuration (just provide api key and model info) its 100% safe to use coz it dont store anything directly it uses encryption
Ahhhh… Finally i have fixed the login and signup issues there was an bug in cookies identification backend creating cookies but frontend rejected thats why frontend redirects user to login page again and when user try to login is look it for frontend generated cookies thats why is always says invalid email and password even u use correct credentials but i have fixed it and shifted by database meathod from sql lite to postgresql
Upgrading my UI/UX because someone rejected my ship coz its look plane and normal 😑😑 added side intro template and upgrading Signup and login pages and dashboard I HOPE THEY DONT REJECT MY SHIP AGAIN AFTER THIS
-Again my code is rejected seriously coz they are saying its ai made but everything was my brain i designed it was my idea =.= i cant make any further changes i dont know why its saying the code is ai generated
working on new design of my ai automated mailer coz the ui looks like AI crated
😭😭 Now everything is working fine but getting Oauth error from google because iam using free vercel hosting and cant verify my domain 😁😁 but its ok i have estabalished proper SMTP connection and just because we give special focous on security of our website or any automation service thats why your every credential is 110% safe
Ships:
I have created auto mated mail management system it you can integrate ai api key and connect your email by smtp and then compose multipe email at once in short 3-4 hrs of work let ritmailer cook in minutes ai will analyse the porvided data understands it and then look for clint info visits sites if there is any provided and create more connecting and preosnalised mails, and the challenging part for me was ai integration and creating proper secure enviroment for users, and the thing i most proud is my ai mass mailer is working a lot more better than expectations...
|
1793598825.2116666
|
1793685225.2116666
|
|
24242
|
RC Plane by @kartik_wadhone | Stardance
|
kartik_wadhone
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T04:35:18Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a DIY RC plane made from foam board and readily available parts. It was very challenging in finding the perfect balance between lightweight and efficient from feature packed and sturdy. I am proud of how well i have progressed over the past few months. If you are going to test this project make sure you are not going in blind and have some minimal knowledge about RC electronics prior. Not too much just a little, 10-15 worth of knowledge from youtube videos.", "repo": "https://github.com/kartikwadhone/RC-Plane", "demo": ""}]...
|
[{"post_id": 35604, "ts": "202 [{"post_id": 35604, "ts": "2026-07-27T04:22:02Z", "hours": 4.6172, "text": "I’m all done! Ready to ship"}, {"post_id": 35326, "ts": "2026-07-26T17:21:30Z", "hours": 3.1956, "text": "Finished the reinforcements and now halfway through the build guide. Also finishing up the Github repository"}, {"post_id": 34426, "ts": "2026-07-25T03:56:08Z", "hours": 0.7333, "text": "Finished the Plane! Now i just need to add final reinforcements and cover the tail section for better efficiency"}, {"post_id": 23924, "ts": "2026-07-07T04:03:58Z", "hours": 2.7378, "text": "Done with the body and installing the motor. Also reinforced the aieleron hinges and the wing leading edges with blue duct tape"}, {"post_id": 18921, "ts": "2026-06-30T03:10:47Z", "hours": 0.4739, "text": "Done with both wing halves! My wing is now ready for its servos"}, {"post_id": 18724, "ts": "2026-06-29T22:13:10Z", "hours": 0.5667, "text": "Just started building the plane and finished Half of the 1m wingspan"}, {"post_id": 16582, "ts": "2026-06-26T23:33:06Z", "hours": 0.5333, "text": "I have now set up the Github repo and partially completed the ReadMe. I have added photos and videos demonstrating the plane"}, {"post_id": 16564, "ts": "2026-06-26T22:47:40Z", "hours": 0.8297, "text": "Just Finished Modelling and Making drawings of all of the parts needed to make a DIY RC Airplane"}]...
|
Title: RC Plane by @kartik_wadhone | Stardance
De Title: RC Plane by @kartik_wadhone | Stardance
Devlogs:
Just Finished Modelling and Making drawings of all of the parts needed to make a DIY RC Airplane
I have now set up the Github repo and partially completed the ReadMe. I have added photos and videos demonstrating the plane
Just started building the plane and finished Half of the 1m wingspan
Done with both wing halves! My wing is now ready for its servos
Done with the body and installing the motor. Also reinforced the aieleron hinges and the wing leading edges with blue duct tape
Finished the Plane! Now i just need to add final reinforcements and cover the tail section for better efficiency
Finished the reinforcements and now halfway through the build guide. Also finishing up the Github repository
I’m all done! Ready to ship
Ships:
I have made a DIY RC plane made from foam board and readily available parts. It was very challenging in finding the perfect balance between lightweight and efficient from feature packed and sturdy. I am proud of how well i have progressed over the past few months. If you are going to test this project make sure you are not going in blind and have some minimal knowledge about RC electronics prior. Not too much just a little, 10-15 worth of knowledge from youtube videos....
|
1793598826.3831213
|
1793685226.3831213
|
|
21635
|
My very own WebOS by @ayanaj_13 | Stardance
|
ayanaj_13
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T02:26:10Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Final DevLog After a lot of debugging, designing, and rebuilding, Velora is finally complete! Velora is my own mini–Web OS that feels interactive and kinda customizable. I worked on building a desktop environment with draggable windows, a clock system, a weather widget, a calculator, settings, themes, and a search system. The biggest part was adding the new apps: 🛰️ Space Explorer - featuring real planet information and space facts. 🕵️ Mystery Files - exploring real historical mysteries. 🎮 Mini Arcade - with working mini-games like Reaction Test, Memory Match, and Puzzle. There were definitely moments where things broke; literally, most of the time, it was just fixing those problems. For now, I think I’m gonna leave Velora off as it is, and I’m really happy with how far it came from the first version.", "repo": "https://github.com/ayanajawaid1-cmd/Velora.git", "demo": ""}]...
|
[{"post_id": 36750, "ts": "202 [{"post_id": 36750, "ts": "2026-07-29T00:40:37Z", "hours": 1.2394, "text": "Devlog #2 Velora is now starting to feel more like an actual desktop environment. Today I focused on the functionality and smoothness of the apps. Current features: 🌤️ Live weather widget with real data 🕒 12/24 hour clock support 🔍 Search system that can open Velora apps and search Google 🎨 Theme switching 🧮 Working calculator 📝 Notes app There were definitely some bugs along the way (especially breaking things while trying to improve them), but fixing those problems has been the most stimulating part of this project. I’m willing to do what it takes to get this up and functioning."}, {"post_id": 32491, "ts": "2026-07-21T18:28:12Z", "hours": 0.0, "text": "Day 1 of building my own web OS 💻I started making something called VELORA, which is basically my attempt at creating my own browser-based operating system from scratch. Right now it doesn’t have much: a live clock, glassy widgets, and—my favorite part—THE WIDGETS ARE DRAGGABLE 😭It’s still very early and definitely not an actual OS yet, but watching it slowly start to look like a real desktop is honestly so cool. I want to add a Start Menu, actual apps, customizable wallpapers, desktop icons, and probably way too many features because I have no idea how to stop adding ideas 💀Anyway, VELORA is officially in development 🚀✨"}]...
|
Title: My very own WebOS by @ayanaj_13 | Stardance Title: My very own WebOS by @ayanaj_13 | Stardance
Devlogs:
Day 1 of building my own web OS 💻I started making something called VELORA, which is basically my attempt at creating my own browser-based operating system from scratch. Right now it doesn’t have much: a live clock, glassy widgets, and—my favorite part—THE WIDGETS ARE DRAGGABLE 😭It’s still very early and definitely not an actual OS yet, but watching it slowly start to look like a real desktop is honestly so cool. I want to add a Start Menu, actual apps, customizable wallpapers, desktop icons, and probably way too many features because I have no idea how to stop adding ideas 💀Anyway, VELORA is officially in development 🚀✨
Devlog #2 Velora is now starting to feel more like an actual desktop environment. Today I focused on the functionality and smoothness of the apps. Current features: 🌤️ Live weather widget with real data 🕒 12/24 hour clock support 🔍 Search system that can open Velora apps and search Google 🎨 Theme switching 🧮 Working calculator 📝 Notes app There were definitely some bugs along the way (especially breaking things while trying to improve them), but fixing those problems has been the most stimulating part of this project. I’m willing to do what it takes to get this up and functioning.
Ships:
Final DevLog After a lot of debugging, designing, and rebuilding, Velora is finally complete! Velora is my own mini–Web OS that feels interactive and kinda customizable. I worked on building a desktop environment with draggable windows, a clock system, a weather widget, a calculator, settings, themes, and a search system. The biggest part was adding the new apps: 🛰️ Space Explorer - featuring real planet information and space facts. 🕵️ Mystery Files - exploring real historical mysteries. 🎮 Mini Arcade - with working mini-games like Reaction Test, Memory Match, and Puzzle. There were definitely moments where things broke; literally, most of the time, it was just fixing those problems. For now, I think I’m gonna leave Velora off as it is, and I’m really happy with how far it came from the first version....
|
1793598827.677176
|
1793685227.677176
|
|
37775
|
Continuum Speech Therapy by @Prajuna | Stardance
|
Prajuna
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T02:49:29Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Full stack Swift App made by Arjun, Kahnishga, and Nyleah! Bear mascot art was commissioned! Continuum, a gamified speech practice app designed to guide kids on English phonemes to stay engaged with speech therapy at home, while also enabling anxious parents to monitor progress without having to be beside them. Parent View allow for parents to set phoneme practice targets for their kid to practice as well as time goals. Furthermore, they can track time spent, increases in score improvement, and attempts at practice games. Kid View: Practice Phonemes in 4 games. Flashcards allow for them to hear the sound. Try allows for them to watch someone else to mimic facial movements. Sandbox allows for them to practice endurance as they hold the sound and trace spelling. And finally, test allows them to pronounce words with the target sound and earn a score to help gather data for parents. Data held locally with SwiftData, scoring done with Apple SpeechAnalyzer’s Neural Network. It was super hard to make a backend that could score the pronunciation. I started out trying to make a classification model with Apple CreateML, but without enough training data, it was super inaccurate and either made values 0-10% accuracy or 90%, never in-between. Then I tried cosine similarity, but audio vectors are super hard to use for that since the volume, accent, and when or how long you say a sound makes it super different from another recording of the same sound. I eventually landed on Apple’s SpeechAnalyzer which saved me. You can only test this on IOS 26+ and it is also on the App Store already. App Store link is the demo link.", "repo": "https://github.com/KahnishgaSolaidurairaj/Continuum", "demo": "https://apps.apple.com/app/continuum-speech-therapy/id6791718345"}]...
|
[{"post_id": 37985, "ts": "202 [{"post_id": 37985, "ts": "2026-07-31T02:34:00Z", "hours": 1.9442, "text": "WE’RE ON THE APP STORE!!! Unfortunately like 10 hours didn’t get logged, BUT WE MADE IT TO THE APP STORE!!!! The big changes since the last one are that we made a parent vs kid view, and we also added a tutorial so when you first download it, it guides you through the app! Also our progress tracking actually works with local storage. Its not just hardcoded anymore lol. Big wins and I can’t wait to keep updating this on the appstore!"}, {"post_id": 32508, "ts": "2026-07-21T18:51:24Z", "hours": 12.4411, "text": "Basic UI/UX! Practice and dashboard for progress"}]...
|
Title: Continuum Speech Therapy by @Prajuna | Star Title: Continuum Speech Therapy by @Prajuna | Stardance
Devlogs:
Basic UI/UX! Practice and dashboard for progress
WE’RE ON THE APP STORE!!! Unfortunately like 10 hours didn’t get logged, BUT WE MADE IT TO THE APP STORE!!!! The big changes since the last one are that we made a parent vs kid view, and we also added a tutorial so when you first download it, it guides you through the app! Also our progress tracking actually works with local storage. Its not just hardcoded anymore lol. Big wins and I can’t wait to keep updating this on the appstore!
Ships:
Full stack Swift App made by Arjun, Kahnishga, and Nyleah! Bear mascot art was commissioned! Continuum, a gamified speech practice app designed to guide kids on English phonemes to stay engaged with speech therapy at home, while also enabling anxious parents to monitor progress without having to be beside them. Parent View allow for parents to set phoneme practice targets for their kid to practice as well as time goals. Furthermore, they can track time spent, increases in score improvement, and attempts at practice games. Kid View: Practice Phonemes in 4 games. Flashcards allow for them to hear the sound. Try allows for them to watch someone else to mimic facial movements. Sandbox allows for them to practice endurance as they hold the sound and trace spelling. And finally, test allows them to pronounce words with the target sound and earn a score to help gather data for parents. Data held locally with SwiftData, scoring done with Apple SpeechAnalyzer’s Neural Network. It was super hard to make a backend that could score the pronunciation. I started out trying to make a classification model with Apple CreateML, but without enough training data, it was super inaccurate and either made values 0-10% accuracy or 90%, never in-between. Then I tried cosine similarity, but audio vectors are super hard to use for that since the volume, accent, and when or how long you say a sound makes it super different from another recording of the same sound. I eventually landed on Apple’s SpeechAnalyzer which saved me. You can only test this on IOS 26+ and it is also on the App Store already. App Store link is the demo link....
|
1793598828.8686104
|
1793685228.8686104
|
|
40333
|
MeaninglessDB by @Ditto | Stardance
|
Ditto
|
1
|
2.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T01:44:21Z", "hours": 2.0, "multiplier": 9.93, "payout": 20, "blessing": "neutral", "text": "I built MeaninglessDB, a small web project using HTML, CSS, JavaScript, and PostgreSQL (Supabase). The idea is simple: every time the button is pressed, a random number is generated and permanently archived. Each number has its own detail page and can also be viewed in the archive. The most challenging part was connecting the frontend to the database and organizing the project into multiple pages. I also spent time creating the fake 25-second generation process just for fun. I’m happy that I completed my first project using a real database instead of storing everything locally. To test the project, generate a few numbers, open the archive page, and click any archived number to view its details.", "repo": "https://github.com/d08835149-prog/MeaninglessDB", "demo": "https://d08835149-prog.github.io/MeaninglessDB/"}]...
|
[{"post_id": 35542, "ts": "202 [{"post_id": 35542, "ts": "2026-07-27T01:36:10Z", "hours": 0.9986, "text": "Just finished MeaninglessDB. A website dedicated to preserving completely meaningless numbers forever. Every generated number is archived. No editing. No deletion. No purpose. Only preservation. Built with HTML, CSS, JavaScript, Supabase, and PostgreSQL."}, {"post_id": 35516, "ts": "2026-07-27T00:17:27Z", "hours": 1.1006, "text": "What is this will be?"}]...
|
Title: MeaninglessDB by @Ditto | Stardance
Devlog Title: MeaninglessDB by @Ditto | Stardance
Devlogs:
What is this will be?
Just finished MeaninglessDB. A website dedicated to preserving completely meaningless numbers forever. Every generated number is archived. No editing. No deletion. No purpose. Only preservation. Built with HTML, CSS, JavaScript, Supabase, and PostgreSQL.
Ships:
I built MeaninglessDB, a small web project using HTML, CSS, JavaScript, and PostgreSQL (Supabase). The idea is simple: every time the button is pressed, a random number is generated and permanently archived. Each number has its own detail page and can also be viewed in the archive. The most challenging part was connecting the frontend to the database and organizing the project into multiple pages. I also spent time creating the fake 25-second generation process just for fun. I’m happy that I completed my first project using a real database instead of storing everything locally. To test the project, generate a few numbers, open the archive page, and click any archived number to view its details....
|
1793598830.004278
|
1793685230.004278
|
|
38620
|
My portfolio by @kevinamir | Stardance
|
kevinamir
|
2
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T15:38:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my personal website it tell you some things about me (: and i faced some challenges with the HTML but i figured it out", "repo": "https://github.com/kevinamirr1/My-personal-website", "demo": "https://kevinamirr1.github.io/My-personal-website/"}, {"ship_num": 2, "ts": "2026-07-25T21:04:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so basically that is an age calculator, you just type it your birth year and it calculates your age, it’s just something simple to start with since it’s my first project , and I hope you like it (:", "repo": "https://github.com/kevinamirr1/My-personal-website", "demo": "https://kevinamirr1.github.io/My-personal-website/"}]...
|
[{"post_id": 37073, "ts": "202 [{"post_id": 37073, "ts": "2026-07-29T15:37:11Z", "hours": 0.5422, "text": "my personal site"}, {"post_id": 34809, "ts": "2026-07-25T20:15:21Z", "hours": 0.7194, "text": "idk"}]...
|
Title: My portfolio by @kevinamir | Stardance
Dev Title: My portfolio by @kevinamir | Stardance
Devlogs:
idk
my personal site
Ships:
so basically that is an age calculator, you just type it your birth year and it calculates your age, it’s just something simple to start with since it’s my first project , and I hope you like it (:
this is my personal website it tell you some things about me (: and i faced some challenges with the HTML but i figured it out...
|
1793598831.1474655
|
1793685231.1474655
|
|
70992
|
Warioware Stickslop by @NotTacos | Stardance
|
NotTacos
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T05:02:09Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a warioware-styled game that has 3 minigames and 2 difficulties. The art making was challenging. I am proud of I actually finished a Godot game and it turned out to be very good looking and blow my expectations. Make sure to have fun while playing! :)", "repo": "https://github.com/NotTacos2/wariowaregodotgame/", "demo": "https://nottacos3.itch.io/warioware-stickslop"}]...
|
[{"post_id": 83177, "ts": "202 [{"post_id": 83177, "ts": "2026-10-27T04:30:53Z", "hours": 0.8583, "text": "Added hard mode, basically the time is shorter for each game and you have to be careful of cursed heads which will end your life. also added hints text below the loading screen"}, {"post_id": 83165, "ts": "2026-10-27T03:25:17Z", "hours": 1.2233, "text": "Added a chemistry game where you have to mix 2 specific chemicals, also added confetti particles in winner screen"}, {"post_id": 83147, "ts": "2026-10-27T01:47:01Z", "hours": 0.8439, "text": "added clicker minigame and game over screen"}, {"post_id": 83119, "ts": "2026-10-26T22:54:37Z", "hours": 1.3083, "text": "added a platform level"}, {"post_id": 82846, "ts": "2026-10-26T00:30:08Z", "hours": 0.9894, "text": "I am making a wariogame but with stickman and my art isn’t good so it’s kinda a slop 😭. But anyways I have added a main menu and timer page with lives. The timer works very well with transitions"}]...
|
Title: Warioware Stickslop by @NotTacos | Stardanc Title: Warioware Stickslop by @NotTacos | Stardance
Devlogs:
I am making a wariogame but with stickman and my art isn’t good so it’s kinda a slop 😭. But anyways I have added a main menu and timer page with lives. The timer works very well with transitions
added a platform level
added clicker minigame and game over screen
Added a chemistry game where you have to mix 2 specific chemicals, also added confetti particles in winner screen
Added hard mode, basically the time is shorter for each game and you have to be careful of cursed heads which will end your life. also added hints text below the loading screen
Ships:
I made a warioware-styled game that has 3 minigames and 2 difficulties. The art making was challenging. I am proud of I actually finished a Godot game and it turned out to be very good looking and blow my expectations. Make sure to have fun while playing! :)...
|
1793598832.3487828
|
1793685232.3487828
|
|
31902
|
RPi Pico 2 Python Server by @Amity | Stardance
|
Amity
|
1
|
6.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T05:32:01Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a MicroPython Web-REPL Server That allows you to interact with micropythom via a single ethernet cable (and power ofc). The difficult part was having to make modifications to internal libraries to make them work with the WIZnet W5100S Ethernet HAT that i used in combination with a RPi Pico 2", "repo": "https://github.com/ButterFurry/MP-REPL", "demo": "https://youtu.be/MWaGbEltz5M"}]...
|
[{"post_id": 33363, "ts": "202 [{"post_id": 33363, "ts": "2026-07-23T06:48:21Z", "hours": 0.5531, "text": "DEVLOG #4: I have bad news. I tried to change a couple things regarding the build system and i stepped a bit further than i know how to. until further notice, this project is stale (image is where we started)"}, {"post_id": 33334, "ts": "2026-07-23T04:46:40Z", "hours": 0.9308, "text": "Devlog 4, I think i am ready to ship"}, {"post_id": 33310, "ts": "2026-07-23T03:30:26Z", "hours": 1.0275, "text": "DEVLOG #3: So today i added a build script so that lazy people like me don’t have to manually mpremote over files, they are now embedded in the build. Just drag and drop the .UF2 file over and it works. I also finished the debugging on the C code for the configurator, there were a couple I couldnt wrap my head around like: Just not wanting to run for some reason"}, {"post_id": 32867, "ts": "2026-07-22T09:41:23Z", "hours": 0.5844, "text": "Just finished the configurator. It goes thru a small TCP client running on core 1, saving data to a json file. this was also my first bit of C code so tomorrow will be debugging. gn"}, {"post_id": 32212, "ts": "2026-07-21T07:24:21Z", "hours": 3.1572, "text": "Finished the basics, Time to get the config menu started!"}]...
|
Title: RPi Pico 2 Python Server by @Amity | Starda Title: RPi Pico 2 Python Server by @Amity | Stardance
Devlogs:
Finished the basics, Time to get the config menu started!
