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5650
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My first slack bot! by @SarahB | Stardance
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SarahB
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @SarahB | Stardance
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1793339572.993684
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1793944372.993684
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3316
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print scraper by @devk | Stardance
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devk
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0
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0.0
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0
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[]
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[]
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Title: print scraper by @devk | Stardance
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1793339574.2210395
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1793944374.2210395
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43529
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Airplane 3D model :D by @6matylda | Stardance
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6matylda
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1
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25.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T22:23:30Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made an airplane 3D model in Onshape, which can be 3D printed and even turned into an RC! This airplane features two engines, NACA 4412 wings, a wingspan of 910mm (35.8in) and a fuselage length of about 730mm (28.7in). — This was my first big project in Onshape, so I came across a lot of challenges while modelling, such as not being able to hollow out the wings and tail because they were too thin, trouble with making the dihedral (upwards) angle of the wings, and problems with lofting the nosecone (I learned to use composite curves as the lofting paths). — I overcame these problems by experimenting, though; for the hollowing wings out problem, I realized making an outer layer was a lot easier than hollowing the inside, and for the nosecone problem, after investigating, I came across composite curves, which was something really helpful to learn. — To test the project, you can download the file on the GitHub. The features list is organized into folders for each part. — The engines are provisional, so I recommend to add your own if you’re going to print this model to ensure it’s durable and easy to print!", "repo": "https://github.com/6matylda/Stardance-Airplane-3D-model", "demo": "https://cad.onshape.com/documents/d811ccb7f19883caa2712b5f/w/4bb6a2feac3b5eb07ce2f1bf/e/5de39268565f4e4cfc2bf3e9?renderMode=0&uiState=6a73d768b21ca79e95eaa222"}]...
|
[{"post_id": 68885, "ts": "202 [{"post_id": 68885, "ts": "2026-09-15T23:11:40Z", "hours": 3.0044, "text": "Devlog #9: I am back!! I remade the wings, which are hollow. — I figured the other wings had some problems (the upwards (dihedral) angle was too high, and this same angle wasn’t equally distributed throughout the wings, and the wings were hard to hollow because of the way they intersected the fuselage (the face at the start wasn’t flat, which complicated it)). — Made the new wings by using the same sketch on a different plane with an inclination of 6 degrees, then re-lofting the wings and finally using the “thicken” tool with a thickness of 0.6mm. — Next to do: add internal structures for support"}, {"post_id": 59315, "ts": "2026-09-01T01:22:01Z", "hours": 6.1083, "text": "Devlog #8: fought for roughly 5 hours to hollow out the tail. Also hollowed the engines. — I tried so many ways to hollow the tail, like using the “shell” and “hollow” tool, extruding inwards, etc. so, what I did, was to use the “thicken” tool to make a shell that was 0.6mm thick. While I wanted the original model to be hollowed inwards, I think rather making the exterior thicker still worked quite well. — As for the engines, unlike the tail, it was pretty easy as it just required to use the shell hollow tool. Also, the engines are 0.6mm thick now and the pylon is 0.4mm! (A pylon is the mount of the engine that connects to the wing C:) — now, I need to remake the wings because of their geometry to hollow them out :)"}, {"post_id": 53538, "ts": "2026-08-24T04:01:21Z", "hours": 0.6875, "text": "Devlog #7: hollowed out the belly and the nosecone — at first, I was super confused on how to hollow out round parts like those of lofts, so after a quick google search I discovered a tool, Shell. I’m so happy I found out about it because otherwise I would be fighting to extrude each part for hours lol. Like the fuselage, the belly and nosecone have 0.6mm of thickness (~0.0236 for the Americans!) — As for hollowing the nosecone, I struggled a bit because the inside and outside were unidimensional and floating, (I basically left a gap of 0.6mm between them) but I figured it was because I had made the windshield before hollowing the nosecone out, so I pushed the intersect booleans of the windshield and nosecone to the very end of the features list, which fixed it, as you can see in the ss! — next to do: figure a way to hollow out the wings and tail surfaces (I tried, but I had a couple problems due to the geometry)"}, {"post_id": 51730, "ts": "2026-08-21T15:48:56Z", "hours": 2.3822, "text": "Devlog #6: Made the windshield and hollowed out the middle of the fuselage and the belly. — For the windshield, made a sketch on the top plane and extruded it, then created an intersect boolean to separate overlapping parts of the nosecone. — For hollowing the fuselage, I separated the nosecone so it would be easier to visualize changes. then hollowed part of the fuselage and left a thickness of 0.6mm. I did this by going in the sketches and creating a smaller copy of the sketch and extruding that out as a “remove”. I also did this for part of the belly, but I still have to hollow out the curved parts like lofts. — To do next: hollow out the nosecone, tail and belly :) — also: if I happen to modify the model so its suitable for an RC, the engines are provisional so I may change them in the future so they fit a standard EDF."}, {"post_id": 49926, "ts": "2026-08-18T21:53:27Z", "hours": 1.4033, "text": "devlog #5: Finished the engines!! tbh I thought they would be a lot harder to make due to the complex geometry, but it was actually quite fun! I made the engine by first sketching the nacelle and revolving that, I then made the pylon/strut that holds the engine, and finally the blades, which I made by lofting a rectangle at different angles and distances."}, {"post_id": 48610, "ts": "2026-08-17T02:25:27Z", "hours": 1.0989, "text": "Devlog #4: I lied in my last devlog, I decided to make the wings before the frontal windows because I already learned how to do that by making the tail! I made the top view shape first and then added the airfoil by lofting it by parts. The airfoil is a NACA4412. I did spend like 40 minutes trying to figure out how to make the wings dihedral and give them shape 😭 but so far I’m so proud of how it’s turning out. I feel like the engines are gonna be pretty hard to model but I’m up for the challenge! I’m excited to finish it and see how it turns out. :)"}, {"post_id": 44159, "ts": "2026-08-09T18:50:53Z", "hours": 2.36, "text": "Devlog #3: made the tail of the airplane. I made each stabilizer by sketching out and extruding the base, then shaped the width with a remove extrude and added some fillets to make it smooth. Next I’ll be making the frontal/cockpit windows :)"}, {"post_id": 41651, "ts": "2026-08-06T00:35:58Z", "hours": 1.3961, "text": "Making an airplane in Onshape devlog #2: made the fuselage a bit longer. I came across a couple problems (the parts weren’t generating) cuz I had to delete some reference points and sketches in order to extrude the fuselage, but I fixed it by re-lofting the empennage and modifying the base sketches of it. I also expanded the belly. Next up I am gonna make the rudder and elevators :)"}, {"post_id": 40917, "ts": "2026-08-04T19:05:21Z", "hours": 6.9631, "text": "Devlog #1: making an airliner. I spent the first 3-4 hours making the sketches. I encountered a lot of problems with making the lofts (the lines weren’t connecting) so it didn’t extrude correctly. I fixed that by making composite curves. I then encountered the problem that the radome wasn’t smooth so I made ellipses to form the nose shape and extruded it. I continued by making the empennage and did the same as with the nose. I finished the fuselage and the belly today. Any advice is rlly appreciated :)"}]...