Just finished the configurator. It goes thru a small TCP client running on core 1, saving data to a json file. this was also my first bit of C code so tomorrow will be debugging. gn
DEVLOG #3: So today i added a build script so that lazy people like me don’t have to manually mpremote over files, they are now embedded in the build. Just drag and drop the .UF2 file over and it works. I also finished the debugging on the C code for the configurator, there were a couple I couldnt wrap my head around like: Just not wanting to run for some reason
Devlog 4, I think i am ready to ship
DEVLOG #4: I have bad news. I tried to change a couple things regarding the build system and i stepped a bit further than i know how to. until further notice, this project is stale (image is where we started)
Ships:
This is a MicroPython Web-REPL Server That allows you to interact with micropythom via a single ethernet cable (and power ofc). The difficult part was having to make modifications to internal libraries to make them work with the WIZnet W5100S Ethernet HAT that i used in combination with a RPi Pico 2...
|
1793598833.5365705
|
1793685233.5365705
|
|
38801
|
My own site! by @jemman07 | Stardance
|
jemman07
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T18:23:40Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a personal portfolio for all the projects I plan to do. I haven’t done coding in HTML/CSS for nearly 3 years so please excuse the lack of content/interesting style choices. This project will continue to be updated as I do more and more projects and improve my coding skills!", "repo": "https://github.com/JEMMANUEL07/personalsite", "demo": "https://jemmanuel07.github.io/personalsite/"}]...
|
[{"post_id": 35912, "ts": "202 [{"post_id": 35912, "ts": "2026-07-27T17:29:42Z", "hours": 0.9914, "text": "First project on Stardance! Started the barebones of a personal site, added some CSS as well as a navber. It’s a bit plain at the moment but it will be updated as I improve my HTML skills!"}]...
|
Title: My own site! by @jemman07 | Stardance
Devl Title: My own site! by @jemman07 | Stardance
Devlogs:
First project on Stardance! Started the barebones of a personal site, added some CSS as well as a navber. It’s a bit plain at the moment but it will be updated as I improve my HTML skills!
Ships:
This project is a personal portfolio for all the projects I plan to do. I haven’t done coding in HTML/CSS for nearly 3 years so please excuse the lack of content/interesting style choices. This project will continue to be updated as I do more and more projects and improve my coding skills!...
|
1793598834.7136781
|
1793685234.7136781
|
|
9731
|
waifmark-2 by @qb | Stardance
|
qb
|
1
|
25.88
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T02:30:20Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Waifmark 2 is now public. This is a benchmarking utility for local (V)LLMs testing their local agentic and roleplay/persona capabilities, built using vllm on python. Waifmark 1 had existed before this, but this was my first attempt automating any kind of LLM behaviour and that was certainly challenging. Another important aspect with this benchmark was that since local AI is being used, cost isn’t a primary concern but rather response time. This led to a entire process of figuring out how to inject end-of-reasoning traces directly into the LLM but it was honestly too difficult and inconsistent to evaluate in the end. Similarly, manually reviewing over 200 flagged tasks was a pain and introduces a systematic uncertainty that is myself reviewing these questions that are mostly arbitrary rather than discrete (i.e. questions having multiple possible answers, being on a spectrum rather than definitive wrong/correct). In the end however, I feel like I’ve not made a niche benchmark but actually also a fully open-source benchmarking utility for people to play around with, test with their own test-bank and evaluate local large language models to find the one best tailored for their unique use cases. To test Waifmark 2, note that the github site is just a static site and you cannot directly benchmark from there. Follow the instructions on the static site / or README.md on github to run correctly.", "repo": "https://github.com/qubixal/waifmark", "demo": "https://qubixal.github.io/waifmark/"}]...
|
[{"post_id": 62549, "ts": "202 [{"post_id": 62549, "ts": "2026-09-06T00:15:24Z", "hours": 1.2206, "text": "As requested, README has been updated and rewritten by a human. There are also now three ways to install - directly through PyPI by doing pip install waifmark, or downloading waifmark-macos.zip and unzipping. there’s not a lot otherwise to say about this devlog"}, {"post_id": 61482, "ts": "2026-09-04T12:51:23Z", "hours": 0.4283, "text": "it was found that I accidentally committed using personal details and a local email. The gh repo has been wiped and recreated; here’s proof of the original repo and work. Thank you reviewers for your understanding."}, {"post_id": 61333, "ts": "2026-09-04T06:14:17Z", "hours": 1.23, "text": "Waifmark 2 has been updated with a new UI! After criticisms of the previous UI being too AI, I’ve refactored it with a cleaner, pastel aesthetic. I kinda like it! tell me what i should change next -»> (readme has been humanified too…)"}, {"post_id": 61239, "ts": "2026-09-04T02:23:29Z", "hours": 1.2233, "text": "after ~18 hours over two days of benchmarking, 17 models were evaluated on the waifmark 2 benchmark. (💢💢💢 benchmarking time got recorded to root ~/ and so I can’t include in this project time) Final findings: 1: higher param models like Qwen3.5 9B and Gemma 4 12B are able to score high despite their low Q3 quants, with only their speed dragging them down 2: Nanbeige 4.2 3B and Granite 4.2 8B at Q4 are not considered to be mainstream open models (i.e. competing with Qwen or Gemma), but scored incredibly well given their small size. The only downside came with unoptimised runs and thinking traces inflating the time/response metric. 3: every AI lab except for Liquid (LFM) saw a direct proportionality trend, that for a higher score a higher time/response is required. 4: As a larger portion of the benchmark is now tied to Agentic tasks in a sandbox, there is a much larger variance in the distribution of scores with more recent models scoring comparatively higher, with less models scoring in-between compared to Waifmark 1. The Pareto Frontier for Waifmark is: Qwen3.5 9B (89%) -> LFM2.5 2.6B (55%) -> Ling 3.0 Tiny (35%) ->Qwen3 4B Instruct 2507 (21%). Now, the issues faced: UI issues from the refactor to FastAPI + frontend; fixed with page indexing. During benchmarking, many models timed out due to unstable mlx weights, a corrupted test bank during Day 4 with 6 times the number of actual roleplay scenarios caused a benchmark time of over 12 hours; once I realised the mistake at the end (due to ~600+ tasks that had to be reviewed) I reran the benchmark with the correct test bank (which had also been recently changed to 1/3 agentic + 2/3 roleplay, and consists of 4 times more questions than Waifmark 1. over 260+ out of ~600 total tasks had to be re-reviewed by a human, as the LLM-as-a-Judge flagged the answer. Most were agentic tasks that the benchmarked LLM did not provide an answer to but had demonstrated steps in its reasoning, with toolcall accuracies above 0%. This took a significant portion of my time to audit all scores. See images for results, or navigate to: https://qubixal.github.io/waifmark/chart.html"}, {"post_id": 60212, "ts": "2026-09-02T13:12:39Z", "hours": 3.8194, "text": "finally, benchmarking has begun. The benchmark was re-evaluated meticulously based on Qwen3.5-4B as a ~50% guideline for benchmarking. Then, I set up my now dead macbook pro (dead display, dead battery) to a portable monitor to use as basically a cloud server and started benchmarking. This is the fourth night of trying (after benchmarking failed over the night due to the computer not plugging in and losing all charge (day 1), automation logic not working (day 2), LFM weights getting stuck (day 3) so hopefully it works today with the 17 consecutive models to be benchmarked. using 17 models, including: MiniCPM5-1B (0.57GB) LFM2.5-2.6B GGUF (1.59GB) Granite3B (2.09G8) G9V3 (1.77GB) Nanbeige (2.50GB) Granite8B (4.98GB) Ling(4.58GB) Falcon (4.28GB) LFM8B (4.51GB) Gemma E2B(4.04GB) Gemma E4B (4.79GB) Gemma12B (5.30GB) Qwen3.5-9B (4.35GB) Qwen3-4B-2507 (2.1GB) Qwen3.5-2B (1.60GB) Qwen3.5-4B (2.83GB) DeepSeek-R1-Qwen3-8B (4.29GB) Note, all models were selected to fit within 6-8GB vram total so it could be evaluated on my local hardware."}, {"post_id": 58584, "ts": "2026-08-31T01:39:24Z", "hours": 3.0928, "text": "devlog 4 - UI refactor streamlit was replaced with FastAPI + a frontend and i think it looks much better than previously now. issues + features: hugging face’s api (i.e. HfApi.list_models() was not filtered correctly during search) direct model import based on local dir is now possible openrouter judge was outdated and replaced, now user-configurable install now possible in a oneliner pip install -r requirements.txt && waifmark if a benchmark was cancelled, previously a bg server process vLLM workers would leak; instead process groups (start_new_session=True) and os.killpg gets rid of all processes when a session is ended. streamlit ran CORS and XSRF disabled; rebound to localhost"}, {"post_id": 19866, "ts": "2026-07-01T08:52:48Z", "hours": 5.715, "text": "devlog 3: it’s been even longer but I’ve finally done enough to call this a “devlog”. basically everything has been fully rewritten in python. A few (quite detrimental) bug fixes are: nonexistent error recovery system (i.e. pausing benchmark + invalid responses) scoring rubric weights ignored in prompt sent to judge save files mislabelling A/B scoring only having one slider for better model several UI patches (floating navbar -> broken margins) added leaderboard from the original index.html currently visible on the github under “Leaderboard”, displaying top scores. To work on: largely inconsistent and seemingly inflated scoring check if benchmark can actually be completed, finalise benchmarking criteria + process benchmark the rest of the models i hope this can be done within 2 more devlogs. Image 1: much more simplified run system (compared to before). Image 2: the og graph, now in v2!"}, {"post_id": 5576, "ts": "2026-06-09T12:41:48Z", "hours": 6.1856, "text": "Dev2 It’s been so long but the UI looks a little better now (?) The process has been basically fully streamlined: HF model download -> pick quant/download type Benchmarking -> start server -> run benchmark, score/100 evaluation, ETA and live console monitoring Result auditing (Will continue to work on this) -> human review responses flagged by LLM judge Results showcase/leaderboard -> WIP Progress related to benchmarking: 3x question count compared to Waifmark 1 ~2x faster parallel automated scoring memory system (short/long ctx), agentic toolcalling (basic file reading/shell/research) functions fully implemented as part of local agentic benchmarking."}, {"post_id": 3503, "ts": "2026-06-06T13:57:19Z", "hours": 3.0169, "text": "Devlog 0.1 (For a future project.) I’m trying out LLM benchmarking on my M1 Macbook Pro that probably needs a break! Prior to Stardance - Waifmark 1 was a benchmark testing local agentic capabilities and speech persona of small locally hosted (V)LLMs. However, my benchmarking process for Waifmark 1 was unstandardised and troublesome, and I kept all the data in excel out of all places. Current stage - Waifmark 2 is in the works. The benchmark is now evaluated by an LLM-as-a-Judge that can flag and pass low-confidence outputs for human review (as is industry standard). Using the wonderful streamlit library I built a basic app that can download you a model from hf, serve the model and benchmark it in 3 steps. Unfortunately I cannot show any more behind the process as of now, but I’m very excited to join Stardance and to see what changes can be observed moving from Waifmark 1 -> 2!"}]...
|
Title: waifmark-2 by @qb | Stardance
Devlogs:
Dev Title: waifmark-2 by @qb | Stardance
Devlogs:
Devlog 0.1 (For a future project.) I’m trying out LLM benchmarking on my M1 Macbook Pro that probably needs a break! Prior to Stardance - Waifmark 1 was a benchmark testing local agentic capabilities and speech persona of small locally hosted (V)LLMs. However, my benchmarking process for Waifmark 1 was unstandardised and troublesome, and I kept all the data in excel out of all places. Current stage - Waifmark 2 is in the works. The benchmark is now evaluated by an LLM-as-a-Judge that can flag and pass low-confidence outputs for human review (as is industry standard). Using the wonderful streamlit library I built a basic app that can download you a model from hf, serve the model and benchmark it in 3 steps. Unfortunately I cannot show any more behind the process as of now, but I’m very excited to join Stardance and to see what changes can be observed moving from Waifmark 1 -> 2!
Dev2 It’s been so long but the UI looks a little better now (?) The process has been basically fully streamlined: HF model download -> pick quant/download type Benchmarking -> start server -> run benchmark, score/100 evaluation, ETA and live console monitoring Result auditing (Will continue to work on this) -> human review responses flagged by LLM judge Results showcase/leaderboard -> WIP Progress related to benchmarking: 3x question count compared to Waifmark 1 ~2x faster parallel automated scoring memory system (short/long ctx), agentic toolcalling (basic file reading/shell/research) functions fully implemented as part of local agentic benchmarking.
devlog 3: it’s been even longer but I’ve finally done enough to call this a “devlog”. basically everything has been fully rewritten in python. A few (quite detrimental) bug fixes are: nonexistent error recovery system (i.e. pausing benchmark + invalid responses) scoring rubric weights ignored in prompt sent to judge save files mislabelling A/B scoring only having one slider for better model several UI patches (floating navbar -> broken margins) added leaderboard from the original index.html currently visible on the github under “Leaderboard”, displaying top scores. To work on: largely inconsistent and seemingly inflated scoring check if benchmark can actually be completed, finalise benchmarking criteria + process benchmark the rest of the models i hope this can be done within 2 more devlogs. Image 1: much more simplified run system (compared to before). Image 2: the og graph, now in v2!
devlog 4 - UI refactor streamlit was replaced with FastAPI + a frontend and i think it looks much better than previously now. issues + features: hugging face’s api (i.e. HfApi.list_models() was not filtered correctly during search) direct model import based on local dir is now possible openrouter judge was outdated and replaced, now user-configurable install now possible in a oneliner pip install -r requirements.txt && waifmark if a benchmark was cancelled, previously a bg server process vLLM workers would leak; instead process groups (start_new_session=True) and os.killpg gets rid of all processes when a session is ended. streamlit ran CORS and XSRF disabled; rebound to localhost
finally, benchmarking has begun. The benchmark was re-evaluated meticulously based on Qwen3.5-4B as a ~50% guideline for benchmarking. Then, I set up my now dead macbook pro (dead display, dead battery) to a portable monitor to use as basically a cloud server and started benchmarking. This is the fourth night of trying (after benchmarking failed over the night due to the computer not plugging in and losing all charge (day 1), automation logic not working (day 2), LFM weights getting stuck (day 3) so hopefully it works today with the 17 consecutive models to be benchmarked. using 17 models, including: MiniCPM5-1B (0.57GB) LFM2.5-2.6B GGUF (1.59GB) Granite3B (2.09G8) G9V3 (1.77GB) Nanbeige (2.50GB) Granite8B (4.98GB) Ling(4.58GB) Falcon (4.28GB) LFM8B (4.51GB) Gemma E2B(4.04GB) Gemma E4B (4.79GB) Gemma12B (5.30GB) Qwen3.5-9B (4.35GB) Qwen3-4B-2507 (2.1GB) Qwen3.5-2B (1.60GB) Qwen3.5-4B (2.83GB) DeepSeek-R1-Qwen3-8B (4.29GB) Note, all models were selected to fit within 6-8GB vram total so it could be evaluated on my local hardware.
after ~18 hours over two days of benchmarking, 17 models were evaluated on the waifmark 2 benchmark. (💢💢💢 benchmarking time got recorded to root ~/ and so I can’t include in this project time) Final findings: 1: higher param models like Qwen3.5 9B and Gemma 4 12B are able to score high despite their low Q3 quants, with only their speed dragging them down 2: Nanbeige 4.2 3B and Granite 4.2 8B at Q4 are not considered to be mainstream open models (i.e. competing with Qwen or Gemma), but scored incredibly well given their small size. The only downside came with unoptimised runs and thinking traces inflating the time/response metric. 3: every AI lab except for Liquid (LFM) saw a direct proportionality trend, that for a higher score a higher time/response is required. 4: As a larger portion of the benchmark is now tied to Agentic tasks in a sandbox, there is a much larger variance in the distribution of scores with more recent models scoring comparatively higher, with less models scoring in-between compared to Waifmark 1. The Pareto Frontier for Waifmark is: Qwen3.5 9B (89%) -> LFM2.5 2.6B (55%) -> Ling 3.0 Tiny (35%) ->Qwen3 4B Instruct 2507 (21%). Now, the issues faced: UI issues from the refactor to FastAPI + frontend; fixed with page indexing. During benchmarking, many models timed out due to unstable mlx weights, a corrupted test bank during Day 4 with 6 times the number of actual roleplay scenarios caused a benchmark time of over 12 hours; once I realised the mistake at the end (due to ~600+ tasks that had to be reviewed) I reran the benchmark with the correct test bank (which had also been recently changed to 1/3 agentic + 2/3 roleplay, and consists of 4 times more questions than Waifmark 1. over 260+ out of ~600 total tasks had to be re-reviewed by a human, as the LLM-as-a-Judge flagged the answer. Most were agentic tasks that the benchmarked LLM did not provide an answer to but had demonstrated steps in its reasoning, with toolcall accuracies above 0%. This took a significant portion of my time to audit all scores. See images for results, or navigate to: https://qubixal.github.io/waifmark/chart.html
Waifmark 2 has been updated with a new UI! After criticisms of the previous UI being too AI, I’ve refactored it with a cleaner, pastel aesthetic. I kinda like it! tell me what i should change next -»> (readme has been humanified too…)
it was found that I accidentally committed using personal details and a local email. The gh repo has been wiped and recreated; here’s proof of the original repo and work. Thank you reviewers for your understanding.