|
Title: Airplane 3D model :D by @6matylda | Stardan Title: Airplane 3D model :D by @6matylda | Stardance
Devlogs:
Devlog #1: making an airliner. I spent the first 3-4 hours making the sketches. I encountered a lot of problems with making the lofts (the lines weren’t connecting) so it didn’t extrude correctly. I fixed that by making composite curves. I then encountered the problem that the radome wasn’t smooth so I made ellipses to form the nose shape and extruded it. I continued by making the empennage and did the same as with the nose. I finished the fuselage and the belly today. Any advice is rlly appreciated :)
Making an airplane in Onshape devlog #2: made the fuselage a bit longer. I came across a couple problems (the parts weren’t generating) cuz I had to delete some reference points and sketches in order to extrude the fuselage, but I fixed it by re-lofting the empennage and modifying the base sketches of it. I also expanded the belly. Next up I am gonna make the rudder and elevators :)
Devlog #3: made the tail of the airplane. I made each stabilizer by sketching out and extruding the base, then shaped the width with a remove extrude and added some fillets to make it smooth. Next I’ll be making the frontal/cockpit windows :)
Devlog #4: I lied in my last devlog, I decided to make the wings before the frontal windows because I already learned how to do that by making the tail! I made the top view shape first and then added the airfoil by lofting it by parts. The airfoil is a NACA4412. I did spend like 40 minutes trying to figure out how to make the wings dihedral and give them shape 😭 but so far I’m so proud of how it’s turning out. I feel like the engines are gonna be pretty hard to model but I’m up for the challenge! I’m excited to finish it and see how it turns out. :)
devlog #5: Finished the engines!! tbh I thought they would be a lot harder to make due to the complex geometry, but it was actually quite fun! I made the engine by first sketching the nacelle and revolving that, I then made the pylon/strut that holds the engine, and finally the blades, which I made by lofting a rectangle at different angles and distances.
Devlog #6: Made the windshield and hollowed out the middle of the fuselage and the belly. — For the windshield, made a sketch on the top plane and extruded it, then created an intersect boolean to separate overlapping parts of the nosecone. — For hollowing the fuselage, I separated the nosecone so it would be easier to visualize changes. then hollowed part of the fuselage and left a thickness of 0.6mm. I did this by going in the sketches and creating a smaller copy of the sketch and extruding that out as a “remove”. I also did this for part of the belly, but I still have to hollow out the curved parts like lofts. — To do next: hollow out the nosecone, tail and belly :) — also: if I happen to modify the model so its suitable for an RC, the engines are provisional so I may change them in the future so they fit a standard EDF.
Devlog #7: hollowed out the belly and the nosecone — at first, I was super confused on how to hollow out round parts like those of lofts, so after a quick google search I discovered a tool, Shell. I’m so happy I found out about it because otherwise I would be fighting to extrude each part for hours lol. Like the fuselage, the belly and nosecone have 0.6mm of thickness (~0.0236 for the Americans!) — As for hollowing the nosecone, I struggled a bit because the inside and outside were unidimensional and floating, (I basically left a gap of 0.6mm between them) but I figured it was because I had made the windshield before hollowing the nosecone out, so I pushed the intersect booleans of the windshield and nosecone to the very end of the features list, which fixed it, as you can see in the ss! — next to do: figure a way to hollow out the wings and tail surfaces (I tried, but I had a couple problems due to the geometry)
Devlog #8: fought for roughly 5 hours to hollow out the tail. Also hollowed the engines. — I tried so many ways to hollow the tail, like using the “shell” and “hollow” tool, extruding inwards, etc. so, what I did, was to use the “thicken” tool to make a shell that was 0.6mm thick. While I wanted the original model to be hollowed inwards, I think rather making the exterior thicker still worked quite well. — As for the engines, unlike the tail, it was pretty easy as it just required to use the shell hollow tool. Also, the engines are 0.6mm thick now and the pylon is 0.4mm! (A pylon is the mount of the engine that connects to the wing C:) — now, I need to remake the wings because of their geometry to hollow them out :)
Devlog #9: I am back!! I remade the wings, which are hollow. — I figured the other wings had some problems (the upwards (dihedral) angle was too high, and this same angle wasn’t equally distributed throughout the wings, and the wings were hard to hollow because of the way they intersected the fuselage (the face at the start wasn’t flat, which complicated it)). — Made the new wings by using the same sketch on a different plane with an inclination of 6 degrees, then re-lofting the wings and finally using the “thicken” tool with a thickness of 0.6mm. — Next to do: add internal structures for support
Ships:
Made an airplane 3D model in Onshape, which can be 3D printed and even turned into an RC! This airplane features two engines, NACA 4412 wings, a wingspan of 910mm (35.8in) and a fuselage length of about 730mm (28.7in). — This was my first big project in Onshape, so I came across a lot of challenges while modelling, such as not being able to hollow out the wings and tail because they were too thin, trouble with making the dihedral (upwards) angle of the wings, and problems with lofting the nosecone (I learned to use composite curves as the lofting paths). — I overcame these problems by experimenting, though; for the hollowing wings out problem, I realized making an outer layer was a lot easier than hollowing the inside, and for the nosecone problem, after investigating, I came across composite curves, which was something really helpful to learn. — To test the project, you can download the file on the GitHub. The features list is organized into folders for each part. — The engines are provisional, so I recommend to add your own if you’re going to print this model to ensure it’s durable and easy to print!...
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1793339575.2665684
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1793425975.2665684
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|
19551
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Background hacker by @EthanCubes | Stardance
|
EthanCubes
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0
|
0.71
|
0
|
[]
|
[{"post_id": 9668, "ts": "2026 [{"post_id": 9668, "ts": "2026-06-16T02:30:39Z", "hours": 0.7067, "text": "I spent 40 minutes to get a “hello world” console output. I created a Chrome Extension that literally only outputs Hello World and installed it on Chrome. Not much progress in my work to create an extension that can change any background, but at least I can get the extension to run something. how did this take me 40 minutes bro. (look at the console output, you can find hello world there)"}]...
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Title: Background hacker by @EthanCubes | Stardanc Title: Background hacker by @EthanCubes | Stardance
Devlogs:
I spent 40 minutes to get a “hello world” console output. I created a Chrome Extension that literally only outputs Hello World and installed it on Chrome. Not much progress in my work to create an extension that can change any background, but at least I can get the extension to run something. how did this take me 40 minutes bro. (look at the console output, you can find hello world there)...
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1793339576.4864953
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1793944376.4864953
|
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28190
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Test by @Abhi_019 | Stardance
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Abhi_019
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0
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0.0
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0
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[]
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[]
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Title: Test by @Abhi_019 | Stardance
|
1793339577.4179983
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1793944377.4179983
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|
43568
|
Look Up | Astronomy Observation Helper by @ASTRY | Look Up | Astronomy Observation Helper by @ASTRY | Stardance...
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ASTRY
|
1
|
62.03
|
838
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T01:22:20Z", "hours": 57.0, "multiplier": 15.43, "payout": 838, "blessing": "neutral", "text": "H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY", "repo": "https://github.com/Rukkoa17/LookUp2", "demo": "https://lookup2-1d9v.vercel.app"}]...
|
[{"post_id": 82945, "ts": "202 [{"post_id": 82945, "ts": "2026-10-26T10:45:03Z", "hours": 0.5356, "text": "DevLog for requested change ! Okay so this time it wasn’t anything really long to do , simply I added a function to check if the user can send any datas via deviceorientation event. If he isn’t able that means that the device that he uses hasn’t the captors needed for the webapp so a pop up appears telling him what’s wrong !"}, {"post_id": 82004, "ts": "2026-10-23T12:37:50Z", "hours": 4.49, "text": "After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:"}, {"post_id": 75058, "ts": "2026-09-29T00:51:15Z", "hours": 3.2325, "text": "H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;"}, {"post_id": 74644, "ts": "2026-09-27T20:44:18Z", "hours": 10.0178, "text": "H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:"}, {"post_id": 69832, "ts": "2026-09-17T21:23:54Z", "hours": 10.4528, "text": "Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (="}, {"post_id": 60981, "ts": "2026-09-03T17:42:30Z", "hours": 9.9806, "text": "HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !"}, {"post_id": 51945, "ts": "2026-08-21T21:57:04Z", "hours": 12.3083, "text": "BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3"}, {"post_id": 46185, "ts": "2026-08-13T07:11:07Z", "hours": 1.7561, "text": "DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333"}, {"post_id": 45437, "ts": "2026-08-11T21:34:22Z", "hours": 1.2208, "text": "Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!"}, {"post_id": 44807, "ts": "2026-08-10T20:40:51Z", "hours": 0.5775, "text": "Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!"}, {"post_id": 44209, "ts": "2026-08-09T20:23:08Z", "hours": 1.6989, "text": "DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!"}, {"post_id": 43752, "ts": "2026-08-09T05:23:37Z", "hours": 2.1511, "text": "Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;"}, {"post_id": 42617, "ts": "2026-08-07T13:09:50Z", "hours": 2.0531, "text": "D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!"}, {"post_id": 42224, "ts": "2026-08-06T20:51:18Z", "hours": 0.7856, "text": "DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment)."}, {"post_id": 41503, "ts": "2026-08-05T19:05:25Z", "hours": 0.8856, "text": "DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3"}]...
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Title: Look Up | Astronomy Observation Helper by @ Title: Look Up | Astronomy Observation Helper by @ASTRY | Stardance
Devlogs:
DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3
DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment).
D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!
Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;
DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!
Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!
Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!
DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333
BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3
HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !
Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (=
H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:
H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;
After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:
DevLog for requested change ! Okay so this time it wasn’t anything really long to do , simply I added a function to check if the user can send any datas via deviceorientation event. If he isn’t able that means that the device that he uses hasn’t the captors needed for the webapp so a pop up appears telling him what’s wrong !
Ships:
H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY...
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1793339581.0197277
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1793425981.0197277
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28464
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bf interpreter by @acorn | Stardance
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acorn
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0
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1.17
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0
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[]
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[{"post_id": 25220, "ts": "202 [{"post_id": 25220, "ts": "2026-07-09T10:36:23Z", "hours": 1.1747, "text": "I’ve written some basic explanation of how does any keyword in bf work (more for myself) and fully completed the interpreter. Theoretically it’s capable of running any .bf program, but I’m planning to start optimizing everything now. Also sample input.bf is now in the repository which is a ‘hello world’ program, it’s executed correctly."}]...