As requested, README has been updated and rewritten by a human. There are also now three ways to install - directly through PyPI by doing pip install waifmark, or downloading waifmark-macos.zip and unzipping. there’s not a lot otherwise to say about this devlog
Ships:
Waifmark 2 is now public. This is a benchmarking utility for local (V)LLMs testing their local agentic and roleplay/persona capabilities, built using vllm on python. Waifmark 1 had existed before this, but this was my first attempt automating any kind of LLM behaviour and that was certainly challenging. Another important aspect with this benchmark was that since local AI is being used, cost isn’t a primary concern but rather response time. This led to a entire process of figuring out how to inject end-of-reasoning traces directly into the LLM but it was honestly too difficult and inconsistent to evaluate in the end. Similarly, manually reviewing over 200 flagged tasks was a pain and introduces a systematic uncertainty that is myself reviewing these questions that are mostly arbitrary rather than discrete (i.e. questions having multiple possible answers, being on a spectrum rather than definitive wrong/correct). In the end however, I feel like I’ve not made a niche benchmark but actually also a fully open-source benchmarking utility for people to play around with, test with their own test-bank and evaluate local large language models to find the one best tailored for their unique use cases. To test Waifmark 2, note that the github site is just a static site and you cannot directly benchmark from there. Follow the instructions on the static site / or README.md on github to run correctly....
|
1793598835.8569922
|
1793685235.8569922
|
|
40239
|
Horizons: A geospatial Musume by @colton3733 | Sta Horizons: A geospatial Musume by @colton3733 | Stardance...
|
colton3733
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T01:46:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was my First Ever VR Project, I am very proud of eveyhting I did as this took me about 2 months of non stop working", "repo": "https://github.com/colton3733-web/Horizon-A-Geosphere-Museum", "demo": "https://drive.google.com/file/d/1bgITr41du5CyYW80j6v6zKhfCk4RTztY/view?usp=sharing"}]...
|
[{"post_id": 35970, "ts": "202 [{"post_id": 35970, "ts": "2026-07-27T19:18:58Z", "hours": 0.4797, "text": "Working on optimization"}, {"post_id": 35558, "ts": "2026-07-27T02:22:00Z", "hours": 0.3272, "text": "Front Cover anyone"}]...
|
Title: Horizons: A geospatial Musume by @colton373 Title: Horizons: A geospatial Musume by @colton3733 | Stardance
Devlogs:
Front Cover anyone
Working on optimization
Ships:
This was my First Ever VR Project, I am very proud of eveyhting I did as this took me about 2 months of non stop working...
|
1793598837.0732691
|
1793685237.0732691
|
|
51082
|
Documentation - AR Drone Simulator by @KrishayC | Documentation - AR Drone Simulator by @KrishayC | Stardance...
|
KrishayC
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T22:58:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Documentation for my AI-Drone-Project (Here is where Ill be posting all my documentation for all my projects)", "repo": "https://github.com/shiveshgupta1/AI-Racing-Drone", "demo": "https://drive.google.com/file/d/1WpUZ66Vgvz_oJuywh_WhcU2FPDHLnUlt/view?usp=sharing"}]...
|
[{"post_id": 49949, "ts": "202 [{"post_id": 49949, "ts": "2026-08-18T22:52:04Z", "hours": 0.5836, "text": "I did some documentation for this project asw"}]...
|
Title: Documentation - AR Drone Simulator by @Kris Title: Documentation - AR Drone Simulator by @KrishayC | Stardance
Devlogs:
I did some documentation for this project asw
Ships:
Documentation for my AI-Drone-Project (Here is where Ill be posting all my documentation for all my projects)...
|
1793598838.2422316
|
1793685238.2422316
|
|
36065
|
SpacecraftOS by @madzia | Stardance
|
madzia
|
4
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T18:08:47Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web OS with spacecraft theme!! This project is basically my whole journey through coding. I learnt it here and improved. I enjoyed css the most! I really enjoyed coding this operating system, hope you’ll enjoy trying it too! SpacecraftOS This OS provides basic app like timer, calendar, maps, gallery, but everything have implemented some spacecraft additions. For example, the map app won’t show you the route to the nearest grocery store, but it will show you where your fav spacecraft is right now. The calendar app will show you astronauts birthdays and the gallery app provides photos humans sent to space on voyager. All of these apps you’ll find on the left and at the bottom you’ll apps, where you can learn about various spacecrafts, and in some of these apps, you can also rate some photos the spacecrafts took! Last ship updates Implemented vite - now spacecraftOS works faster New Space Shuttle App Refined my code Notes Please start from choosing the most suitable for you theme in the settings (top right corner) Try on laptop/computer for better experience Snake game is only playable with keyboard Remember to double click on apps to open and please leave a toughtful review. Hope you’ll enjoy it!!", "repo": "https://github.com/Maaadzia/SpacecraftOS", "demo": "https://maaadzia.github.io/SpacecraftOS/"}, {"ship_num": 2, "ts": "2026-09-04T21:32:08Z", "hours": 49.0, "multiplier": 18.53, "payout": 914, "blessing": "neutral", "text": "I made a web Operating System with spacecraft theme! Creating this site was so fun and fulfilling, esp. when a lot of things turned out exactly as I wanted!! I started coding over a month ago, and I’m so happy that I managed to create something like this. I really enjoyed it, especially the css part. SpacecraftOS This OS provides basic app like timer, calendar, maps, gallery, but everything have implemented some spacecraft additions. For example, the map app won’t show you the route to the nearest grocery store, but it will show you where your fav spacecraft is right now. The calendar app will show you astronauts birthdays and the gallery app provides photos humans sent to space on voyager. All these apps you will find on the left and on the bottom there are apps, where you’ll learn about various spacecrafts, and in some of these apps, you can also rate some photos the spacecrafts took! Notes Please start from choosing the most suitable for you theme in the settings (top right corner) Try on laptop/computer for better experience Snake game is only playable with keyboard Remember to double click on apps to open and please leave a toughtful review. Hope you’ll enjoy it!!", "repo": "https://github.com/Maaadzia/SpacecraftOS", "demo": "https://maaadzia.github.io/SpacecraftOS/"}, {"ship_num": 3, "ts": "2026-08-08T18:29:17Z", "hours": 16.0, "multiplier": 9.79, "payout": 158, "blessing": "neutral", "text": "I made an Operating System with spacecraft theme! New features Artemis App Artemis II playlist (app) Settings and darkmode Design - few images on the windows borders Start animation with spacecraftOS baner Challenges Compared to my previous ship, this time all functions and styling went smoothly, but the things that took the most time were adjusting photos and writing, researching about Artemis Mission! I tought that making the darkmode switch would be really hard, but when I focused it was really easy and rewarding process! Proud of I really like the starting animation and the images on the borders. I started coding one month ago so doing something cool with the css all by yourself is so fulfilling! I don’t understand js that much yet, so I had also watched few tutorials. The webOS 1 tutorial was really hard for me, so now I’m really happy when the things I wanted to add to my website turns out well! So I’m also really proud of the images slider in the Artemis App, the spotify playlist embedded and the dark/light mode switcher in the settings! Even tho they were made with tutorials I still needed to adjust it so it fits my site, and I’m so happy that I understand it to the point that I could do this all just by myself Notes Don’t forget to check the README, remember to double click to open apps and just enjoy the vojage!!", "repo": "https://github.com/Maaadzia/SpacecraftOS", "demo": "https://maaadzia.github.io/SpacecraftOS/"}, {"ship_num": 4, "ts": "2026-07-31T11:31:13Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an operating system based around spacecrafts! My website provides few apps: two about telescopes where you can learn about them and rate few photos they took from 1 to 5 stars, and one with notes, where you can store your ideas if some spacecrafts inspire you! Besides apps, on the top bar you will find two guides on how to catch the ISS and starlink satellites. In the ISS window you can find short youtube video - it’s about Polish astronaut, Sławosz Uznański, eating pierogi (delicious polish dish) on the ISS! I really recommend watching this The apps were the biggest challange for me. That’s why I had spent so many hours on this project. Firts, I couldn’t even open the first app. It was hard to even make the selected function work. Then, I managed to make this one app working! But, it wasn’t the right solution. When I added new apps, they were opening the 1st app window, and not theirs. I spent a lot hours trying to fix it, I tried a lot of possible solutions and finally, I had asked ai for help. That’s the only ai usage in this project. Eventually, everything works! I’m so happy because I’ve almost gave up. I really like the outcome, and I look forward for the future changes! I came up with a lot of ideas and I realised them the exact way I wanted! My favourite parts are def the Sławosz eating pierogi video and the photo ranking which I find so fun to watch and rate. Hope you’ll enjoy this as much as I do!", "repo": "https://github.com/Maaadzia/SpacecraftOS", "demo": "https://maaadzia.github.io/SpacecraftOS/"}]...
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[{"post_id": 85755, "ts": "202 [{"post_id": 85755, "ts": "2026-10-31T17:55:46Z", "hours": 1.7344, "text": "Final devlog Devlog 26 - Refined Code LAST MESSAGE BEFORE STARDANCE ENDS if you’re rating this project you don’t need to read this segment Guys thanksss for your support!! I enjoyed this challenge a lot, it had made my summer much better, then I got a little burnt out, but still: stardance has tought me coding, I’ve learnt a new skill, I gained lego and everythings just makes me so happy I’ve met a lot of amazing people here so if anyone want to stay in touch please message me on slack or maybe even on ig: mvdz1a, or snap: madziabrak, I love how abitious and creative everyone here is. If you’d ever need some help, feedback, maybe even an advice I’ll always be happy to assist! Once again, thank you soooo much!! Let’s get back to the devlog Refined my code So some ppl in the rating reasons pointed out that my code is a bit messy I tried my best and described it a little by added commented out text! Idk if thats how you say it sorry but I just added some descriptions in the html and css file so you can understand it better while scrolling through it. README and AI usage I’ve also updated the readme file!! Obviously some basic things like credits, acknowledgments (as you can see and once again THANK YAAAALL!!) but I realised that the credits are infinite!! It was messy and just looked so bad. I saw these arrows in 253-mathilde’s devlog, but I had no idea how you can add it so eventually I asked ai . I took the information that you just add <details> and <summary> and implemented it. The end!! SpacecraftOS was such a creative process. Once again thank you all soooo much I’m so grateful for the support I’ve gotten throughout. Looking forward for next summer challenge! One last time - Thanks for reading and have a nice day!"}, {"post_id": 83045, "ts": "2026-10-26T17:32:12Z", "hours": 3.1822, "text": "New spacecraft App! Devlog 25 - SpaceShuttleApp Hi everyone!! I’m back with a whole new app and smoother system 1. Smoother system So I’ve got a lot feedback that spacecraftOS is working slow and someone has recommended to me adding se vite - that’s what i’ve done and now it works much better! 2. Space Shuttle App I’ve decided to add another spacecraft app, they’re always fun to make and it’s kinda easyyy process tbh so everything was smooth. On this app I described a little every space shuttle NASA has ever created. Hope you’ll enjoy it!! Thanks for reading and have a nice day!"}, {"post_id": 61784, "ts": "2026-09-04T21:11:45Z", "hours": 0.2711, "text": "Scrollbar is working!! Devlog 24 - scrollbar bug Guys I think that this bug was (is) my personal fault, bc the scroll bar is visible in every single browser different than my current one lol I probably have some sort of extension that adds none !important or sth to my code’s head and it ruins everything, but it shall work on every other device, on every other browser. Tbh I also used ai to fix it but it didn’t really helped bc it was my internal problem. So happy that it’s working, just wanted to clarify and log these 16min!! If any problems with scrollbar occur, please use keyboard arrows to scroll through windows Again, thanks for reading and have a nice day!"}, {"post_id": 61753, "ts": "2026-09-04T20:12:54Z", "hours": 3.7797, "text": "happy and frustrated Devlog 23 - Dock animation, scrollbar and NGRSTApp Dock Animation I really like this animation!! It’s so smooth and cool and I’m so happy bc I learned new thing with the tutorial!! It came out exactly as I wanted NGRSTApp It’s finally finished!! I managed to add some things regardless it’s such a fresh mission. Hope yall like it! Scrollbar Yeah so here’s the frustrating part. I coded really pretty, unique and practical scrollbar in the css but I used webkit and it worked on microsoft but on chrome - not anymore! You can’t even see the scrollbar! I don’t have time anymore - I’m leaving in few hours, I commented it out and I hope I’ll fix it one day Additional changes Rewrited README Added some events to the calendar What’s next? I’m gonna ship now!! Wish me luck and thank you all for your support throughout the whole voyage!!"}, {"post_id": 61421, "ts": "2026-09-04T10:10:39Z", "hours": 1.5053, "text": "Which one should I choose? Devlog #22 - Timer So I just made a timer with tutorial, but I need your help!! Should I keep miliseconds (slide 2) or keep it simple just with hours/minutes/seconds?? I kinda think that h/m/s looks better but it also seems so boring and less “advanced” than h/m/s/ms!! Also this was such an easy tutorial, fortunately everything went smoothly!! Yall probably know bro code but if someone wants here’s the link What’s next? Dock animation NGRSTApp Thanks for reading and I’m waiting for your comments!"}, {"post_id": 61029, "ts": "2026-09-03T18:44:03Z", "hours": 1.9033, "text": "I’m back!! Devlog #21 - new colors Hi everyone! I’m finally back but from hospital… right after my trip I was diagnosed with severe anemia and had to stay in the hospital for four days. I’m feeling good but I’m a little worried bc I lost so much time and I’m leaving on next trip again in few days!! There’s not many things left in SpacecraftOS tho, so let’s summarise it What’s new? In the video below you can see that I adjusted the calendar colors for every theme. It was such a fun process! I like how it looks now. I also managed to fix the days align and now it works perfectly, always in 7 columns. Hope yall like it! What’s next? I’m going to work on dock animation!! I also need to finish NGRSTApp but I think I’m going to keep it simple bc I don’t have so much time and I want to ship by the time I leave Thanks for reading, take care and have a nice day!!"}, {"post_id": 53999, "ts": "2026-08-24T18:45:12Z", "hours": 5.9797, "text": "Reallyyyyyyy time consuming Calendar Devlog #20 - Calendar So I spent this whole day coding this calendar with youtube tutorial. This tutorial was only 17min but it took me 5h Then I needed to fix some typos bc I ofc made a lot and then many many styling!! It’s not the final result! I’m going on a trip tomorow, so I need to take a break from coding. To adjust the width and height, make it all fit to my site, it takes so long, and then I need to change the colors, bc I was just testing with the pinks. Change colors to all of my themes 😭 But it’s okay I got this Disappointing surprise You can see in the video on the second slide that there are 6 columns in the next month instead of 7! I’ve been so happy bc it was working in august, and then I changed months and it was a little disappointing surprise. I’m gonna fix it later! What’s next? When I’ll be back I’m going to work on this app! I didn’t expected it to be that hard Thanks for reading and see you in the next one!"}, {"post_id": 53260, "ts": "2026-08-23T18:20:43Z", "hours": 1.9378, "text": "More Animatiooons! Devlog #19 Animations on scroll Animations So recently I’ve been working on animations on scroll! Now my Apps about spacecrafts are more interactive and less boring. In the video below you can see all of the scroll animations I’d added till this moment. I feel so confident with css animations, they give me so much fun!! Icon The video is cropped so you can’t see the snake game icon but it finally is here! I added it in the second slide so you guys can see it! Let me know what yall think. I wanted to keep the one real-life, space themed addition (like moon in the music app) so the snake has galaxy eyes. Nancy Grace Roman Space Telescope PROBLEM As you can see I also added an icon for NGRST App but it’s an upcoming mission and I don’t really know what to do with it!! Someone requested it in the feedback, so I really want to implement it but idk, maybe I shall add a countdown? But it will be outdated soon. Many things can be outdated! Thanks for reading and have a nice day!"}, {"post_id": 52482, "ts": "2026-08-22T16:55:00Z", "hours": 0.6842, "text": "The most spacecraft app on spacecraft os? Devlog #18 - MapApp!!! ALL SPACECRAFTS IN ONE PLACE WHAT AN AMAZING FEATURE!! What’s new? MAAAP AAAPP While doing research on Voyager 1 and 2 I found this “Eyes On The Solar System” from NASA, and noticed that you can embeed it, and that’s what I’ve done! First and foremost, you can check here the position of any spacecraft you want! That’s why I called it Map App. Moreover, that’s a place with a lot of information, and whole spacecraft history! As you can notice, it didn’t take me so long (bc it’s just embeeding), so what I’ve also completed? Fixed some bugs Finished icon for snake game What’s next? NGRST app! (Can someone guess, what does this short stand for? Hint: HST and JWST are already in spacecraftOS!)"}, {"post_id": 52183, "ts": "2026-08-22T08:40:35Z", "hours": 3.7939, "text": "Perfecting Devlog #17 - snake game and organisation What’s new? Snake game As you can see, I’ve styled the snake game a little! I also added start/tutorial/guide window, I added it by creating new window and setting start button as the window close button hihi work smarter not harder. Ai usage I couldn’t figure it out how can I set imgs as the background, food and even for snake, so I asked ai. It’s just creating const with img and adding drawImage instead of fillStyle , and I’m so happy bc now I understand it and know how to implement imgs to js! WHERE’S THE ROCKET? It was too hard!! I really tried, but when I managed to set the rocket as the snake’s head: The rocket was too small It wasn’t rotating It looked so bad and if I wanted to continue with this idea I would need to use ai, so more ai than I would like, so I eventually there’s snake in the snake game. More organisation I created folders in the img folder for each app, bc the img folder was still a little messy. It was such a tedious process, but it’s much clearer now! What’s next? New REALLY COOL APP and snake app icon, which I’m going to edit today while watching F1 sprint"}, {"post_id": 51083, "ts": "2026-08-20T15:53:26Z", "hours": 2.6117, "text": "Random decision (but it was worth it) Devlog #16 - Radio buttons and styles What’s new? Radio buttons In my feedback someone suggested to add radio buttons instead of checkboxes bc then you can just choose one - and today I did it! I also styled it and added cool animation!! Each theme have different stars colors as well - you can check it in the video below. Highscore Somehow, I also added highscore to my snake game! I took a bit of information from tutorial 1 a bit from tutorial 2 and it’s working! Maybe not perfectly, but when you restart, new highscore will be visible, and it’s also in local storage so you can come back after a month and your highscore still will be there!! So, why random? It was a little unexpected bc I was working on the snake game (yeah it’s still not finished) and suddenly I gained a lot of motivation for the radio buttons. I knew I wanted to style them somehow, but I came up with the star design today, and I think it’s perfect!! What yall think about it?? What’s next? Hopefully, I’m going to finish the snake app!"}, {"post_id": 50531, "ts": "2026-08-19T18:36:40Z", "hours": 6.595, "text": "Such a challange! Devlog 15 - snake game Snake game? Yeah I’m surprised too. But I really wanted to see how it works and just code sth like this (with tutorial ofc). I wanted to make it a little later but I had time today and decided - why not? Okay but, 6 hours?!??!?!?!?!? Yeah 😭 in short, I started with tutorial 1, but it didn’t worked, so I deleted everything and switched to another tutorial, where I realised that I just haven’t connected my snake.js to html lolll but anyways, I even liked tutorial 2 more, I feel like it gave me more styling options, but I needed to quit it because to restart you needed to refresh the site. I tried to just implement some functions, change some things but I’m not that skilled to do this yet. I deleted everything again and came back to tutorial 1 which I eventually completed! That’s not the final results I really want to make the snake head a rocket thats collecting fuel, but there are some problems!! Obviously lol, so I have something like this const snakeColor = \"pink\"; and I tried to change pink to class, to var but it didn’t worked, and I really don’t know how can I style this snake further, so I can add the rocket and fuels and many other things. That’s why I liked tutorial 2 more! What’s next? I will try to style the snake and this whole window basically!! The video below is in 2x speed!"