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Title: bf interpreter by @acorn | Stardance
Devlo Title: bf interpreter by @acorn | Stardance
Devlogs:
I’ve written some basic explanation of how does any keyword in bf work (more for myself) and fully completed the interpreter. Theoretically it’s capable of running any .bf program, but I’m planning to start optimizing everything now. Also sample input.bf is now in the repository which is a ‘hello world’ program, it’s executed correctly....
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1793339582.3505497
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1793944382.3505497
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9094
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My first slack bot! by @meowking | Stardance
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meowking
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @meowking | Stardanc Title: My first slack bot! by @meowking | Stardance...
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1793339583.281141
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1793944383.281141
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15975
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My very own WebOS by @xanderr | Stardance
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xanderr
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @xanderr | Stardance
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1793339584.2820437
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1793944384.2820437
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48438
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Kile-OS by @koumud | Stardance
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koumud
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1
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3.85
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T15:04:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "KileOS is a web-based operating system with a modern desktop, apps, window management, settings, themes, and local data storage. It runs directly in the browser and is publicly available for anyone to try.", "repo": "https://github.com/koumud/kile-os", "demo": "https://kile-os.vercel.app/"}]...
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[{"post_id": 64867, "ts": "202 [{"post_id": 64867, "ts": "2026-09-09T15:40:36Z", "hours": 1.8547, "text": "Stage 5 builds on Stage 4 by adding KileFlow, a workspace control system with saved desktop scenes, Activity Pulse, Desk Map, and the Ctrl + Space Command Rail. The code was newly written on top of KileOS Stage 4, while reference projects were used only for feature inspiration."}, {"post_id": 48133, "ts": "2026-08-16T12:53:57Z", "hours": 0.3081, "text": "the new stage add a polish version of stage 2"}, {"post_id": 48000, "ts": "2026-08-16T08:52:59Z", "hours": 0.3578, "text": "In the 2nd stage i worked on smoothness and added 2 more apps to the os but they need polishing"}, {"post_id": 47945, "ts": "2026-08-16T06:43:28Z", "hours": 1.0083, "text": "I am currently working on an simple os for the project and it is simple"}]...
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Title: Kile-OS by @koumud | Stardance
Devlogs:
I Title: Kile-OS by @koumud | Stardance
Devlogs:
I am currently working on an simple os for the project and it is simple
In the 2nd stage i worked on smoothness and added 2 more apps to the os but they need polishing
the new stage add a polish version of stage 2
Stage 5 builds on Stage 4 by adding KileFlow, a workspace control system with saved desktop scenes, Activity Pulse, Desk Map, and the Ctrl + Space Command Rail. The code was newly written on top of KileOS Stage 4, while reference projects were used only for feature inspiration.
Ships:
KileOS is a web-based operating system with a modern desktop, apps, window management, settings, themes, and local data storage. It runs directly in the browser and is publicly available for anyone to try....
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1793339585.2178512
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1793425985.2178512
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34994
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My own site! by @Khalfani | Stardance
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Khalfani
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Khalfani | Stardance
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1793339586.4410274
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1793944386.4410274
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14894
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My very own WebOS by @Stargazer5 | Stardance
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Stargazer5
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @Stargazer5 | Stardanc Title: My very own WebOS by @Stargazer5 | Stardance...
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1793339587.3529983
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1793944387.3529983
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30130
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Untitled by @Studented | Stardance
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Studented
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Studented | Stardance
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1793339588.3101487
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1793944388.3101487
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48449
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Lookout Os by @yourfiyan | Stardance
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yourfiyan
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1
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18.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T19:46:38Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WebOs A desktop OS that runs in the web I built it using only HTML, CSS and JavaScript. Thats all i started this with the Hack Club webOS guide and then added more apps including my own stuff What it have? Calculator 2048 game (love this game) Notes Weather Music Player That’s all!", "repo": "https://github.com/Yourfiyan/WebOs", "demo": "https://yourfiyan.is-a.dev/WebOs/"}]...
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[{"post_id": 74983, "ts": "202 [{"post_id": 74983, "ts": "2026-09-28T19:29:52Z", "hours": 3.4286, "text": "Wrapping thing up All i did in this session was reorganized the desktop and app windows, improved the terminal commands, and fix window dragging boundaries, And at last added a readme file"}, {"post_id": 64904, "ts": "2026-09-09T16:46:13Z", "hours": 11.8808, "text": "Just changed the whole look of it. Well now the taskbar is below and I added this cool Liquid Glass theme for the windows. Also added some new commands to the terminal, along with new apps like Contacts, Projects, Weather, and even 2048. And yup thats pretty much it for now"}, {"post_id": 48826, "ts": "2026-08-17T11:34:42Z", "hours": 2.5803, "text": "I called it Lookout Os.. well nothing too much to see really, build the whole look around the wallpaper I found. Nothing too crazy, There are two apps for now, Crate is basically my music records and ahh the terminal, in there we got some commands that can be displayed by help command yup thats all for now"}]...
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Title: Lookout Os by @yourfiyan | Stardance
Devlo Title: Lookout Os by @yourfiyan | Stardance
Devlogs:
I called it Lookout Os.. well nothing too much to see really, build the whole look around the wallpaper I found. Nothing too crazy, There are two apps for now, Crate is basically my music records and ahh the terminal, in there we got some commands that can be displayed by help command yup thats all for now
Just changed the whole look of it. Well now the taskbar is below and I added this cool Liquid Glass theme for the windows. Also added some new commands to the terminal, along with new apps like Contacts, Projects, Weather, and even 2048. And yup thats pretty much it for now
Wrapping thing up All i did in this session was reorganized the desktop and app windows, improved the terminal commands, and fix window dragging boundaries, And at last added a readme file
Ships:
WebOs A desktop OS that runs in the web I built it using only HTML, CSS and JavaScript. Thats all i started this with the Hack Club webOS guide and then added more apps including my own stuff What it have? Calculator 2048 game (love this game) Notes Weather Music Player That’s all!...
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1793339589.2482285
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My very own WebOS by @anwesha_joshi31 | Stardance
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anwesha_joshi31
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0.0
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Title: My very own WebOS by @anwesha_joshi31 | Sta Title: My very own WebOS by @anwesha_joshi31 | Stardance...
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My awesome macropad! by @Obaffdt | Stardance
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Obaffdt
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0
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0.0
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0
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Title: My awesome macropad! by @Obaffdt | Stardanc Title: My awesome macropad! by @Obaffdt | Stardance...
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1793339591.3860893
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My very own WebOS by @star | Stardance
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star
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0
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0.0
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0
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Title: My very own WebOS by @star | Stardance
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1793339592.3321466
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1793944392.3321466
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15675
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"CyberDeck" Purse by @selena | Stardance
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selena
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0
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0.0
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0
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Title: "CyberDeck" Purse by @selena | Star Title: "CyberDeck" Purse by @selena | Stardance...
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My awesome macropad! by @Ananya_12 | Stardance
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Ananya_12
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0
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Title: My awesome macropad! by @Ananya_12 | Starda Title: My awesome macropad! by @Ananya_12 | Stardance...
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1793339594.2579815
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My own site! by @r1eu | Stardance
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r1eu
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T06:07:15Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple site. What was challenging was that i’m under a time crunch since I dont really have much freetime. I am actually proud that I finished this project pretty quickly. Please know that this project is kinda rushed, though I added some creative elements I guess.", "repo": "https://github.com/jimuv/personal-site", "demo": "https://jimuv.github.io/personal-site/"}]...
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[{"post_id": 64638, "ts": "202 [{"post_id": 64638, "ts": "2026-09-09T05:59:12Z", "hours": 0.5061, "text": "Making simple site, its kinda rushed though"}]...
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Title: My own site! by @r1eu | Stardance
Devlogs: Title: My own site! by @r1eu | Stardance
Devlogs:
Making simple site, its kinda rushed though
Ships:
I made a simple site. What was challenging was that i’m under a time crunch since I dont really have much freetime. I am actually proud that I finished this project pretty quickly. Please know that this project is kinda rushed, though I added some creative elements I guess....
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1793339595.217228
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1793425995.217228
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19408
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My awesome macropad! by @aarohan_v | Stardance
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aarohan_v
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0
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0.0
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0
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Title: My awesome macropad! by @aarohan_v | Starda Title: My awesome macropad! by @aarohan_v | Stardance...
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1793339596.378275
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1793944396.378275
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My awesome macropad! by @Maftuna | Stardance
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Maftuna
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0
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0
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Title: My awesome macropad! by @Maftuna | Stardanc Title: My awesome macropad! by @Maftuna | Stardance...
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1793339597.361645
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Baguette Ware Game by @Mk1A | Stardance
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Mk1A
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1
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11.27
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T15:01:00Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Well, I learned a lot from this game and have made multiple new discoveries and coding debugs I din’t knew I needed! I took help from the official discord server for the Godot_Community and other guide pages too. I have additionally used AI for learning path referencing in Godot which I used to re-reference 6 nodes(probably more). Hope I can keep working on this project more :)", "repo": "https://github.com/Mk1A-Falcon/Baguette-ware", "demo": "https://mk1a.itch.io/baguette-ware"}]...
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[{"post_id": 71803, "ts": "202 [{"post_id": 71803, "ts": "2026-09-21T16:04:00Z", "hours": 0.2717, "text": "Well made a really stupid mistake Made a more detailed readme! and added a link to stardance Attached images + details + movements of each minigame."}, {"post_id": 71774, "ts": "2026-09-21T14:54:06Z", "hours": 0.3161, "text": "Devlog -1 Well made the readme.md and also added extra assets + export packages etc. ship ship ship sahur"}, {"post_id": 71756, "ts": "2026-09-21T13:38:26Z", "hours": 1.9978, "text": "Devlog 10 🥹 Finally, it is complete, took 2 hours but I think it was worth it, I wanted to make a lot of more additions to the game but I think I will hold on for the 2nd Mission since I don’t have much time left! Made end_scene Made win_scene Remade Global script as the game was unplayable on the second playthrough since the total number of lifes/games left did not change. Debugged level_Scene(redirecting scene for each level) Debugged other visual nodes Finally gonna ship this now :)"}, {"post_id": 71621, "ts": "2026-09-21T05:48:23Z", "hours": 0.9997, "text": "Devlog 9 or smth I forgor Made the minigame_2 and also fixed a bit of node and refrencing (yes once again) Also modified the timer_scene nodes and the global script for better visual representation- Made a new background (just used ms paint with the fill bucket Made the script for minigame_2 Made the clickable buttons just the original baguette themes Now I have to just finish the lose and end scenes and I should be able to ship it now :)"}, {"post_id": 71259, "ts": "2026-09-20T15:15:50Z", "hours": 1.1353, "text": "DEBUG Devlog-8 Well finally fixed the pickup problem, just gotta start work on level-2 + winning + ending scenes now! All debugs carried out- the function wasn’t even being called cause the level_scene script did not even refrence it :( AnimationPlayer2d was attached to the whole node rather than the texturerect(imagepart) made the pickups a scene in itself rather than a child node I am so happy that a discord server for the godot