}, {"post_id": 49450, "ts": "2026-08-18T09:25:00Z", "hours": 1.2464, "text": "I code my function!! Devlog 14 - animation and design Function I’m sooooooooo happy because yesterday I’ve managed to create my own function!!! someone suggested to make other tab switching. I was looking for some tutorial, but couldn’t find anything so I asked ai what can I search in youtube to find it. For better or worse, the AI gave me a little guidance on how it works (so I’d understand it in the tutorial, NO code ), I didn’t even fully read this because when I noticed “animation” and “adding classes” I noticed, what I can do! Few days ago I mentioned the theme switch tutorial, that helped me with understanding js!! With this knowledge and the pattern I already had from webOS tutorial, I managed to create opening app window animation!! Additional apps I also added left bar for the additional apps (/apps that are not about spacecrafts). For now just the background, but when I will finish every app I will also add some better animations and just style it better Problem At the very end of the video, you can notice such a huge problem with opening windows and theirs z-index. They open randomly, once under particular app once above, trying to catch this video when it’s smooth and they all go on top was really hard!! Please let me know if you know how to fix it And I had also tried to make my windows resizeable but it unfortunally didn’t worked. I will get back to this later What’s next? To perfect it all and fix bugs! And then maybe some games? Thanks for reading and have a nice day!!!"}, {"post_id": 48987, "ts": "2026-08-17T16:00:19Z", "hours": 3.1114, "text": "Feedback and roverS Devlog 13 - Spirit and Opportunity App Feedback So, my project went through ratings: unfortunately, I only got 9.79 multiplier, but I also got an amazing and really valuable feedback!! People pointed out my messy repository, and indeed, it needed to be changed. I created new folders, and now it’s clear and organised! RoverS app? While researching, I noticed that Spirit also deserves to be mentioned! Because it’s the same mission, I decided to add Spirit to Opportunity app, and therefore it’s Rovers/Spirit&Opportunity app now! What’s next? I’m going to focus on improving my app and implementing the advices I received in feedback. I also have a lot of new ideas, so stay tuned!"}, {"post_id": 48045, "ts": "2026-08-16T10:23:51Z", "hours": 4.5292, "text": "Time-consuming animation and problemss Devlog 12 - Opportunity App and animation Problems!!! I messed up positions! 😭😭 I was adjusting this rover so it’s driving perfectly around the Mars for hourss and then I decided to check it with the scroll bar, and bc the rover had position: absolute it went down with the scroll bar idk how to describe it, like, he flew out of mars lol Solutions!!! I’ve watched quick guide on youtube about positions and finally understood everything, because before I was just kindaaa guessing lolll now, having the knowledge, I wrapped my animation into <div style=\"position: relative; border: pink [...]\"> , added position: absolute to my images and adjusted everything completely from scratch!! It took me so long but I think it was worth it bc it looks nice and is something different from the usual. One more change I added border photo to Voyager App. Adjusting also took me a while but the window is way more interesting now! What’s next? Finishing Opportunity App!! Thanks for reading and have a nice day!!"}, {"post_id": 46779, "ts": "2026-08-14T08:51:39Z", "hours": 2.9839, "text": "More colors!!! Devlog #11 - 3 new themes!! I made new themes!!!!!!! I’m so happy to introduce you to my 3 colorful themes: Moon Theme - “Earth set” photo from Artemis II mission, blue-colored Aurora Theme - Earth’s Aurora seen from the ISS, green-colored Sunset Theme - “Cotton Candy Skies”, Falcon 9 rocket, pink-colored No gatekeeping, I’ve been searching for tutorial like this for so long so here’s the link for the tutorial . Hope it will be helpful! I need a feedback!! I’m not sure about the colors tho, please let me know know if everything is readable and if you perhaps would change anything Thanks for reading, hope you like it!"}, {"post_id": 46261, "ts": "2026-08-13T11:38:08Z", "hours": 4.6536, "text": "new app and new ideas! Devlog 10 - Full Voyager App Full Voyager App I finished coding new app!! It’s about Voyager mission, so basically Voyager 1 and Voyager 2. Research took me so long again!! But I’m happy with the results New idea So since I started this project I’ve been thinking about how do I arrange the blank space next to the rating images. Today, I added a brief text that’s describing the photo. Just a little, but now you’ll know what the images shows! You can see it on the 1st screenshoot below. Both screenshots are from the new app What’s next? I would love to make new function in the settings so you can change the background photo!! Wish me luck Thanks for reading and have a nice day!!"}, {"post_id": 45144, "ts": "2026-08-11T13:25:16Z", "hours": 3.765, "text": "New app!! Devlog #9 Voyager Photos App Guys I finished rating other projects and I have to admit that my devlogs are way too long So today let’s keep it brief: Voyager Photos App!!! I’m gonna create another app just about voyager, but this is some sort of gallery of (only) 11 photos from these spacecrafts. I made cool infinite images slider with tutorial - it went really smoothly, and then I’ve been trying to make an information window appear when you place your cursor on the “?”. I don’t feel so comfortable in js yet but I wanted to do it all by myself so I went with css, and I really like the final results! You can see it in the video below What’s next? Full Voyager App, I hope! See you in the next one, thanks for reading!!"}, {"post_id": 43432, "ts": "2026-08-08T17:48:20Z", "hours": 0.2547, "text": "15 min can’t be lost! Devlog 8 - fixed all typos and changed the start text So, what I changed in these 15 min? I changed all the typos in artemis app FORTUNATELY I checked the start window, and changed the description because it was really outdated! And therefore, I needed to change the image in my readme. I also adjusted it to width: 100%; height: auto because when I opened readme on my phone it was really stretched! Below I leave a screenshoot of the app I’ve been adjusting, with the artemis II crew because they’ve been my motivation through this whole process! I can’t wait to work more on SpacecraftOS!! Wish me luck on shipping ^^"}, {"post_id": 43381, "ts": "2026-08-08T16:06:31Z", "hours": 1.5467, "text": "One more devlog! Devlog 7 - title and start animation I wanted to ship already but lo and behold, I’ve added some changes! So, what’s new? I finally designed the header of my site! now it says SpacecraftOS and displays a rocket icon! Updated Artemis App - I’ve added some information about Artemis IV and V WELCOMING ANIMATIONNN!!!!!! - I’m very happy because I’ve managed to add a start animation, like welcoming screen or sth like this, idk how is it called, but now, when you enter my page, you can see an animation with my baner! It’s in the video below What’s next? I’ve also finished writing the README so now I will just read everything top to bottom again and SHIP!!!"}, {"post_id": 42821, "ts": "2026-08-07T18:52:04Z", "hours": 4.8486, "text": "Darkmode!! Devlog 6 - dark mode and more photos on the borders What’s new? Darkmode and settings I’m so happpyyyy I’ve managed today to create new very cool app - settings - where you can switch between lightmode and darkmode! At the beginning I tought that it would be a nightmaree but turns out, when I really focused, it was a smooth process and I really enjoyed it! But one thing is not working.. not so important but when I’m adding this app to the rising on top function everything crashes and I can’t open any app. I’ll try to fix it later. There ofcourse will be more functions soon in this app so stay tuned! More images on borders I added more photos on the borders! ISS NASA astronaut working on Hubble The Golden Record spinning on the Artemis II playlist app (I think it’s a really cool idea) Adjusting the astronaut was really hard, and the background did not removed well but I’ve managed to add some blur and eventually it looks okayy I’ve also changed the position of Artemis astronaut - I wanted to put it on the left but unfortunatelly, it cannot be here because then it covers the scroll bar. Adjusting the rotation helped a little and it looks way better! What’s next? I think I’m gonna ship soon! I’ve already writed the README and I just need to check everything. But don’t worry, it’s not the end of SpacecraftOS! I already have a lot of ideas"}, {"post_id": 42063, "ts": "2026-08-06T16:54:14Z", "hours": 1.3569, "text": "My website is all around Artemis now! Devlog #5 - two new apps fully finished! I finished the image slider I’ve been writing about in the previous devlog and added new app! I tought it will take me so much longer, but here I am! But let’s start from the outset: Finished Artemis Mission App I’ve finally finished it! In my previous devlog I said that I found another tutorial on how to make image slider, and it was a bullseye!! After I adjusted it a little so it fits my images it’s working perfectly!! And looking so so good! I’m so happy!! New app - Artemis II Playlist So, I really wanted to implement some music into my website. But because it’s a SPACECRAFT operating system I knew it cannot be just basic music app. While working on the Artemis App I came up with this amazing idea - I’m pretty sure that you heard about the wake up songs from Artemis II Mission. I decided to do an app with that playlist! Since it’s just embeeding the code from spotify it wasn’t such a big problem. I think that the hardest thing here was to make the app icon, which is the moon listening to music on headphones!! I really like this idea, let me know what you think about it What’s next? I want to add some images on the borders like in the Artemis App. And then another app!! Thanks for reading and have a nice day!"}, {"post_id": 41862, "ts": "2026-08-06T10:36:58Z", "hours": 8.1608, "text": "Such a messs!! Devlog #4 - Artemis App! Your opinion Before we begin, I’d like to know your opinion about the images layout. The 3 first screenshoots below shows different layouts. Screenshoot 1 : This is the first version I coded. But it covers the close button and most importantly - the scroll bar which is so unpractical Screenshoot 2 : this is how I had imagined it when this idea came to my mind. It also covers the close button and the scroll Screenshoot 3 : last version I’ve coded. I did not planned this layout but I think it looks great and is the most practical! Unfortunately the 3rd option covers the move button but by adding some z-index everything works well, and looks better than when adding z-index to the scroll bar bc the rocket/astronaut is either covered by the scroll or too far away. Please let me know what you think! Challange 1 Adjusting these images was such a challange. But I wrote it all down from memory! I added the position: fixed so it can exceed the window and adjusted the position several times! The biggest problem, as I said, was that they were covering the scroll bar and close button and then the move button as well. But I found the solution! I added the appropriate z-index to each of the elements and it worked!! (I’m really surprised tbh it was so easy and didn’t took me that long to figure out! I’m getting good at coding ) So finally, what’s new? I added the Artemis Mission App !! It’s not an app just about the artemis II. It’s an app where you can learn about the whole mission, the SLS rocket, the Orion capsule and get to know some fun-facts! Doing the research on all of these thing took me sooo much time! And then writing it down, deciding what is worth the attention and so on… it was kinda exhausting! But I’m so happy with the (not yet) final results! Yeah, not yet meaning… Challange 2 On the last screenshoot you can see the biggest mess on this app! Few photos totally without rhyme or reason! I was coding with image slider tutorial. Everything was going smoothly, till the creator of the tutorial said that now we shall see our photo aaaand yup I did not see anything. I was checking several times if I writed down everything the right way, I was looking for solution and eventually I created new repository and copied the whole code which he pasted in the comments (just to clarify - in this project I do NOT copied any code, I writed everything by myself). In this repository everything worked. When I saw the final results in the repository I had also noticed that it’s not really what I wanted to have in the Artemis App. Bc the code did not worked (probably because it already was in several divs and not like raw or sth) and bc it didn’t align with my vision I decided to just delete this whole code. I’ve already found another tutorial, with better design so I will keep you updated on how it’ll turn out! What’s next? Fixing the mess and finishing the app New app (it’s going to be music app linked to the Artemis II mission!) Thanks for reading and stay tuned!!"}, {"post_id": 37768, "ts": "2026-07-30T18:02:44Z", "hours": 7.5406, "text": "AYYYY FINAL DEVLOG! Devlog #3 - more apps and final changes Guys I can’t believe I did this!! (It’s such an achievement for me okay ) Let’s break all the changes I’ve made to some points: ( if you don’t want to read it all please skip to the last point because it’s about Poland in space and I love Poland and Space ) APPS! AND MANY MORE PROBLEMS. Let’s start from the problems… If you tought that in the second devlog I’ve finally managed to make working apps - you are so wrong. Barely 2 hours later I realised, that the (window) part was not a problem. Turned out, that when I changed this to the id of my app window, next apps opened the 1st app window, and not theirs window. I’ve been searching for solutions for HOURSS! Eventually I had asked ai for help. I had described my problem really pricesely. It found the problem! In this function function handleIconTap(element) I was supposed to write (element, window) … Fortunately, now it fully works!! I’m so happy because this was sooo frustrating. New apps! So, I’ve made two new apps! One similar to James Webb Space Telescope App, and one for notes and ideas. Let me introduce you toooo: Hubble Space Telescope App! - As I said, this one is similar to JWSTApp but it’s around Hubble! You can rate photos, learn some facts about it and just admire another amazing spaceship. NASCApp also known as Spacecraft Ideas. So from where is the abbreviation “NASCApp”??? Well, previously it was named “Notes About Spacecrafts”, but I decided that it’s so boring. Spacecraft Ideas is not really mind blowing name but it’s way better. I also had few problems with this app but after longer reflections, I decided to keep it simple. You can see these apps on screenshoots below. Starlink Catch Guide and Minor Changes I finished writing about starlink satellites in the Starlink Catch Guide window and added some minor changes to every window on my webOS after reading them all again. It was such a long process, but I like how it all looks together now. POLAND IN SPAAAAAACE AND PIEROGI! I added youtube video to the ISS Catch Guide window about Polish astronaut - Sławosz Uznański, eating delicious polish pierogi, on the ISS! I think that this is the most important part of my webOS. POLSKA GUROM!! (You can watch Sławosz eating pierogi on the ISS here ) What’s next? I’m going to read it all again, write README, complete project info and finally, SHIP!! Don’t worry it’s not the end of the journey because I started to like coding so much and I want to continue with webOS 2! Thank’s for being with me and have a nice day!"}, {"post_id": 35710, "ts": "2026-07-27T09:53:57Z", "hours": 2.9081, "text": "I did itttt!! Devlog #2 - Apps Hi!!! I’m so glad to announce that my apps are finally working! There’re still few problems though. But let’s start from the outset: James Webb Space Telescope App This app provides few basic information and interesting facts about JWST. I had also added some photos which you can rate from 1 to 5 stars! You can see the app in the screenshots below. Problems As you can see, there’s so much space on the right from the images you can rate. I’m considering a lot of options, one of them is to just make two/three photos in one row, what do you think? Would this look better? Double click app opening - the if and else statements made my app open at the second click, and not at the first when it’s selected. It selects with the first click and then, with second click, deselects and opens. Idk if it’s supposed to work this way. I think that now I’m going to leave it because at this point I’m just celebrating it works and I want to focus on other things. Problems fixed 🥳🥳🥳 Yall don’t even know how happy I am because of these apps working!! It indeed was much easier than I tought, guess what stupid mistake I had made this time… in the function I did not changed (window) to my actual window. Lol. It was not the only problem on the way but it was definitely the main mistake. I’m so happy because now I can get creative and continue working on the apps design!! Upcoming changes Next I’m going to add few more apps. Can’t wait! Thanks for reading this devlog. Hope you’ll have and amazing day!!"}, {"post_id": 33605, "ts": "2026-07-23T17:38:32Z", "hours": 5.8403, "text": "I dont know what I’m doing but I hope it will be worth it!! devlog #1 - SpacecraftOS Hi everyone! I detached the WebOS mission from ISS HUNT and created this project - Spacecraft OS. I noticed that it’s not really the way I want ISS hunt to look like, to be like. To be honest - this tutorial is SOOOOO hard to me! The apps get me everytime! And besides it I made a lot of minor mistakes. For example, once I could move the start window alone but the guide window was moving only with the start one. And the blur wasn’t working, I was so frustrated and reallyyy confident that there are NOT any stupid mistakes like wrong id. Until I realised that the top bar only blurs the start window… I haven’t closed the div. Yeah. That is a stupid mistake. Even tho it’s hard to me I’m not giving up! Others have done it so can I! For now, I created the top bar and completed the start window and the ISS catch guide. Currently I’m working on starlink catch guide and then I’m gonna work more on these wretched apps 😭 Wish me luck!"}]...
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Title: SpacecraftOS by @madzia | Stardance
Devlog Title: SpacecraftOS by @madzia | Stardance
Devlogs:
I dont know what I’m doing but I hope it will be worth it!! devlog #1 - SpacecraftOS Hi everyone! I detached the WebOS mission from ISS HUNT and created this project - Spacecraft OS. I noticed that it’s not really the way I want ISS hunt to look like, to be like. To be honest - this tutorial is SOOOOO hard to me! The apps get me everytime! And besides it I made a lot of minor mistakes. For example, once I could move the start window alone but the guide window was moving only with the start one. And the blur wasn’t working, I was so frustrated and reallyyy confident that there are NOT any stupid mistakes like wrong id. Until I realised that the top bar only blurs the start window… I haven’t closed the div. Yeah. That is a stupid mistake. Even tho it’s hard to me I’m not giving up! Others have done it so can I! For now, I created the top bar and completed the start window and the ISS catch guide. Currently I’m working on starlink catch guide and then I’m gonna work more on these wretched apps 😭 Wish me luck!
I did itttt!! Devlog #2 - Apps Hi!!! I’m so glad to announce that my apps are finally working! There’re still few problems though. But let’s start from the outset: James Webb Space Telescope App This app provides few basic information and interesting facts about JWST. I had also added some photos which you can rate from 1 to 5 stars! You can see the app in the screenshots below. Problems As you can see, there’s so much space on the right from the images you can rate. I’m considering a lot of options, one of them is to just make two/three photos in one row, what do you think? Would this look better? Double click app opening - the if and else statements made my app open at the second click, and not at the first when it’s selected. It selects with the first click and then, with second click, deselects and opens. Idk if it’s supposed to work this way. I think that now I’m going to leave it because at this point I’m just celebrating it works and I want to focus on other things. Problems fixed 🥳🥳🥳 Yall don’t even know how happy I am because of these apps working!! It indeed was much easier than I tought, guess what stupid mistake I had made this time… in the function I did not changed (window) to my actual window. Lol. It was not the only problem on the way but it was definitely the main mistake. I’m so happy because now I can get creative and continue working on the apps design!! Upcoming changes Next I’m going to add few more apps. Can’t wait! Thanks for reading this devlog. Hope you’ll have and amazing day!!