community exists with so many people ready to help 🥹"}, {"post_id": 69269, "ts": "2026-09-16T18:19:51Z", "hours": 1.0042, "text": "Devlog 7 bugs bugs bugs Well, bug fixing time Ahh yes the most fun time of any project I guess naming random stuff, random stuff is not the most viable process after all Fixed Referencing for 7 Nodes! Recreated timer_node because the parent node was wrong I know another problem with pickups which I have to fix! #basically each pickup node has animationplayer2d attached to it which resets the location of each pickup to the same exact “key” position so all 3~4 pickups appear at the same location Well A devlog a month keeps the streak away (I def did not sleep before continuining the sticker streak )"}, {"post_id": 65241, "ts": "2026-09-10T07:23:58Z", "hours": 1.0106, "text": "Devlog-6 Fixed script and node for the “themed_timer” or ingame_timer (acc to project) as it was attached to a “RichLabelText” rather than a “Node2d” Added scripts to MINIGAME_1 and a few other scenes, trust Insted of complaining bout the guides, gonna push a pr myself Stole MY end_game assets from @alexxx ’s personal channel Very close to finishing this game now"}, {"post_id": 64424, "ts": "2026-09-08T19:53:17Z", "hours": 0.3575, "text": "Devlog-5 got the pickup animation working and attached a script not much work done cause It was not working for some reason so I had to remake the animation thrice"}, {"post_id": 63753, "ts": "2026-09-07T18:25:20Z", "hours": 1.0575, "text": "DEVLOG-4 (IDK I FORGOR) Well turns out the SD guide is lowk confusing So the guide mentions to put “Jump_velocity=500.0”, sadly, jump_velocity is a negative value I also copy-pasted the code which the guide had, which got flagged as AI so there’s that Well I got the minigame_1 done, I have to start the clicker_minigame. Additionally, I plan to add a runner/platformer + a fully fledged player character with defined movement sprites I haven’t designed the pickups but they should take like 10 minutes at most! Well, I hope I can finish this tomorrow. Byee"}, {"post_id": 61690, "ts": "2026-09-04T18:42:43Z", "hours": 1.2592, "text": "Hiya Devlog no. 3! Well made a lot of updates in this one, made the ingame timer nodes, created a player and started work on the first minigame I will be using complete movement player sprites which I made using MSPaint Well, let’s get started on making the Game now"}, {"post_id": 58763, "ts": "2026-08-31T10:20:40Z", "hours": 0.8356, "text": "DEVLOG 2 Created global script part, additionally added level_scene and created custom bg for it ( main-menu but orange ) Also made the life’s as Baguettes Check the repo lol, every single item is a random name Now I will be beginning work on the minigames themselves and have thought of the first game to be a runner-platformer rather than the guide suggested basic platformer"}, {"post_id": 58348, "ts": "2026-08-30T18:52:11Z", "hours": 0.7733, "text": "Hey Well I guess this is my 2nd actual project on stardance huh So, i introduce to you, BAGUETTE-WARE | a marioware game inspired by my slack-id. Well let’s talk about the project. Turns out I was using GODOT 4.3 which is pretty old now and following the guide was a really big problem for me. Visual glitches on the editor’s side took me 15~20 minutes to debug (still isn’t fixed yet btw) but at the end I got it working and finally finished the MAIN MENU Well here’s a picture of the initial edit of the main menu (I also took like a hour to make that bg )"}]...
|
Title: Baguette Ware Game by @Mk1A | Stardance
De Title: Baguette Ware Game by @Mk1A | Stardance
Devlogs:
Hey Well I guess this is my 2nd actual project on stardance huh So, i introduce to you, BAGUETTE-WARE | a marioware game inspired by my slack-id. Well let’s talk about the project. Turns out I was using GODOT 4.3 which is pretty old now and following the guide was a really big problem for me. Visual glitches on the editor’s side took me 15~20 minutes to debug (still isn’t fixed yet btw) but at the end I got it working and finally finished the MAIN MENU Well here’s a picture of the initial edit of the main menu (I also took like a hour to make that bg )
DEVLOG 2 Created global script part, additionally added level_scene and created custom bg for it ( main-menu but orange ) Also made the life’s as Baguettes Check the repo lol, every single item is a random name Now I will be beginning work on the minigames themselves and have thought of the first game to be a runner-platformer rather than the guide suggested basic platformer
Hiya Devlog no. 3! Well made a lot of updates in this one, made the ingame timer nodes, created a player and started work on the first minigame I will be using complete movement player sprites which I made using MSPaint Well, let’s get started on making the Game now
DEVLOG-4 (IDK I FORGOR) Well turns out the SD guide is lowk confusing So the guide mentions to put “Jump_velocity=500.0”, sadly, jump_velocity is a negative value I also copy-pasted the code which the guide had, which got flagged as AI so there’s that Well I got the minigame_1 done, I have to start the clicker_minigame. Additionally, I plan to add a runner/platformer + a fully fledged player character with defined movement sprites I haven’t designed the pickups but they should take like 10 minutes at most! Well, I hope I can finish this tomorrow. Byee
Devlog-5 got the pickup animation working and attached a script not much work done cause It was not working for some reason so I had to remake the animation thrice
Devlog-6 Fixed script and node for the “themed_timer” or ingame_timer (acc to project) as it was attached to a “RichLabelText” rather than a “Node2d” Added scripts to MINIGAME_1 and a few other scenes, trust Insted of complaining bout the guides, gonna push a pr myself Stole MY end_game assets from @alexxx ’s personal channel Very close to finishing this game now
Devlog 7 bugs bugs bugs Well, bug fixing time Ahh yes the most fun time of any project I guess naming random stuff, random stuff is not the most viable process after all Fixed Referencing for 7 Nodes! Recreated timer_node because the parent node was wrong I know another problem with pickups which I have to fix! #basically each pickup node has animationplayer2d attached to it which resets the location of each pickup to the same exact “key” position so all 3~4 pickups appear at the same location Well A devlog a month keeps the streak away (I def did not sleep before continuining the sticker streak )
DEBUG Devlog-8 Well finally fixed the pickup problem, just gotta start work on level-2 + winning + ending scenes now! All debugs carried out- the function wasn’t even being called cause the level_scene script did not even refrence it :( AnimationPlayer2d was attached to the whole node rather than the texturerect(imagepart) made the pickups a scene in itself rather than a child node I am so happy that a discord server for the godot community exists with so many people ready to help 🥹
Devlog 9 or smth I forgor Made the minigame_2 and also fixed a bit of node and refrencing (yes once again) Also modified the timer_scene nodes and the global script for better visual representation- Made a new background (just used ms paint with the fill bucket Made the script for minigame_2 Made the clickable buttons just the original baguette themes Now I have to just finish the lose and end scenes and I should be able to ship it now :)
Devlog 10 🥹 Finally, it is complete, took 2 hours but I think it was worth it, I wanted to make a lot of more additions to the game but I think I will hold on for the 2nd Mission since I don’t have much time left! Made end_scene Made win_scene Remade Global script as the game was unplayable on the second playthrough since the total number of lifes/games left did not change. Debugged level_Scene(redirecting scene for each level) Debugged other visual nodes Finally gonna ship this now :)
Devlog -1 Well made the readme.md and also added extra assets + export packages etc. ship ship ship sahur
Well made a really stupid mistake Made a more detailed readme! and added a link to stardance Attached images + details + movements of each minigame.
Ships:
Well, I learned a lot from this game and have made multiple new discoveries and coding debugs I din’t knew I needed! I took help from the official discord server for the Godot_Community and other guide pages too. I have additionally used AI for learning path referencing in Godot which I used to re-reference 6 nodes(probably more). Hope I can keep working on this project more :)...
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1793339598.2899458
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1793425998.2899458
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5998
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My awesome macropad! by @Ethanjon | Stardance
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Ethanjon
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0
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0
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Title: My awesome macropad! by @Ethanjon | Stardan Title: My awesome macropad! by @Ethanjon | Stardance...
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1793339599.4851177
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1793944399.4851177
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10557
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My awesome macropad! by @JunglieeBeast | Stardance
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JunglieeBeast
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @JunglieeBeast | St Title: My awesome macropad! by @JunglieeBeast | Stardance...
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1793339600.4120462
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1793944400.4120462
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10303
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My awesome macropad! by @noneuclidianliquid | Star My awesome macropad! by @noneuclidianliquid | Stardance...
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noneuclidianliquid
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0
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Title: My awesome macropad! by @noneuclidianliquid Title: My awesome macropad! by @noneuclidianliquid | Stardance...
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1793339601.422176
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1793944401.422176
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34592
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My first slack bot! by @aayoo | Stardance
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aayoo
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0
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0.0
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0
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Title: My first slack bot! by @aayoo | Stardance
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1793339602.367355
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1793944402.367355
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43641
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JJK Minecraft Mod by @qstorm | Stardance
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qstorm
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1
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157.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T18:29:09Z", "hours": 157.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FULL SHOWCASE HERE This is a Minecraft mod based on the power system from Jujitsu Kaisen. It contains a combo system where if you press a number of keys in the right order, the power will activate. as well as lots of room for expansion with other powers thanks to how it’s built. Currently there are 5 functional abilities: The innate technique which slows down entities around the player; the blue technique which attracts entities to a ball; the red technique which repels enemies away from the user; the purple technique which destroys everything in it’s path; and the domain which sends enemies to a dimension where they are unable to do anything At first I had just planned on using this project as a blank slate to learn how to mod Minecraft, but eventually I got inspired to make more interesting things, and it led to me making one of my personal favorite fictional power systems, the JJK cursed techniques. It took a while to figure things out, I spend many hours looking through Minecraft source code and other peoples code as well as tutorials but eventually I figured out how to do different things. This was easily the most challenging part of the project, compared to a mathematically intensive project like openGL. I’m proud of so many things with this project. For one it is the first fun project I made (both to code and to play). I also made very good code. After studying Minecraft code and making tons of mistakes, I eventually learned how to make code that was both expandable and readable. I believe that given another week, I would have been able to create 5 other abilities. If you want to try the project, make sure to look through the readMe and install the mod on the 1.21.11M branch. The README provides critical information about how to use and install the mod.", "repo": "https://github.com/qstorm1/PracticeMod/tree/1.21.11M", "demo": "https://modrinth.com/project/jjk-abilities/settings/versions"}]...