AYYYY FINAL DEVLOG! Devlog #3 - more apps and final changes Guys I can’t believe I did this!! (It’s such an achievement for me okay ) Let’s break all the changes I’ve made to some points: ( if you don’t want to read it all please skip to the last point because it’s about Poland in space and I love Poland and Space ) APPS! AND MANY MORE PROBLEMS. Let’s start from the problems… If you tought that in the second devlog I’ve finally managed to make working apps - you are so wrong. Barely 2 hours later I realised, that the (window) part was not a problem. Turned out, that when I changed this to the id of my app window, next apps opened the 1st app window, and not theirs window. I’ve been searching for solutions for HOURSS! Eventually I had asked ai for help. I had described my problem really pricesely. It found the problem! In this function function handleIconTap(element) I was supposed to write (element, window) … Fortunately, now it fully works!! I’m so happy because this was sooo frustrating. New apps! So, I’ve made two new apps! One similar to James Webb Space Telescope App, and one for notes and ideas. Let me introduce you toooo: Hubble Space Telescope App! - As I said, this one is similar to JWSTApp but it’s around Hubble! You can rate photos, learn some facts about it and just admire another amazing spaceship. NASCApp also known as Spacecraft Ideas. So from where is the abbreviation “NASCApp”??? Well, previously it was named “Notes About Spacecrafts”, but I decided that it’s so boring. Spacecraft Ideas is not really mind blowing name but it’s way better. I also had few problems with this app but after longer reflections, I decided to keep it simple. You can see these apps on screenshoots below. Starlink Catch Guide and Minor Changes I finished writing about starlink satellites in the Starlink Catch Guide window and added some minor changes to every window on my webOS after reading them all again. It was such a long process, but I like how it all looks together now. POLAND IN SPAAAAAACE AND PIEROGI! I added youtube video to the ISS Catch Guide window about Polish astronaut - Sławosz Uznański, eating delicious polish pierogi, on the ISS! I think that this is the most important part of my webOS. POLSKA GUROM!! (You can watch Sławosz eating pierogi on the ISS here ) What’s next? I’m going to read it all again, write README, complete project info and finally, SHIP!! Don’t worry it’s not the end of the journey because I started to like coding so much and I want to continue with webOS 2! Thank’s for being with me and have a nice day!
Such a messs!! Devlog #4 - Artemis App! Your opinion Before we begin, I’d like to know your opinion about the images layout. The 3 first screenshoots below shows different layouts. Screenshoot 1 : This is the first version I coded. But it covers the close button and most importantly - the scroll bar which is so unpractical Screenshoot 2 : this is how I had imagined it when this idea came to my mind. It also covers the close button and the scroll Screenshoot 3 : last version I’ve coded. I did not planned this layout but I think it looks great and is the most practical! Unfortunately the 3rd option covers the move button but by adding some z-index everything works well, and looks better than when adding z-index to the scroll bar bc the rocket/astronaut is either covered by the scroll or too far away. Please let me know what you think! Challange 1 Adjusting these images was such a challange. But I wrote it all down from memory! I added the position: fixed so it can exceed the window and adjusted the position several times! The biggest problem, as I said, was that they were covering the scroll bar and close button and then the move button as well. But I found the solution! I added the appropriate z-index to each of the elements and it worked!! (I’m really surprised tbh it was so easy and didn’t took me that long to figure out! I’m getting good at coding ) So finally, what’s new? I added the Artemis Mission App !! It’s not an app just about the artemis II. It’s an app where you can learn about the whole mission, the SLS rocket, the Orion capsule and get to know some fun-facts! Doing the research on all of these thing took me sooo much time! And then writing it down, deciding what is worth the attention and so on… it was kinda exhausting! But I’m so happy with the (not yet) final results! Yeah, not yet meaning… Challange 2 On the last screenshoot you can see the biggest mess on this app! Few photos totally without rhyme or reason! I was coding with image slider tutorial. Everything was going smoothly, till the creator of the tutorial said that now we shall see our photo aaaand yup I did not see anything. I was checking several times if I writed down everything the right way, I was looking for solution and eventually I created new repository and copied the whole code which he pasted in the comments (just to clarify - in this project I do NOT copied any code, I writed everything by myself). In this repository everything worked. When I saw the final results in the repository I had also noticed that it’s not really what I wanted to have in the Artemis App. Bc the code did not worked (probably because it already was in several divs and not like raw or sth) and bc it didn’t align with my vision I decided to just delete this whole code. I’ve already found another tutorial, with better design so I will keep you updated on how it’ll turn out! What’s next? Fixing the mess and finishing the app New app (it’s going to be music app linked to the Artemis II mission!) Thanks for reading and stay tuned!!
My website is all around Artemis now! Devlog #5 - two new apps fully finished! I finished the image slider I’ve been writing about in the previous devlog and added new app! I tought it will take me so much longer, but here I am! But let’s start from the outset: Finished Artemis Mission App I’ve finally finished it! In my previous devlog I said that I found another tutorial on how to make image slider, and it was a bullseye!! After I adjusted it a little so it fits my images it’s working perfectly!! And looking so so good! I’m so happy!! New app - Artemis II Playlist So, I really wanted to implement some music into my website. But because it’s a SPACECRAFT operating system I knew it cannot be just basic music app. While working on the Artemis App I came up with this amazing idea - I’m pretty sure that you heard about the wake up songs from Artemis II Mission. I decided to do an app with that playlist! Since it’s just embeeding the code from spotify it wasn’t such a big problem. I think that the hardest thing here was to make the app icon, which is the moon listening to music on headphones!! I really like this idea, let me know what you think about it What’s next? I want to add some images on the borders like in the Artemis App. And then another app!! Thanks for reading and have a nice day!
Darkmode!! Devlog 6 - dark mode and more photos on the borders What’s new? Darkmode and settings I’m so happpyyyy I’ve managed today to create new very cool app - settings - where you can switch between lightmode and darkmode! At the beginning I tought that it would be a nightmaree but turns out, when I really focused, it was a smooth process and I really enjoyed it! But one thing is not working.. not so important but when I’m adding this app to the rising on top function everything crashes and I can’t open any app. I’ll try to fix it later. There ofcourse will be more functions soon in this app so stay tuned! More images on borders I added more photos on the borders! ISS NASA astronaut working on Hubble The Golden Record spinning on the Artemis II playlist app (I think it’s a really cool idea) Adjusting the astronaut was really hard, and the background did not removed well but I’ve managed to add some blur and eventually it looks okayy I’ve also changed the position of Artemis astronaut - I wanted to put it on the left but unfortunatelly, it cannot be here because then it covers the scroll bar. Adjusting the rotation helped a little and it looks way better! What’s next? I think I’m gonna ship soon! I’ve already writed the README and I just need to check everything. But don’t worry, it’s not the end of SpacecraftOS! I already have a lot of ideas
One more devlog! Devlog 7 - title and start animation I wanted to ship already but lo and behold, I’ve added some changes! So, what’s new? I finally designed the header of my site! now it says SpacecraftOS and displays a rocket icon! Updated Artemis App - I’ve added some information about Artemis IV and V WELCOMING ANIMATIONNN!!!!!! - I’m very happy because I’ve managed to add a start animation, like welcoming screen or sth like this, idk how is it called, but now, when you enter my page, you can see an animation with my baner! It’s in the video below What’s next? I’ve also finished writing the README so now I will just read everything top to bottom again and SHIP!!!
15 min can’t be lost! Devlog 8 - fixed all typos and changed the start text So, what I changed in these 15 min? I changed all the typos in artemis app FORTUNATELY I checked the start window, and changed the description because it was really outdated! And therefore, I needed to change the image in my readme. I also adjusted it to width: 100%; height: auto because when I opened readme on my phone it was really stretched! Below I leave a screenshoot of the app I’ve been adjusting, with the artemis II crew because they’ve been my motivation through this whole process! I can’t wait to work more on SpacecraftOS!! Wish me luck on shipping ^^
New app!! Devlog #9 Voyager Photos App Guys I finished rating other projects and I have to admit that my devlogs are way too long So today let’s keep it brief: Voyager Photos App!!! I’m gonna create another app just about voyager, but this is some sort of gallery of (only) 11 photos from these spacecrafts. I made cool infinite images slider with tutorial - it went really smoothly, and then I’ve been trying to make an information window appear when you place your cursor on the “?”. I don’t feel so comfortable in js yet but I wanted to do it all by myself so I went with css, and I really like the final results! You can see it in the video below What’s next? Full Voyager App, I hope! See you in the next one, thanks for reading!!
new app and new ideas! Devlog 10 - Full Voyager App Full Voyager App I finished coding new app!! It’s about Voyager mission, so basically Voyager 1 and Voyager 2. Research took me so long again!! But I’m happy with the results New idea So since I started this project I’ve been thinking about how do I arrange the blank space next to the rating images. Today, I added a brief text that’s describing the photo. Just a little, but now you’ll know what the images shows! You can see it on the 1st screenshoot below. Both screenshots are from the new app What’s next? I would love to make new function in the settings so you can change the background photo!! Wish me luck Thanks for reading and have a nice day!!
More colors!!! Devlog #11 - 3 new themes!! I made new themes!!!!!!! I’m so happy to introduce you to my 3 colorful themes: Moon Theme - “Earth set” photo from Artemis II mission, blue-colored Aurora Theme - Earth’s Aurora seen from the ISS, green-colored Sunset Theme - “Cotton Candy Skies”, Falcon 9 rocket, pink-colored No gatekeeping, I’ve been searching for tutorial like this for so long so here’s the link for the tutorial . Hope it will be helpful! I need a feedback!! I’m not sure about the colors tho, please let me know know if everything is readable and if you perhaps would change anything Thanks for reading, hope you like it!
Time-consuming animation and problemss Devlog 12 - Opportunity App and animation Problems!!! I messed up positions! 😭😭 I was adjusting this rover so it’s driving perfectly around the Mars for hourss and then I decided to check it with the scroll bar, and bc the rover had position: absolute it went down with the scroll bar idk how to describe it, like, he flew out of mars lol Solutions!!! I’ve watched quick guide on youtube about positions and finally understood everything, because before I was just kindaaa guessing lolll now, having the knowledge, I wrapped my animation into <div style="position: relative; border: pink [...]"> , added position: absolute to my images and adjusted everything completely from scratch!! It took me so long but I think it was worth it bc it looks nice and is something different from the usual. One more change I added border photo to Voyager App. Adjusting also took me a while but the window is way more interesting now! What’s next? Finishing Opportunity App!! Thanks for reading and have a nice day!!
Feedback and roverS Devlog 13 - Spirit and Opportunity App Feedback So, my project went through ratings: unfortunately, I only got 9.79 multiplier, but I also got an amazing and really valuable feedback!! People pointed out my messy repository, and indeed, it needed to be changed. I created new folders, and now it’s clear and organised! RoverS app? While researching, I noticed that Spirit also deserves to be mentioned! Because it’s the same mission, I decided to add Spirit to Opportunity app, and therefore it’s Rovers/Spirit&Opportunity app now! What’s next? I’m going to focus on improving my app and implementing the advices I received in feedback. I also have a lot of new ideas, so stay tuned!
I code my function!! Devlog 14 - animation and design Function I’m sooooooooo happy because yesterday I’ve managed to create my own function!!! someone suggested to make other tab switching. I was looking for some tutorial, but couldn’t find anything so I asked ai what can I search in youtube to find it. For better or worse, the AI gave me a little guidance on how it works (so I’d understand it in the tutorial, NO code ), I didn’t even fully read this because when I noticed “animation” and “adding classes” I noticed, what I can do! Few days ago I mentioned the theme switch tutorial, that helped me with understanding js!! With this knowledge and the pattern I already had from webOS tutorial, I managed to create opening app window animation!! Additional apps I also added left bar for the additional apps (/apps that are not about spacecrafts). For now just the background, but when I will finish every app I will also add some better animations and just style it better Problem At the very end of the video, you can notice such a huge problem with opening windows and theirs z-index. They open randomly, once under particular app once above, trying to catch this video when it’s smooth and they all go on top was really hard!! Please let me know if you know how to fix it And I had also tried to make my windows resizeable but it unfortunally didn’t worked. I will get back to this later What’s next? To perfect it all and fix bugs! And then maybe some games? Thanks for reading and have a nice day!!!
Such a challange! Devlog 15 - snake game Snake game? Yeah I’m surprised too. But I really wanted to see how it works and just code sth like this (with tutorial ofc). I wanted to make it a little later but I had time today and decided - why not? Okay but, 6 hours?!??!?!?!?!? Yeah 😭 in short, I started with tutorial 1, but it didn’t worked, so I deleted everything and switched to another tutorial, where I realised that I just haven’t connected my snake.js to html lolll but anyways, I even liked tutorial 2 more, I feel like it gave me more styling options, but I needed to quit it because to restart you needed to refresh the site. I tried to just implement some functions, change some things but I’m not that skilled to do this yet. I deleted everything again and came back to tutorial 1 which I eventually completed! That’s not the final results I really want to make the snake head a rocket thats collecting fuel, but there are some problems!! Obviously lol, so I have something like this const snakeColor = "pink"; and I tried to change pink to class, to var but it didn’t worked, and I really don’t know how can I style this snake further, so I can add the rocket and fuels and many other things. That’s why I liked tutorial 2 more! What’s next? I will try to style the snake and this whole window basically!! The video below is in 2x speed!
Random decision (but it was worth it) Devlog #16 - Radio buttons and styles What’s new? Radio buttons In my feedback someone suggested to add radio buttons instead of checkboxes bc then you can just choose one - and today I did it! I also styled it and added cool animation!! Each theme have different stars colors as well - you can check it in the video below. Highscore Somehow, I also added highscore to my snake game! I took a bit of information from tutorial 1 a bit from tutorial 2 and it’s working! Maybe not perfectly, but when you restart, new highscore will be visible, and it’s also in local storage so you can come back after a month and your highscore still will be there!! So, why random? It was a little unexpected bc I was working on the snake game (yeah it’s still not finished) and suddenly I gained a lot of motivation for the radio buttons. I knew I wanted to style them somehow, but I came up with the star design today, and I think it’s perfect!! What yall think about it?? What’s next? Hopefully, I’m going to finish the snake app!
Perfecting Devlog #17 - snake game and organisation What’s new? Snake game As you can see, I’ve styled the snake game a little! I also added start/tutorial/guide window, I added it by creating new window and setting start button as the window close button hihi work smarter not harder. Ai usage I couldn’t figure it out how can I set imgs as the background, food and even for snake, so I asked ai. It’s just creating const with img and adding drawImage instead of fillStyle , and I’m so happy bc now I understand it and know how to implement imgs to js! WHERE’S THE ROCKET? It was too hard!! I really tried, but when I managed to set the rocket as the snake’s head: The rocket was too small It wasn’t rotating It looked so bad and if I wanted to continue with this idea I would need to use ai, so more ai than I would like, so I eventually there’s snake in the snake game. More organisation I created folders in the img folder for each app, bc the img folder was still a little messy. It was such a tedious process, but it’s much clearer now! What’s next? New REALLY COOL APP and snake app icon, which I’m going to edit today while watching F1 sprint
The most spacecraft app on spacecraft os? Devlog #18 - MapApp!!! ALL SPACECRAFTS IN ONE PLACE WHAT AN AMAZING FEATURE!! What’s new? MAAAP AAAPP While doing research on Voyager 1 and 2 I found this “Eyes On The Solar System” from NASA, and noticed that you can embeed it, and that’s what I’ve done! First and foremost, you can check here the position of any spacecraft you want! That’s why I called it Map App. Moreover, that’s a place with a lot of information, and whole spacecraft history! As you can notice, it didn’t take me so long (bc it’s just embeeding), so what I’ve also completed? Fixed some bugs Finished icon for snake game What’s next? NGRST app! (Can someone guess, what does this short stand for? Hint: HST and JWST are already in spacecraftOS!)
More Animatiooons! Devlog #19 Animations on scroll Animations So recently I’ve been working on animations on scroll! Now my Apps about spacecrafts are more interactive and less boring. In the video below you can see all of the scroll animations I’d added till this moment. I feel so confident with css animations, they give me so much fun!! Icon The video is cropped so you can’t see the snake game icon but it finally is here! I added it in the second slide so you guys can see it! Let me know what yall think. I wanted to keep the one real-life, space themed addition (like moon in the music app) so the snake has galaxy eyes. Nancy Grace Roman Space Telescope PROBLEM As you can see I also added an icon for NGRST App but it’s an upcoming mission and I don’t really know what to do with it!! Someone requested it in the feedback, so I really want to implement it but idk, maybe I shall add a countdown? But it will be outdated soon. Many things can be outdated! Thanks for reading and have a nice day!
Reallyyyyyyy time consuming Calendar Devlog #20 - Calendar So I spent this whole day coding this calendar with youtube tutorial. This tutorial was only 17min but it took me 5h Then I needed to fix some typos bc I ofc made a lot and then many many styling!! It’s not the final result! I’m going on a trip tomorow, so I need to take a break from coding. To adjust the width and height, make it all fit to my site, it takes so long, and then I need to change the colors, bc I was just testing with the pinks. Change colors to all of my themes 😭 But it’s okay I got this Disappointing surprise You can see in the video on the second slide that there are 6 columns in the next month instead of 7! I’ve been so happy bc it was working in august, and then I changed months and it was a little disappointing surprise. I’m gonna fix it later! What’s next? When I’ll be back I’m going to work on this app! I didn’t expected it to be that hard Thanks for reading and see you in the next one!
I’m back!! Devlog #21 - new colors Hi everyone! I’m finally back but from hospital… right after my trip I was diagnosed with severe anemia and had to stay in the hospital for four days. I’m feeling good but I’m a little worried bc I lost so much time and I’m leaving on next trip again in few days!! There’s not many things left in SpacecraftOS tho, so let’s summarise it What’s new? In the video below you can see that I adjusted the calendar colors for every theme. It was such a fun process! I like how it looks now. I also managed to fix the days align and now it works perfectly, always in 7 columns. Hope yall like it! What’s next? I’m going to work on dock animation!! I also need to finish NGRSTApp but I think I’m going to keep it simple bc I don’t have so much time and I want to ship by the time I leave Thanks for reading, take care and have a nice day!!
Which one should I choose? Devlog #22 - Timer So I just made a timer with tutorial, but I need your help!! Should I keep miliseconds (slide 2) or keep it simple just with hours/minutes/seconds?? I kinda think that h/m/s looks better but it also seems so boring and less “advanced” than h/m/s/ms!! Also this was such an easy tutorial, fortunately everything went smoothly!! Yall probably know bro code but if someone wants here’s the link What’s next? Dock animation NGRSTApp Thanks for reading and I’m waiting for your comments!
happy and frustrated Devlog 23 - Dock animation, scrollbar and NGRSTApp Dock Animation I really like this animation!! It’s so smooth and cool and I’m so happy bc I learned new thing with the tutorial!! It came out exactly as I wanted NGRSTApp It’s finally finished!! I managed to add some things regardless it’s such a fresh mission. Hope yall like it! Scrollbar Yeah so here’s the frustrating part. I coded really pretty, unique and practical scrollbar in the css but I used webkit and it worked on microsoft but on chrome - not anymore! You can’t even see the scrollbar! I don’t have time anymore - I’m leaving in few hours, I commented it out and I hope I’ll fix it one day Additional changes Rewrited README Added some events to the calendar What’s next? I’m gonna ship now!! Wish me luck and thank you all for your support throughout the whole voyage!!
Scrollbar is working!! Devlog 24 - scrollbar bug Guys I think that this bug was (is) my personal fault, bc the scroll bar is visible in every single browser different than my current one lol I probably have some sort of extension that adds none !important or sth to my code’s head and it ruins everything, but it shall work on every other device, on every other browser. Tbh I also used ai to fix it but it didn’t really helped bc it was my internal problem. So happy that it’s working, just wanted to clarify and log these 16min!! If any problems with scrollbar occur, please use keyboard arrows to scroll through windows Again, thanks for reading and have a nice day!
New spacecraft App! Devlog 25 - SpaceShuttleApp Hi everyone!! I’m back with a whole new app and smoother system 1. Smoother system So I’ve got a lot feedback that spacecraftOS is working slow and someone has recommended to me adding se vite - that’s what i’ve done and now it works much better! 2. Space Shuttle App I’ve decided to add another spacecraft app, they’re always fun to make and it’s kinda easyyy process tbh so everything was smooth. On this app I described a little every space shuttle NASA has ever created. Hope you’ll enjoy it!! Thanks for reading and have a nice day!
Final devlog Devlog 26 - Refined Code LAST MESSAGE BEFORE STARDANCE ENDS if you’re rating this project you don’t need to read this segment Guys thanksss for your support!! I enjoyed this challenge a lot, it had made my summer much better, then I got a little burnt out, but still: stardance has tought me coding, I’ve learnt a new skill, I gained lego and everythings just makes me so happy I’ve met a lot of amazing people here so if anyone want to stay in touch please message me on slack or maybe even on ig: mvdz1a, or snap: madziabrak, I love how abitious and creative everyone here is. If you’d ever need some help, feedback, maybe even an advice I’ll always be happy to assist! Once again, thank you soooo much!! Let’s get back to the devlog Refined my code So some ppl in the rating reasons pointed out that my code is a bit messy I tried my best and described it a little by added commented out text! Idk if thats how you say it sorry but I just added some descriptions in the html and css file so you can understand it better while scrolling through it. README and AI usage I’ve also updated the readme file!! Obviously some basic things like credits, acknowledgments (as you can see and once again THANK YAAAALL!!) but I realised that the credits are infinite!! It was messy and just looked so bad. I saw these arrows in 253-mathilde’s devlog, but I had no idea how you can add it so eventually I asked ai . I took the information that you just add <details> and <summary> and implemented it. The end!! SpacecraftOS was such a creative process. Once again thank you all soooo much I’m so grateful for the support I’ve gotten throughout. Looking forward for next summer challenge! One last time - Thanks for reading and have a nice day!
Ships:
I made an operating system based around spacecrafts! My website provides few apps: two about telescopes where you can learn about them and rate few photos they took from 1 to 5 stars, and one with notes, where you can store your ideas if some spacecrafts inspire you! Besides apps, on the top bar you will find two guides on how to catch the ISS and starlink satellites. In the ISS window you can find short youtube video - it’s about Polish astronaut, Sławosz Uznański, eating pierogi (delicious polish dish) on the ISS! I really recommend watching this The apps were the biggest challange for me. That’s why I had spent so many hours on this project. Firts, I couldn’t even open the first app. It was hard to even make the selected function work. Then, I managed to make this one app working! But, it wasn’t the right solution. When I added new apps, they were opening the 1st app window, and not theirs. I spent a lot hours trying to fix it, I tried a lot of possible solutions and finally, I had asked ai for help. That’s the only ai usage in this project. Eventually, everything works! I’m so happy because I’ve almost gave up. I really like the outcome, and I look forward for the future changes! I came up with a lot of ideas and I realised them the exact way I wanted! My favourite parts are def the Sławosz eating pierogi video and the photo ranking which I find so fun to watch and rate. Hope you’ll enjoy this as much as I do!
I made an Operating System with spacecraft theme! New features Artemis App Artemis II playlist (app) Settings and darkmode Design - few images on the windows borders Start animation with spacecraftOS baner Challenges Compared to my previous ship, this time all functions and styling went smoothly, but the things that took the most time were adjusting photos and writing, researching about Artemis Mission! I tought that making the darkmode switch would be really hard, but when I focused it was really easy and rewarding process! Proud of I really like the starting animation and the images on the borders. I started coding one month ago so doing something cool with the css all by yourself is so fulfilling! I don’t understand js that much yet, so I had also watched few tutorials. The webOS 1 tutorial was really hard for me, so now I’m really happy when the things I wanted to add to my website turns out well! So I’m also really proud of the images slider in the Artemis App, the spotify playlist embedded and the dark/light mode switcher in the settings! Even tho they were made with tutorials I still needed to adjust it so it fits my site, and I’m so happy that I understand it to the point that I could do this all just by myself Notes Don’t forget to check the README, remember to double click to open apps and just enjoy the vojage!!
I made a web Operating System with spacecraft theme! Creating this site was so fun and fulfilling, esp. when a lot of things turned out exactly as I wanted!! I started coding over a month ago, and I’m so happy that I managed to create something like this. I really enjoyed it, especially the css part. SpacecraftOS This OS provides basic app like timer, calendar, maps, gallery, but everything have implemented some spacecraft additions. For example, the map app won’t show you the route to the nearest grocery store, but it will show you where your fav spacecraft is right now. The calendar app will show you astronauts birthdays and the gallery app provides photos humans sent to space on voyager. All these apps you will find on the left and on the bottom there are apps, where you’ll learn about various spacecrafts, and in some of these apps, you can also rate some photos the spacecrafts took! Notes Please start from choosing the most suitable for you theme in the settings (top right corner) Try on laptop/computer for better experience Snake game is only playable with keyboard Remember to double click on apps to open and please leave a toughtful review. Hope you’ll enjoy it!!
I made a web OS with spacecraft theme!! This project is basically my whole journey through coding. I learnt it here and improved. I enjoyed css the most! I really enjoyed coding this operating system, hope you’ll enjoy trying it too! SpacecraftOS This OS provides basic app like timer, calendar, maps, gallery, but everything have implemented some spacecraft additions. For example, the map app won’t show you the route to the nearest grocery store, but it will show you where your fav spacecraft is right now. The calendar app will show you astronauts birthdays and the gallery app provides photos humans sent to space on voyager. All of these apps you’ll find on the left and at the bottom you’ll apps, where you can learn about various spacecrafts, and in some of these apps, you can also rate some photos the spacecrafts took! Last ship updates Implemented vite - now spacecraftOS works faster New Space Shuttle App Refined my code Notes Please start from choosing the most suitable for you theme in the settings (top right corner) Try on laptop/computer for better experience Snake game is only playable with keyboard Remember to double click on apps to open and please leave a toughtful review. Hope you’ll enjoy it!!...
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1793598841.6775105
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1793685241.6775105
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51662
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My own site! by @sixseven | Stardance
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sixseven
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0
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0.0
|
0
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[]
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[]
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Title: My own site! by @sixseven | Stardance
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1793598843.2707558
|
1794462843.2707558
|
|
51085
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Body'Os by @body-35 | Stardance
|
body-35
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T21:28:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website it is an operating system example running using html , css, js and I hope u like it guyss!!", "repo": "https://github.com/Body-530/Body-Os", "demo": "https://body-530.github.io/Body-Os/"}]...
|
[{"post_id": 49908, "ts": "202 [{"post_id": 49908, "ts": "2026-08-18T21:26:14Z", "hours": 0.6033, "text": "I am working on a personal operating system called body’Os and it is running on a website I made it simple it contains html,css,js"}]...
|
Title: Body'Os by @body-35 | Stardance
Devlog Title: Body'Os by @body-35 | Stardance
Devlogs:
I am working on a personal operating system called body’Os and it is running on a website I made it simple it contains html,css,js
Ships:
I made a website it is an operating system example running using html , css, js and I hope u like it guyss!!...
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1793598844.1440587
|
1793685244.1440587
|
|
2409
|
MemoryMap by @LEOM | Stardance
|
LEOM
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T23:24:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! This is MemoryMap - this project aims to help you find your lost items by scanning you room with a couple of pictures and asking later the object detector if you forget where you placed them! With just some simple clicks and pictures, this assistant will help you find all of your lost all objects all around the house in SECONDS! Thank you for stopping by!", "repo": "https://github.com/Planetech0071/MemoryMap", "demo": "https://memorymap-demo-brief.vercel.app/"}]...
|
[{"post_id": 14737, "ts": "202 [{"post_id": 14737, "ts": "2026-06-23T23:02:47Z", "hours": 1.0569, "text": "It is OVER! Shipping! What a project man- I am sure I’ll actually use this. Maybe my second ship could be an integration with ALEXA/Google Home to have a physical assistant? I’d keep an eye out for that, but for now, this is my first ship!"}, {"post_id": 14438, "ts": "2026-06-23T15:52:34Z", "hours": 1.7575, "text": "Hey again :D Quick update: MemoryMap is now basically done. All core systems are in place and working together as expected. The full pipeline from camera input → detection → merging → storage → query is stable. I also went through the remaining edge cases that were causing inconsistent object histories, especially around duplicate merges and stale updates. Most of the time this session was spent on tightening things up instead of adding new features. That included cleaning logs, fixing a few timing issues in the frame handler, and making sure the memory store stays consistent under continuous input. The system now holds up under longer runs without breaking state or losing tracked objects. The query layer is also in a usable state. You can ask questions like where an object was last seen and get a reliable answer based on stored history, not just the latest frame. That part took a bit of tuning to make responses consistent. Right now I’m not planning any more big changes. The project is in final testing mode. I’m running longer sessions across different rooms to check stability, accuracy, and performance under real use. Next step is just validation and small fixes if anything shows up during testing. Feels good to see it reach this stage."}, {"post_id": 4993, "ts": "2026-06-08T17:15:07Z", "hours": 1.4667, "text": "Hey again :D This one was less about fixing bugs and more about actually building out the pipeline. MemoryMap is now split into separate modules instead of everything being stuffed together. The project currently consists of: frame_reader.py: receives and processes incoming video frames detector.py: handles object detection handler.py: coordinates detections and memory updates store.py: persistent memory storage object_record.py: object history tracking merge.py: combines duplicate observations main.py: starts and manages everything The biggest addition this session was the detection pipeline itself. Previously, I had the memory system working, but there wasn’t really a complete path from camera feed → object detection → stored memory. That’s now connected together. Frames arrive, detections are produced, records are updated, and the information is written into MemoryStore automatically. I also started work on observation merging. One issue with object tracking is that the same object can appear multiple times across different frames, creating fragmented records. The merge layer now attempts to consolidate those observations into a single memory entry, making the stored data much cleaner and more useful when querying later. Another thing I spent time on was restructuring the codebase. It doesn’t sound exciting, but getting clear separation between frame capture, detection, storage, and record management will make future work much easier. Debugging individual components is already significantly simpler. The project is starting to look less like a prototype and more like an actual system! Next steps are improving location accuracy, expanding object history tracking, and building the query layer so MemoryMap can start answering natural questions such as: “Where did I leave my headphones?” or “When was the last time the wallet was seen?” Still a lot to build, but the foundations are finally coming together. More soon. 🚀"}, {"post_id": 3550, "ts": "2026-06-06T15:20:35Z", "hours": 1.5297, "text": "Hello :D Firstly, I did say I wanted to update both object_record.py and get everything running. Done and done. In object_record.py, the function “update()” would overwrite the history before saving it, thus creating just one history per object, which isn’t much when we need to know when and how objects have been moved. This is now fixed, while main.py was facing a circular importing error, which has now been sorted out too. And here comes the fun part: Phone camera integration! Originally, we were going to use a webcam for recording purposes. It will work fine on a desk but what about the other areas of the house? Well, there is always the phone! Simply go from room to room pointing it at the surroundings for 10 seconds. Now the server has an additional WebSocket receiver listening at port 8001. Start by entering on phone, use the URL displayed to connect to the web server with your phone, and just the web browser, no special app required; use Safari or Chrome. It starts sending video feeds through Wi-Fi straight from your phone’s rear camera. Added a location label field so that each location gets labeled as you scan it. No longer will the results say “somewhere left of centre frame,” instead they’ll now read “kitchen”. Switched from using YOLOv8 to YOLOv10. Main improvement with v10? None other than the complete removal of non-maximum suppression post-processing. No duplicates, even better for a system like ours which relies heavily on memory. Good trade-off. Completed 28 tests, all successful. Memory layer is ready to go. The thing powers up, retains data, you walk around your house, and you get answers. Basic functionality is there. Now, everything else is about polish. More details soon."}, {"post_id": 477, "ts": "2026-06-01T22:46:20Z", "hours": 2.8167, "text": "Hey, welcome to the first devlog for MemoryMap! I’ve been wanting to build this for a while and I finally started with this perfect opportunity! Fair warning: this is very much a “day one” post, things are rough, bugs, and not everything compiles :/ So what is MemoryMap? You know that feeling when you’re late and you can’t find your keys or your wallet and you wish your house could just tell you where they are? That’s the whole idea. Point a camera at your space (either through “memory” or persistent view), let the system watch continuously and build a memory of where objects are, then ask it questions, like “where are my headphones?” and get an instant answer based on the last time they were actually seen. No more searching the same three spots over and over. The core of the project: store.py, the MemoryStore class. This is the memory layer everything else will depend on. It handles three things. Ingestion: every camera frame hands in a list of detections, and the store either updates an existing record or creates a new one, all thread-safe. Staleness: objects don’t vanish when they leave frame, they get marked stale after a configurable number of hours, so last-known location is always preserved. Persistence: a background thread periodically flushes everything to disk as JSON, atomically obviously, so memory survives restarts. The other two files (object_record.py and main.py) are started but still buggy. They’ll get their moment in a future devlog. Next up: fix object_record.py and get the whole thing to actually boot :D"}]...
|
Title: MemoryMap by @LEOM | Stardance
Devlogs:
He Title: MemoryMap by @LEOM | Stardance
Devlogs:
Hey, welcome to the first devlog for MemoryMap! I’ve been wanting to build this for a while and I finally started with this perfect opportunity! Fair warning: this is very much a “day one” post, things are rough, bugs, and not everything compiles :/ So what is MemoryMap? You know that feeling when you’re late and you can’t find your keys or your wallet and you wish your house could just tell you where they are? That’s the whole idea. Point a camera at your space (either through “memory” or persistent view), let the system watch continuously and build a memory of where objects are, then ask it questions, like “where are my headphones?” and get an instant answer based on the last time they were actually seen. No more searching the same three spots over and over. The core of the project: store.py, the MemoryStore class. This is the memory layer everything else will depend on. It handles three things. Ingestion: every camera frame hands in a list of detections, and the store either updates an existing record or creates a new one, all thread-safe. Staleness: objects don’t vanish when they leave frame, they get marked stale after a configurable number of hours, so last-known location is always preserved. Persistence: a background thread periodically flushes everything to disk as JSON, atomically obviously, so memory survives restarts. The other two files (object_record.py and main.py) are started but still buggy. They’ll get their moment in a future devlog. Next up: fix object_record.py and get the whole thing to actually boot :D
Hello :D Firstly, I did say I wanted to update both object_record.py and get everything running. Done and done. In object_record.py, the function “update()” would overwrite the history before saving it, thus creating just one history per object, which isn’t much when we need to know when and how objects have been moved. This is now fixed, while main.py was facing a circular importing error, which has now been sorted out too. And here comes the fun part: Phone camera integration! Originally, we were going to use a webcam for recording purposes. It will work fine on a desk but what about the other areas of the house? Well, there is always the phone! Simply go from room to room pointing it at the surroundings for 10 seconds. Now the server has an additional WebSocket receiver listening at port 8001. Start by entering on phone, use the URL displayed to connect to the web server with your phone, and just the web browser, no special app required; use Safari or Chrome. It starts sending video feeds through Wi-Fi straight from your phone’s rear camera. Added a location label field so that each location gets labeled as you scan it. No longer will the results say “somewhere left of centre frame,” instead they’ll now read “kitchen”. Switched from using YOLOv8 to YOLOv10. Main improvement with v10? None other than the complete removal of non-maximum suppression post-processing. No duplicates, even better for a system like ours which relies heavily on memory. Good trade-off. Completed 28 tests, all successful. Memory layer is ready to go. The thing powers up, retains data, you walk around your house, and you get answers. Basic functionality is there. Now, everything else is about polish. More details soon.
Hey again :D This one was less about fixing bugs and more about actually building out the pipeline. MemoryMap is now split into separate modules instead of everything being stuffed together. The project currently consists of: frame_reader.py: receives and processes incoming video frames detector.py: handles object detection handler.py: coordinates detections and memory updates store.py: persistent memory storage object_record.py: object history tracking merge.py: combines duplicate observations main.py: starts and manages everything The biggest addition this session was the detection pipeline itself. Previously, I had the memory system working, but there wasn’t really a complete path from camera feed → object detection → stored memory. That’s now connected together. Frames arrive, detections are produced, records are updated, and the information is written into MemoryStore automatically. I also started work on observation merging. One issue with object tracking is that the same object can appear multiple times across different frames, creating fragmented records. The merge layer now attempts to consolidate those observations into a single memory entry, making the stored data much cleaner and more useful when querying later. Another thing I spent time on was restructuring the codebase. It doesn’t sound exciting, but getting clear separation between frame capture, detection, storage, and record management will make future work much easier. Debugging individual components is already significantly simpler. The project is starting to look less like a prototype and more like an actual system! Next steps are improving location accuracy, expanding object history tracking, and building the query layer so MemoryMap can start answering natural questions such as: “Where did I leave my headphones?” or “When was the last time the wallet was seen?” Still a lot to build, but the foundations are finally coming together. More soon. 🚀
Hey again :D Quick update: MemoryMap is now basically done. All core systems are in place and working together as expected. The full pipeline from camera input → detection → merging → storage → query is stable. I also went through the remaining edge cases that were causing inconsistent object histories, especially around duplicate merges and stale updates. Most of the time this session was spent on tightening things up instead of adding new features. That included cleaning logs, fixing a few timing issues in the frame handler, and making sure the memory store stays consistent under continuous input. The system now holds up under longer runs without breaking state or losing tracked objects. The query layer is also in a usable state. You can ask questions like where an object was last seen and get a reliable answer based on stored history, not just the latest frame. That part took a bit of tuning to make responses consistent. Right now I’m not planning any more big changes. The project is in final testing mode. I’m running longer sessions across different rooms to check stability, accuracy, and performance under real use. Next step is just validation and small fixes if anything shows up during testing. Feels good to see it reach this stage.
It is OVER! Shipping! What a project man- I am sure I’ll actually use this. Maybe my second ship could be an integration with ALEXA/Google Home to have a physical assistant? I’d keep an eye out for that, but for now, this is my first ship!
Ships:
Hello! This is MemoryMap - this project aims to help you find your lost items by scanning you room with a couple of pictures and asking later the object detector if you forget where you placed them! With just some simple clicks and pictures, this assistant will help you find all of your lost all objects all around the house in SECONDS! Thank you for stopping by!...
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1793598845.3528984
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1793685245.3528984
|
|
44945
|
Short Frog Game by @jl1 | Stardance
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jl1
|
1
|
10.0
|
44
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T11:57:08Z", "hours": 10.0, "multiplier": 4.51, "payout": 44, "blessing": "neutral", "text": "Finally finished my short platformer game about a frog who collets stars through sticking its tongue and swinging.", "repo": "https://github.com/psalmsfr/Short-Frog-Game", "demo": "https://sirvant.itch.io/short-frog-game"}]...
|
[{"post_id": 52915, "ts": "202 [{"post_id": 52915, "ts": "2026-08-23T09:17:41Z", "hours": 9.68, "text": "Just finished my game!"}]...
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Title: Short Frog Game by @jl1 | Stardance
Devlog Title: Short Frog Game by @jl1 | Stardance
Devlogs:
Just finished my game!
Ships:
Finally finished my short platformer game about a frog who collets stars through sticking its tongue and swinging....
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1793598846.5940628
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1793685246.5940628
|
|
34267
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Veya Platform by @Ulagat | Stardance
|
Ulagat
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T21:55:48Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Veya — a web app that connects to smart glasses (Raspberry Pi + camera) to detect eye diseases in real-time. Users enter their glasses’ IP address, scan their eye, and get AI diagnosis in 3 seconds. It detects cataracts, conjunctivitis, and pterygium with 85%+ accuracy. All processing happens locally on the Raspberry Pi (no cloud), so medical data stays private. Built with Next.js, TypeScript, and TensorFlow Lite. The UI has dark/light themes, bilingual support (EN/RU), and tracks scan history. What was challenging? Real-time detection pipeline — Getting eye i Lite model → diagnosis in under 3 secondsrequired careful API design. Built demo mode first to test UI flows before dealing with hardware integration. WiFi connection architecture — Users need to connect the web app to glasses over local network. Added IP validation, timeout handling, and clear error messages for when Pi is offline or unreachable. Privacy constraints — Medical data can’t leave the device. Had to design everything for local processing on Raspberry Pi instead of cloud APIs. This means the model runs on a $35 computer, not a server farm. What are you proud of? Cost vs medical devices: Built with $50 hardwar5,000 professional eye screening equipment. 300xcheaper. Privacy-first architecture: All AI happens on device. No cloud, no data leaks, works offline. Critical for medical applications. Real-world impact: Designed for rural Kazakhstamited. If someone in a village can screen forcataracts without traveling 200km to a city clinic, that matters. Speed: Built the full MVP in 6 hours — 550 lineUX, deployed and working. What should people know so they can test your p Live demo (simulated AI): https://veya-web-zeta.vercel.app How to test: Click through all screens: Home → Connect → Scan → Analysis Try demo mode (no hardware needed) — it simulates AI results Toggle dark/light theme (top-right corner) Switch between English/Russian View scan history after multiple scans With real hardware (Raspberry Pi + camera): Get your Pi’s IP address Enter it in the Connect screen Position camera to capture eye Click Scan Get real AI diagnosis What to look for: Glassmorphism UI design Smooth animations and transitions Confidence scores for each disease Scan history tracking Error handling (try entering invalid IP like “999.999.999.999”)", "repo": "https://github.com/ulacoder/veya-web", "demo": "https://veya-web-zeta.vercel.app/"}]...
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[{"post_id": 27951, "ts": "202 [{"post_id": 27951, "ts": "2026-07-13T21:54:20Z", "hours": 0.6217, "text": "DEVLOG #1 Built a web app that connects to smart glasses (Raspberry Pi + camera) to detect eye diseases in real-time. What I Made Veya Web App - Next.js platform that connects to Veya Glasses via WiFi for instant eye disease screening. Features: Connect to Raspberry Pi via IP address Capture eye image through camera AI detects cataracts, conjunctivitis, pterygi 85%+ accuracy with confidence scores Scan history (last 10 scans) Bilingual (English/Russian) Dark/Light theme Privacy-first (all processing on device, no cloud) Tech: Next.js 16, TypeScript, Tailwind CSS, TensorFlow Lite on Raspberry Pi Live demo: https://veya-web-zeta.vercel.app Challenges Real-time disease detection pipeline Need to capture eye image → send to TensorFlow Lite model → return diagnosis in <3 seconds. Built demo mode first to test UI, now integrating real Flask API on Pi. WiFi connection flow Users connect web app to glasses over local network. Added IP validation, error handling for timeouts/wrong IPs. Privacy requirements Medical data can’t go to cloud. All AI processing happens locally on Raspberry Pi. What’s Next Connect real Flask API from Raspberry Pi Test with actual TensorFlow Lite model Add scan history persistence Export results as PDF Why It Matters Eye diseases affect millions but professional e $50 hardware (Pi + camera) instead of $15,000medical devices. Built for rural areas in Kazakhstan where eye care access is limited."}]...
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Title: Veya Platform by @Ulagat | Stardance
Devlo Title: Veya Platform by @Ulagat | Stardance
Devlogs:
DEVLOG #1 Built a web app that connects to smart glasses (Raspberry Pi + camera) to detect eye diseases in real-time. What I Made Veya Web App - Next.js platform that connects to Veya Glasses via WiFi for instant eye disease screening. Features: Connect to Raspberry Pi via IP address Capture eye image through camera AI detects cataracts, conjunctivitis, pterygi 85%+ accuracy with confidence scores Scan history (last 10 scans) Bilingual (English/Russian) Dark/Light theme Privacy-first (all processing on device, no cloud) Tech: Next.js 16, TypeScript, Tailwind CSS, TensorFlow Lite on Raspberry Pi Live demo: https://veya-web-zeta.vercel.app Challenges Real-time disease detection pipeline Need to capture eye image → send to TensorFlow Lite model → return diagnosis in <3 seconds. Built demo mode first to test UI, now integrating real Flask API on Pi. WiFi connection flow Users connect web app to glasses over local network. Added IP validation, error handling for timeouts/wrong IPs. Privacy requirements Medical data can’t go to cloud. All AI processing happens locally on Raspberry Pi. What’s Next Connect real Flask API from Raspberry Pi Test with actual TensorFlow Lite model Add scan history persistence Export results as PDF Why It Matters Eye diseases affect millions but professional e $50 hardware (Pi + camera) instead of $15,000medical devices. Built for rural areas in Kazakhstan where eye care access is limited.
Ships:
I made Veya — a web app that connects to smart glasses (Raspberry Pi + camera) to detect eye diseases in real-time. Users enter their glasses’ IP address, scan their eye, and get AI diagnosis in 3 seconds. It detects cataracts, conjunctivitis, and pterygium with 85%+ accuracy. All processing happens locally on the Raspberry Pi (no cloud), so medical data stays private. Built with Next.js, TypeScript, and TensorFlow Lite. The UI has dark/light themes, bilingual support (EN/RU), and tracks scan history. What was challenging? Real-time detection pipeline — Getting eye i Lite model → diagnosis in under 3 secondsrequired careful API design. Built demo mode first to test UI flows before dealing with hardware integration. WiFi connection architecture — Users need to connect the web app to glasses over local network. Added IP validation, timeout handling, and clear error messages for when Pi is offline or unreachable. Privacy constraints — Medical data can’t leave the device. Had to design everything for local processing on Raspberry Pi instead of cloud APIs. This means the model runs on a $35 computer, not a server farm. What are you proud of? Cost vs medical devices: Built with $50 hardwar5,000 professional eye screening equipment. 300xcheaper. Privacy-first architecture: All AI happens on device. No cloud, no data leaks, works offline. Critical for medical applications. Real-world impact: Designed for rural Kazakhstamited. If someone in a village can screen forcataracts without traveling 200km to a city clinic, that matters. Speed: Built the full MVP in 6 hours — 550 lineUX, deployed and working. What should people know so they can test your p Live demo (simulated AI): https://veya-web-zeta.vercel.app How to test: Click through all screens: Home → Connect → Scan → Analysis Try demo mode (no hardware needed) — it simulates AI results Toggle dark/light theme (top-right corner) Switch between English/Russian View scan history after multiple scans With real hardware (Raspberry Pi + camera): Get your Pi’s IP address Enter it in the Connect screen Position camera to capture eye Click Scan Get real AI diagnosis What to look for: Glassmorphism UI design Smooth animations and transitions Confidence scores for each disease Scan history tracking Error handling (try entering invalid IP like “999.999.999.999”)...
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RTX Minecraft Shader by @DubbsPi | Stardance
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DubbsPi
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1
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77.0
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1308
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T16:35:23Z", "hours": 77.0, "multiplier": 16.95, "payout": 1308, "blessing": "neutral", "text": "This is a custom minecraft shader I made. I first started with the Iris tutorial, but this project quickly expanded with a bunch of high end features, such as raytraced reflections! I’ve always kinda been annoyed with screen space reflections, so I thought, how hard could it be to just make them world space? Turns out it was way harder than I expected and took way longer as well. Overall, the result of my shader turned out pretty good, but it is not gameplay focused/to be used outside of demos in the overworld. I hope others may even build off of my progress to start integrating advanced reflection features like I have. This project greatly helped me improve my shader skills/taught me how to use the vertex and compute shaders (my only prior shader experience is on shadertoy) to produce nice results. The hardest part for me was probably setting up the BVH for RT acceleration and actually starting the project. Apparently minecraft has a lot of little overlapping transparent textures setup to perfectly rasterize, but to trace them causes a lot of precision related bugs, hence the reason I was forced to cheap out a little on grass blocks/tall grass. Also, the BVH resolution is limited due to performance constraints, causing overlapping triangles to clip infront of each other constantly, but that issue is mostly nonexistent for non transparent triangles, like buildings and such. In the end, I’m happy with the result and couldn’t have asked for a better long-term coding project!", "repo": "https://github.com/DubbsPi/My-Minecraft-Shaderpack", "demo": "https://www.curseforge.com/minecraft/shaders/basic-rtx-shader"}]...
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[{"post_id": 43388, "ts": "202 [{"post_id": 43388, "ts": "2026-08-08T16:27:45Z", "hours": 7.6336, "text": "Finished fixing up a bunch of small bugs/issues. Also added waves to the water. I deleted my .git files by accident so that took a while to fix. Added a bunch of options to the settings to help reduce the render scale of reflections, which allows this to actually run halfway decently. Couldn’t figure out how to get the reflections to work properly on water, so there will be none there."}, {"post_id": 31865, "ts": "2026-07-20T16:26:32Z", "hours": 3.2281, "text": "We now have some of the most complex handheld lighting in minecraft! I setup a quick light tracing function and inputted the light values for it for each hand, so as you can see there are two shadows being cast. I will add an option in the future to upscale the RTX features since this was taken at 27 fps. I also added bloom and a bunch of settings for it and fixed up the sky ground issues. Now it truly scatters the ground until you hit y ≈ 200 million, then the lowest part breaks ¯ ( ツ)/¯"}, {"post_id": 31520, "ts": "2026-07-20T00:14:26Z", "hours": 3.8397, "text": "you know what, its 98% working. I call that good enough for tonight! I will continue fixing up the various tracing bugs and add entities, but so far this is pretty good! I plan on also raytracing shadows and lights if possible, although I will keep the standard shadow pass for nearby to get cheaper shadow filtering than with multiple rays. A lot of little issues plagued the final BVH build, mostly with me not clearing buffers :)"}, {"post_id": 30981, "ts": "2026-07-19T00:18:09Z", "hours": 6.6114, "text": "Finally!!! I got the radix sort working! The screen shot doesn’t look like much, but if you notice the bar on the bottom, the colors are generally grouped together and are perfectly stable. I had really struggled with getting this to work correctly as I’m not exactly the most experienced with compute shaders (or I should say was, now I know more about them than I need to). I had reached out to the shader labs discord even (thanks to them btw, they helped with a workgroup dispatching bug I had) and ran about every test possible to eliminate any possible race conditions/out of bounds errors. Then comes gemini to save the day. Apparently, I really should have done some more research into atomics in the past since even though they are meant to be stable, they are not perfect in the slightest, so I was basically attempting to do a radix sort without stable ranking (which is what it needs to achieve its insane parallelism and speed) and yeah it works now. BVH time (which should not take long to setup, the radix is normally the hard part), then true RTX features (not just voxelizations) like raytraced reflections and idk I might add a path tracing option since I’ve made a PT on shadertoy before and it was super enjoyable to do."}, {"post_id": 27699, "ts": "2026-07-13T14:19:43Z", "hours": 5.9664, "text": "All I can say I got done in this long session is I optimized the rendering slightly. Not the tracing, just the regular lighting by catching the light colors (since they are from the scattered sky) in a tiny 2x2 texture, but it did give me 80+ fps back when I look at the ground at least. I will also have to redo all the BVH setup and actually learn how to do it all since I was leaning a bit heavy on AI use and something broke somewhere and I couldn’t figure out where. Time to actually code it all QwQ (not really sad, probably a good idea to actually learn it fully)"}, {"post_id": 26101, "ts": "2026-07-10T18:06:01Z", "hours": 0.9642, "text": "Haha I feel evil for being mean to my gpu. I got the full world space reflections working (along with a second bar to show how full my triangle buffer is), although I still have to tweak the entities combining with the terrain, but I mean it runs horribly (better than not at all!). You can’t see it in the screen shot really, but I installed a resolution changer mod that puts me at 1/4 resolution, so 1/16 of the pixels and perf is worse than full res with the entities. Definitely will need to get that BVH/acceleration running soon because or else my GPU is going to blow a fuse :D"}, {"post_id": 25300, "ts": "2026-07-09T14:40:44Z", "hours": 1.5022, "text": "Fixed up performance and small bugs!! I removed the combining of vertices into tris and just did that during the trace. Thanks to less memory pressure I got back around 20 idle fps and fixed the jitter bug (hehe)"}, {"post_id": 24178, "ts": "2026-07-07T16:06:28Z", "hours": 3.9919, "text": "(mostly) Finished a major performance win. I figured out a way to use the vertex shader instead of the geometry shader for everything. The geometry shader is notoriously slow (5-10x) compared to everything else, so by not using, my idle performance has went up several times due to no longer having to slowly process so many triangles. I still have some room for improvement (iron golems are black and some weird new backface visual bugs, nothing severe though) but this is much better than before!"}, {"post_id": 22943, "ts": "2026-07-05T16:32:52Z", "hours": 3.3131, "text": "Got FXAA working! Haven’t finished the acceleration for the RT yet, but thought some minor AA wouldn’t be too hard and look nice! Thanks to Simon Rodriguez for his wonderful tutorial on how to add in FXAA!"}, {"post_id": 21433, "ts": "2026-07-03T11:48:09Z", "hours": 5.2997, "text": "The wonderful world space reflections!! Right now they are only setup for entities and are still unaccelerated (that is why its running 25fps). This one was a real challenge to pull off since I learned the hard way entities don’t have texture atlases. That means for each entity on the screen, I had to manually bake their texture to a custom atlas. I will say, I found a pretty smart way to do it that only runs the bake once and caches the texture. If I ever notice overwriting issues, I can change it up, but it should be good. Also, I made it index based off the texture’s color, so modded entities should be supported :)"}, {"post_id": 20766, "ts": "2026-07-02T13:44:05Z", "hours": 2.1428, "text": "We are starting to get fancy!! I finally got just an entity triangle buffer setup. The reason my framerate is so bad so far is I haven’t setup acceleration yet, but that is going to be next. Its surprising how its actually cheaper (so far) to store triangles than storing the block faces I had earlier since info can be omitted pretty easily. The hardest part about doing this was the fact I forgot to put a vertex output in the gbuffers_entities.gsh so it was erring a ton because I forgot two lines 😁"}, {"post_id": 20450, "ts": "2026-07-02T01:31:07Z", "hours": 1.3664, "text": "After optimizing the voxel buffer some more and the DDA march, I have decided to make my life harder. I plan on moving from voxel marches to actual raytracing with acceleration structures due to the fact as of now, block only marches is limited visually, doesn’t have entities, and breaks very quickly when a block uses a 3d model instead of a standard block. My hope will be to use compute shaders for the BVH building so that should be fast. I plan on doing entities first, terrain later just because then I’m not deleting stuff and for once entities are simpler. Plus once this works its basically infinite quality and actually might be faster."}, {"post_id": 19507, "ts": "2026-06-30T20:37:39Z", "hours": 1.7464, "text": "Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D"}, {"post_id": 19290, "ts": "2026-06-30T15:41:18Z", "hours": 3.3058, "text": "Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed."}, {"post_id": 18749, "ts": "2026-06-29T22:48:27Z", "hours": 6.0992, "text": "Got these colored world space reflections working. The only thing I’m running into the issues of voxelizing with the shadow pass, so I am going to do a big refactor and move everything into the regular geometry pass, just that may either require the entire scene be rendered or cleaver caching."}, {"post_id": 17365, "ts": "2026-06-28T03:42:47Z", "hours": 0.8519, "text": "Got the DDA reflector going! Its actually running faster than screen space reflections were, and obviously has the world within the radius (which is 128 blocks, pretty good actually since 126/16 is 8 chunks). Just need to add texturing and lighting to the blocks. Actually I need lighting everywhere in the shader lol"}, {"post_id": 17105, "ts": "2026-06-27T19:32:56Z", "hours": 3.4997, "text": "Finally got the voxel buffer setup!! I did it at the cost of shadows, so I might try to add shadows back, or just use the voxel buffer for them. My hope is to be able to use the buffer for world space reflections since not many shaders have that."}, {"post_id": 16356, "ts": "2026-06-26T16:40:20Z", "hours": 3.5428, "text": "Improved SSR and the sky a little bit. Also got LabPBR’s specular mapping working but couldn’t get the normal map yet. Wasted like two hours trying to use AI to help me seutp a voxel buffer for world space reflections. Ended up deleting all the AI’s stuff due to the fact it didn’t really work right and halved my framerate."}, {"post_id": 15941, "ts": "2026-06-25T22:01:37Z", "hours": 2.5308, "text": "Added atmospheric scattering. Honestly it looks pretty good and runs really well so far. Had to have AI help explain a couple of the functions, but other than that I hand wrote it all. Took a while to figure out how to replace the fog, but once I did it turned out really nice!"}, {"post_id": 15811, "ts": "2026-06-25T18:08:53Z", "hours": 3.2617, "text": "Got much better looking reflections setup with screen space reflections. Trying to use DDA before wasn’t really a bad move, it basically gives a ton of free perf, until you put it with something that isn’t a cube or have to march through 300 blocks. I will try to add world space reflections in the future, but for now the SSR is pretty performant and looks nice!"}, {"post_id": 15343, "ts": "2026-06-24T22:51:45Z", "hours": 1.3783, "text": "Got these really nice looking dda reflections going that are basically free, just walking too far away or looking at them wrong or doing literally anything that isn’t his photo looks kinda bad. Also non solid blocks are very warped, but in this ideal situation they looks really nice!"}, {"post_id": 15154, "ts": "2026-06-24T16:55:26Z", "hours": 1.6878, "text": "Got a lot of stuff done - kidding. Just imported a sky function from a old shader I made. Sadly, I could not get waving vertices working yet. No clue how to do those and everything I try either breaks when you move or when you rotate so yea."}, {"post_id": 15097, "ts": "2026-06-24T15:08:22Z", "hours": 1.4875, "text": "Finally finished the tutorial. Honestly its looking pretty good so far for just a tutorial. I think it a few hours I will have quite a bit down to make this look fantastic and run well!"}, {"post_id": 15050, "ts": "2026-06-24T13:24:37Z", "hours": 1.9417, "text": "Getting near the end of the iris shader tutorial. I had zero clue how to actually format minecraft shaders to start, but the tutorial was super helpful. Hopefully using my experience on shadertoy I will be able to apply optimization and beauty to a game of blocks (either that or I’ll be at 2fps and spinning fish quality)"}]...
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Title: RTX Minecraft Shader by @DubbsPi | Stardanc Title: RTX Minecraft Shader by @DubbsPi | Stardance
Devlogs:
Getting near the end of the iris shader tutorial. I had zero clue how to actually format minecraft shaders to start, but the tutorial was super helpful. Hopefully using my experience on shadertoy I will be able to apply optimization and beauty to a game of blocks (either that or I’ll be at 2fps and spinning fish quality)
Finally finished the tutorial. Honestly its looking pretty good so far for just a tutorial. I think it a few hours I will have quite a bit down to make this look fantastic and run well!
Got a lot of stuff done - kidding. Just imported a sky function from a old shader I made. Sadly, I could not get waving vertices working yet. No clue how to do those and everything I try either breaks when you move or when you rotate so yea.
Got these really nice looking dda reflections going that are basically free, just walking too far away or looking at them wrong or doing literally anything that isn’t his photo looks kinda bad. Also non solid blocks are very warped, but in this ideal situation they looks really nice!
Got much better looking reflections setup with screen space reflections. Trying to use DDA before wasn’t really a bad move, it basically gives a ton of free perf, until you put it with something that isn’t a cube or have to march through 300 blocks. I will try to add world space reflections in the future, but for now the SSR is pretty performant and looks nice!
Added atmospheric scattering. Honestly it looks pretty good and runs really well so far. Had to have AI help explain a couple of the functions, but other than that I hand wrote it all. Took a while to figure out how to replace the fog, but once I did it turned out really nice!
Improved SSR and the sky a little bit. Also got LabPBR’s specular mapping working but couldn’t get the normal map yet. Wasted like two hours trying to use AI to help me seutp a voxel buffer for world space reflections. Ended up deleting all the AI’s stuff due to the fact it didn’t really work right and halved my framerate.
Finally got the voxel buffer setup!! I did it at the cost of shadows, so I might try to add shadows back, or just use the voxel buffer for them. My hope is to be able to use the buffer for world space reflections since not many shaders have that.
Got the DDA reflector going! Its actually running faster than screen space reflections were, and obviously has the world within the radius (which is 128 blocks, pretty good actually since 126/16 is 8 chunks). Just need to add texturing and lighting to the blocks. Actually I need lighting everywhere in the shader lol
Got these colored world space reflections working. The only thing I’m running into the issues of voxelizing with the shadow pass, so I am going to do a big refactor and move everything into the regular geometry pass, just that may either require the entire scene be rendered or cleaver caching.
Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed.
Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D
After optimizing the voxel buffer some more and the DDA march, I have decided to make my life harder. I plan on moving from voxel marches to actual raytracing with acceleration structures due to the fact as of now, block only marches is limited visually, doesn’t have entities, and breaks very quickly when a block uses a 3d model instead of a standard block. My hope will be to use compute shaders for the BVH building so that should be fast. I plan on doing entities first, terrain later just because then I’m not deleting stuff and for once entities are simpler. Plus once this works its basically infinite quality and actually might be faster.
We are starting to get fancy!! I finally got just an entity triangle buffer setup. The reason my framerate is so bad so far is I haven’t setup acceleration yet, but that is going to be next. Its surprising how its actually cheaper (so far) to store triangles than storing the block faces I had earlier since info can be omitted pretty easily. The hardest part about doing this was the fact I forgot to put a vertex output in the gbuffers_entities.gsh so it was erring a ton because I forgot two lines 😁
The wonderful world space reflections!! Right now they are only setup for entities and are still unaccelerated (that is why its running 25fps). This one was a real challenge to pull off since I learned the hard way entities don’t have texture atlases. That means for each entity on the screen, I had to manually bake their texture to a custom atlas. I will say, I found a pretty smart way to do it that only runs the bake once and caches the texture. If I ever notice overwriting issues, I can change it up, but it should be good. Also, I made it index based off the texture’s color, so modded entities should be supported :)
Got FXAA working! Haven’t finished the acceleration for the RT yet, but thought some minor AA wouldn’t be too hard and look nice! Thanks to Simon Rodriguez for his wonderful tutorial on how to add in FXAA!
(mostly) Finished a major performance win. I figured out a way to use the vertex shader instead of the geometry shader for everything. The geometry shader is notoriously slow (5-10x) compared to everything else, so by not using, my idle performance has went up several times due to no longer having to slowly process so many triangles. I still have some room for improvement (iron golems are black and some weird new backface visual bugs, nothing severe though) but this is much better than before!
Fixed up performance and small bugs!! I removed the combining of vertices into tris and just did that during the trace. Thanks to less memory pressure I got back around 20 idle fps and fixed the jitter bug (hehe)
Haha I feel evil for being mean to my gpu. I got the full world space reflections working (along with a second bar to show how full my triangle buffer is), although I still have to tweak the entities combining with the terrain, but I mean it runs horribly (better than not at all!). You can’t see it in the screen shot really, but I installed a resolution changer mod that puts me at 1/4 resolution, so 1/16 of the pixels and perf is worse than full res with the entities. Definitely will need to get that BVH/acceleration running soon because or else my GPU is going to blow a fuse :D
All I can say I got done in this long session is I optimized the rendering slightly. Not the tracing, just the regular lighting by catching the light colors (since they are from the scattered sky) in a tiny 2x2 texture, but it did give me 80+ fps back when I look at the ground at least. I will also have to redo all the BVH setup and actually learn how to do it all since I was leaning a bit heavy on AI use and something broke somewhere and I couldn’t figure out where. Time to actually code it all QwQ (not really sad, probably a good idea to actually learn it fully)
Finally!!! I got the radix sort working! The screen shot doesn’t look like much, but if you notice the bar on the bottom, the colors are generally grouped together and are perfectly stable. I had really struggled with getting this to work correctly as I’m not exactly the most experienced with compute shaders (or I should say was, now I know more about them than I need to). I had reached out to the shader labs discord even (thanks to them btw, they helped with a workgroup dispatching bug I had) and ran about every test possible to eliminate any possible race conditions/out of bounds errors. Then comes gemini to save the day. Apparently, I really should have done some more research into atomics in the past since even though they are meant to be stable, they are not perfect in the slightest, so I was basically attempting to do a radix sort without stable ranking (which is what it needs to achieve its insane parallelism and speed) and yeah it works now. BVH time (which should not take long to setup, the radix is normally the hard part), then true RTX features (not just voxelizations) like raytraced reflections and idk I might add a path tracing option since I’ve made a PT on shadertoy before and it was super enjoyable to do.
you know what, its 98% working. I call that good enough for tonight! I will continue fixing up the various tracing bugs and add entities, but so far this is pretty good! I plan on also raytracing shadows and lights if possible, although I will keep the standard shadow pass for nearby to get cheaper shadow filtering than with multiple rays. A lot of little issues plagued the final BVH build, mostly with me not clearing buffers :)
We now have some of the most complex handheld lighting in minecraft! I setup a quick light tracing function and inputted the light values for it for each hand, so as you can see there are two shadows being cast. I will add an option in the future to upscale the RTX features since this was taken at 27 fps. I also added bloom and a bunch of settings for it and fixed up the sky ground issues. Now it truly scatters the ground until you hit y ≈ 200 million, then the lowest part breaks ¯ ( ツ)/¯
Finished fixing up a bunch of small bugs/issues. Also added waves to the water. I deleted my .git files by accident so that took a while to fix. Added a bunch of options to the settings to help reduce the render scale of reflections, which allows this to actually run halfway decently. Couldn’t figure out how to get the reflections to work properly on water, so there will be none there.
Ships:
This is a custom minecraft shader I made. I first started with the Iris tutorial, but this project quickly expanded with a bunch of high end features, such as raytraced reflections! I’ve always kinda been annoyed with screen space reflections, so I thought, how hard could it be to just make them world space? Turns out it was way harder than I expected and took way longer as well. Overall, the result of my shader turned out pretty good, but it is not gameplay focused/to be used outside of demos in the overworld. I hope others may even build off of my progress to start integrating advanced reflection features like I have. This project greatly helped me improve my shader skills/taught me how to use the vertex and compute shaders (my only prior shader experience is on shadertoy) to produce nice results. The hardest part for me was probably setting up the BVH for RT acceleration and actually starting the project. Apparently minecraft has a lot of little overlapping transparent textures setup to perfectly rasterize, but to trace them causes a lot of precision related bugs, hence the reason I was forced to cheap out a little on grass blocks/tall grass. Also, the BVH resolution is limited due to performance constraints, causing overlapping triangles to clip infront of each other constantly, but that issue is mostly nonexistent for non transparent triangles, like buildings and such. In the end, I’m happy with the result and couldn’t have asked for a better long-term coding project!...
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1793598848.9552557
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1793685248.9552557
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49769
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My very own WebOS by @Blazinkiller_0981 | Stardanc My very own WebOS by @Blazinkiller_0981 | Stardance...
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Blazinkiller_0981
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1
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7.91
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T11:20:49Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally completed this Web-OS. It was pretty fun and irritating but thats a part of development (i guess). I love the game its pretty fun and repetitive so it basically sucks for others but the one who makes it knows the effort that goes into it. I hated fixing bugs especially css bugs bcus CSS is so confusing when u just keep layering stuff but in the end its done so im happy", "repo": "https://github.com/Blazinkiller0981/Blazin-OS/", "demo": "https://blazinos.netlify.app/"}]...
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[{"post_id": 54486, "ts": "202 [{"post_id": 54486, "ts": "2026-08-25T14:37:48Z", "hours": 1.8494, "text": "Devlog: I was pretty fed up of that average glassy frosted glass black css so i decided to reconfigure that code in my own style and tried to turn it into a windows 95 tribute. Apart from that i cant seem to configure a background on it if anyone can help please reach out on https://instagram.com/blazinkiller_007"}, {"post_id": 52811, "ts": "2026-08-23T05:01:17Z", "hours": 2.1431, "text": "Devlog 4 Completely rewrote the code and the readme. Now there’s a separate index CSS and JS file. The new version has a midnight blue theme and the taskbar has been moved to the top of the screen. In the game a boss has been added which gives you 10 Z skill uses which is the wipe all skill and to make it not too op i made it so that the field clear ability doesn’t give exp per orb killed so its more of an escape"}, {"post_id": 52421, "ts": "2026-08-22T15:27:03Z", "hours": 0.9208, "text": "Devlog 3 I just finished a NON AI readme. I guess thats just it so yea. Do check out my socials they are in the bottom of the readme."}, {"post_id": 51695, "ts": "2026-08-21T14:55:02Z", "hours": 1.0867, "text": "DEVLOG 2 I am very lazy so here we are. I completely ditched the top taskbar cus the bottom one looks cleaner i removed the spiderman bg cus the black one loos cleaner. Apart from UI changes i removed my socials cus I think theres no point. I added a fully capable file managment system so thats pretty cool. added a sick shooting game which is 2d cus i was…. lazy and finally a notepad that auto saves notes and a calculator. I also added a music system but it kinda uses royalty free music imma figure out a way to add like all music known to makind on it"}, {"post_id": 48956, "ts": "2026-08-17T15:14:18Z", "hours": 1.9144, "text": "Blazin-OS Devlog #1 Yo, im new to this platform and i chose the webOS as my starting project. biggest mistake i suppose. Just kidding but like its been 2 hour of coding. Correction 1 hour of coding and 1 hour of fixing the dragging glitches.Am planning to add more apps like spotify using an api or just normal games and maybe AI intergration with nvidia nim nemotron 3 ultra. + ive added my socials and my github :)"}]...
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Title: My very own WebOS by @Blazinkiller_0981 | S Title: My very own WebOS by @Blazinkiller_0981 | Stardance
Devlogs:
Blazin-OS Devlog #1 Yo, im new to this platform and i chose the webOS as my starting project. biggest mistake i suppose. Just kidding but like its been 2 hour of coding. Correction 1 hour of coding and 1 hour of fixing the dragging glitches.Am planning to add more apps like spotify using an api or just normal games and maybe AI intergration with nvidia nim nemotron 3 ultra. + ive added my socials and my github :)
DEVLOG 2 I am very lazy so here we are. I completely ditched the top taskbar cus the bottom one looks cleaner i removed the spiderman bg cus the black one loos cleaner. Apart from UI changes i removed my socials cus I think theres no point. I added a fully capable file managment system so thats pretty cool. added a sick shooting game which is 2d cus i was…. lazy and finally a notepad that auto saves notes and a calculator. I also added a music system but it kinda uses royalty free music imma figure out a way to add like all music known to makind on it
Devlog 3 I just finished a NON AI readme. I guess thats just it so yea. Do check out my socials they are in the bottom of the readme.
Devlog 4 Completely rewrote the code and the readme. Now there’s a separate index CSS and JS file. The new version has a midnight blue theme and the taskbar has been moved to the top of the screen. In the game a boss has been added which gives you 10 Z skill uses which is the wipe all skill and to make it not too op i made it so that the field clear ability doesn’t give exp per orb killed so its more of an escape
Devlog: I was pretty fed up of that average glassy frosted glass black css so i decided to reconfigure that code in my own style and tried to turn it into a windows 95 tribute. Apart from that i cant seem to configure a background on it if anyone can help please reach out on https://instagram.com/blazinkiller_007
Ships:
I finally completed this Web-OS. It was pretty fun and irritating but thats a part of development (i guess). I love the game its pretty fun and repetitive so it basically sucks for others but the one who makes it knows the effort that goes into it. I hated fixing bugs especially css bugs bcus CSS is so confusing when u just keep layering stuff but in the end its done so im happy...
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1793598850.3063653
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1793685250.3063653
|
|
43000
|
My own site! by @Ng_Chang_Jack | Stardance
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Ng_Chang_Jack
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1
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3.61
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T15:58:26Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just finished making my own site! I am going to update it regularly I used AI for helping me solve problems when i am stuck and also for code correcting", "repo": "https://github.com/Chz3nex/WebOs", "demo": "https://chz3nex.github.io/WebOs/"}]...
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[{"post_id": 41228, "ts": "202 [{"post_id": 41228, "ts": "2026-08-05T09:36:26Z", "hours": 0.6092, "text": "Devlog 05(probably the last/updated the design 1 last time)"}, {"post_id": 40803, "ts": "2026-08-04T15:42:09Z", "hours": 0.6719, "text": "Devlog 04 (added an interactive button!)"}, {"post_id": 40626, "ts": "2026-08-04T09:18:18Z", "hours": 0.4028, "text": "Devlog 03 (added hover animation!)"}, {"post_id": 39959, "ts": "2026-08-03T09:14:15Z", "hours": 0.4117, "text": "Devlog 02 (Improved the design)"}, {"post_id": 39398, "ts": "2026-08-02T10:40:54Z", "hours": 1.1422, "text": "Devlog 1(Basic Website Elements)"}]...
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Title: My own site! by @Ng_Chang_Jack | Stardance
Title: My own site! by @Ng_Chang_Jack | Stardance
Devlogs:
Devlog 1(Basic Website Elements)
Devlog 02 (Improved the design)
Devlog 03 (added hover animation!)
Devlog 04 (added an interactive button!)
Devlog 05(probably the last/updated the design 1 last time)
Ships:
I just finished making my own site! I am going to update it regularly I used AI for helping me solve problems when i am stuck and also for code correcting...
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1793598851.541897
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1793685251.541897
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44254
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Image to PDF converter by @Jhenil | Stardance
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Jhenil
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1
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3.0
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7
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T01:15:19Z", "hours": 3.0, "multiplier": 2.29, "payout": 7, "blessing": "neutral", "text": "I have made a simple to use image to pdf converter. This tool is very useful as it just takes supported image type then scales and centers them on the page of the pdf and gives it to use. I have made it so that the user can choose what they want to name the pdf within the app. You can also choose where you want to save the pdf that you have created. I have used Python and Tkinter to make this app. I also used a YouTube tutorial to make it and understand it. I hope everyone founds this useful. Thank you for testing!", "repo": "https://github.com/JP-code33/ImageToPDF", "demo": "https://github.com/JP-code33/ImageToPDF/releases/tag/v1.0.0"}]...
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[{"post_id": 41656, "ts": "202 [{"post_id": 41656, "ts": "2026-08-06T00:45:30Z", "hours": 1.3625, "text": "Devlog - 4 I have finished the app. I know it took me way longer. I was adding a bit of things like I added you can’t click the convert button if there is no image(s) selected. I added warnings and errors which might cause the conversion to fail. I added a success message where when the file is converted and then it shows where it has been saved. I have made it to an exe file which makes it easier to use the app. The main time I spent was in debugging like when I turned into an app it gave me error saying the app required strings and not objects and that took me a while to figure out but at the end I did."}, {"post_id": 41520, "ts": "2026-08-05T19:38:57Z", "hours": 1.0117, "text": "Devlog - 3 I have completed the UI of the app. I have improved it while keeping it simple to use. You can see the UI in the picture below. I have also added so that the user can choose where they want their pdf to be. Before it just saved it right next to the app file. You can see that also in the picture. I will be brainstorming more ideas what I can actually add more to this app to make it even more useful."}, {"post_id": 41442, "ts": "2026-08-05T17:34:26Z", "hours": 0.485, "text": "Devlog - 2 I have initialized the buttons and now I will be working on actually making the software select the images from the computer and use it in the software to actually convert it to a pdf. I will keep it posted. The basic version of the app is about to be done but I am thinking to add more things to it. Let’s see how it turns out!"}, {"post_id": 41426, "ts": "2026-08-05T16:53:14Z", "hours": 0.395, "text": "Devlog - 1 Starting a new project and this one is like most of the people can use it. It is a image to pdf converter. I have been using many third party apps to do this but now I think I will make my own. I am using Python & Tkinter to make this converter. I have gotten the basic layout of the app down."}]...
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Title: Image to PDF converter by @Jhenil | Stardan Title: Image to PDF converter by @Jhenil | Stardance
Devlogs:
Devlog - 1 Starting a new project and this one is like most of the people can use it. It is a image to pdf converter. I have been using many third party apps to do this but now I think I will make my own. I am using Python & Tkinter to make this converter. I have gotten the basic layout of the app down.
Devlog - 2 I have initialized the buttons and now I will be working on actually making the software select the images from the computer and use it in the software to actually convert it to a pdf. I will keep it posted. The basic version of the app is about to be done but I am thinking to add more things to it. Let’s see how it turns out!
Devlog - 3 I have completed the UI of the app. I have improved it while keeping it simple to use. You can see the UI in the picture below. I have also added so that the user can choose where they want their pdf to be. Before it just saved it right next to the app file. You can see that also in the picture. I will be brainstorming more ideas what I can actually add more to this app to make it even more useful.
Devlog - 4 I have finished the app. I know it took me way longer. I was adding a bit of things like I added you can’t click the convert button if there is no image(s) selected. I added warnings and errors which might cause the conversion to fail. I added a success message where when the file is converted and then it shows where it has been saved. I have made it to an exe file which makes it easier to use the app. The main time I spent was in debugging like when I turned into an app it gave me error saying the app required strings and not objects and that took me a while to figure out but at the end I did.
Ships:
I have made a simple to use image to pdf converter. This tool is very useful as it just takes supported image type then scales and centers them on the page of the pdf and gives it to use. I have made it so that the user can choose what they want to name the pdf within the app. You can also choose where you want to save the pdf that you have created. I have used Python and Tkinter to make this app. I also used a YouTube tutorial to make it and understand it. I hope everyone founds this useful. Thank you for testing!...
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1793598852.7143028
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1793685252.7143028
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