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[{"post_id": 74103, "ts": "202 [{"post_id": 74103, "ts": "2026-09-26T17:59:56Z", "hours": 0.5408, "text": "Build and Read me update"}, {"post_id": 74084, "ts": "2026-09-26T17:10:20Z", "hours": 4.5536, "text": "JJK Mod in minecraft This is the final devlog here is a youtube link to the showcase: Showcase After finishing the backend, I got a lot of progress done! I recommend watching the showcase but I managed to easily get all the abilities to a semi functional state. Thanks to the hard work of previous me, this wasn’t a hard task and I had no major problems. One interesting thing I did was how I worked with red. I used dot products to make red more usable, it actually pushes enemies back like in the show if they are in the same area as the direction red is moving. Other then that the systems were pretty easy to make. A big reason it took so long to get here was because I had no idea how to mod. Unfortunately in order to get everything done today, I had to cut a few corners, meaning that the power renderer is still a particle system. I could go on and on about what i want to add though (that will be in the ship) so I’ll just end it here"}, {"post_id": 73911, "ts": "2026-09-26T09:41:04Z", "hours": 11.1103, "text": "Near completion! It’s weird getting a feeling of satisfaction when deleting the most important part of my code. Thats what I felt when deleting the static variables that stored my data. All of the internal systems are now working and my code is so much cleaner. Now entity data is saved successfully, if you die, leave the world or exit the game. In order to do this I had to learn how to use interfaces well. Turns out casting is a lot more useful then one might expect. You can cast interfaces into classes and vise versa and you can use interfaces with getter and setter methods to get data from classes. I always though interfaces were a useless thing that people use to make better looking code but they are helpful. Anyway, I faced a few major bugs throughout the transition into CCA, the main one being the fact that I had to put an entrypoint in the fabric.mod.json file to render entities. It took a long time and I only found it because of some random reddit thread I found. The main issue was that when I implemented an interface, it was supposed to save data for that class in all entities. Heres a tip, if something is wrong and you can’t find the issue, think about whats happening under the hood. For me, I assumed that the entity data would automatically be initialized but interfaces can’t do that. I’m probably explaining it wrong (I’m a little tired rn with coding and college apps). Anyway, theres a lot more I want to do and I wish that stardance had lasted another week so that I could show you all my cool Ideas. I’ll make the final devlog and ship my project later today. So hopefully it works well :D (I worked on a lot of other stuff in these 10 hours but none are finished enough to devlog about; images have a peak)"}, {"post_id": 72944, "ts": "2026-09-24T02:46:16Z", "hours": 11.0214, "text": "Finished Cardinal Component re-design. It was really weird to get it working because I needed to use an interface and cast variables which I used to avoid doing. Nothing new unfortunately, next update will go into more detail on how I did this! (with new system this /stats command works :D)"}, {"post_id": 71437, "ts": "2026-09-20T20:24:18Z", "hours": 9.7322, "text": "Sorry, this update will probably be really boring. I’ve been sick for the past 3ish days but have still been trying to code. Unfortunately, that means most of my code is pretty bad. The basic rundown of what’s been happening is a realization that player data was being handled really stupidly. I wasn’t even saving things to files meaning once the server shut down, all the information would be deleted. Now I thought at first I could pretty easily deal with this after finishing the mod so I ignored it, but then I started having issues that came from synchronization with client and server. To those of you who looked at my previous devlogs, you can see that I constantly rewrote a lot of my code. This is because sometimes the client and server use the same static variables while other times they don’t. As a result of these two things, I decided to use a library to handle it called Cardinal Components. For most of my coding projects I’ve always wanted to ignore libraries to the best of my abilities and make stuff myself. I believe it’s a good to learn how the internals of a system work but the problem with me was that I would always stay low level. As I learned more about minecraft development, I learned how important it is to have both high and low level skills in order to make bigger projects. There will probably be only 2 or 3 more devlogs before I ship so I’ll try to get as much cool stuff done before then as possible. Big things are coming!"}, {"post_id": 69112, "ts": "2026-09-16T12:12:50Z", "hours": 10.1767, "text": "Limitless Innate Upgrades [upgrades showcase] ( https://youtu.be/m7zWsrxv2mA ) uh the devlog link is broken lol (or im just bad idk). I could talk about the things that I worked on behind the scenes unrelated to the innate upgrades but that’s very boring and I talked about them before, the main thing that I fixed was the handling of non-Living Entities with the limitless innate. Basically I used mixins to edit the move code as well as added some things to the client code. I talked a lot about how this worked in a previous devlog, but it took a lot of reading and understanding code to learn how to fix it. Unfortunately my command blocks were broken so I couldn’t showcase the projectile innate system, but otherwise most of the info is in the video"}, {"post_id": 67057, "ts": "2026-09-13T03:11:16Z", "hours": 10.8842, "text": "MY CODE IS SO TRASH! I was working on fixing my innate technique for limitless. The bug in question was an issue where falling non-living entities would end up rubber-banding before sometimes hitting the ground. (I’m not making a showcase video for this use the screenshot and ur imagination) The issue ended up being due to 2 things, one was that minecraft runs the move() function right after applyGravity() so my code would never get the chance to change the gravity. The second was the fact that move() calls are run both by the server and client. The first issue was relatively simple to fix, I just had to learn about advanced mixins and using @ModifyVariable correctly. However the second issue meant that I either had to send a ton of data with packets, or I could do what I had always wanted to do but knew it would take forever… code in client side compatibility. Anyway as of right now I am “almost” done with getting it working. I swear one of these days I am going to share something cool. probably next update or the one after, it’ll come out by Monday if I lock in."}, {"post_id": 65123, "ts": "2026-09-10T01:16:08Z", "hours": 9.3792, "text": "Blue Kinda Works! Video Showcase The showcase above includes some of the older versions, skip to 0:40 for official version (it was lagging at the time of recording though) The hardest part of this step was the value adjustments. Given my mod gives each player a random value for cursed energy and , a player needs to feel the diffrence between a weak sorcerer and a strong one. I’ll probably continue tweaking the settings for blue until I believe it is good enough. Anyway right now blue isn’t very complicated, it just detects all entities in a certain radius and gives them a velocity based on the gravitational force which is calculated based on radius and constants. I tried using the real life equations but had trouble with them. Finally, in case your wondering, I am planning on switching the particle renderer that is super laggy with a LWJGL openGL sphere renderer or maybe a block display but in order to do that I need to get good at rendering and make a client linear interpolate to simulate smooth movement and overall I really don’t want to but its gotta happen. Next update will either be a finished blue, or me whining about how trash my code is"}, {"post_id": 62746, "ts": "2026-09-06T08:09:20Z", "hours": 9.1467, "text": "I got the first power to work! you can find a showcase here: https://youtu.be/t6oah7P1Fyk it may not seem like much, but this means the lower level systems are working, and I can start focusing on making cool stuff. Other then that I also made the combo system more advanced by having it so u can run actions mid combo and you can detect how fast you did the combo. There are a few more things I want to add to the combo system and tbh I thought about re-coding it again (which is a pretty annoying habit that I’ve gotten #OCD) Next update if I can do it in under 10 hours is gonna be really cool and probably coming tomorrow, following might let u see it earlier :D"}, {"post_id": 61210, "ts": "2026-09-04T01:08:40Z", "hours": 6.9719, "text": "I finalized the system! The idea is that most of the boring stuff happens in semi-abstract classes like the Sorcery class and the Ability class, which handle server side management and universal methods. Meanwhile, I can initialize real logic through child classes such as the Limitless calss which extends sorcery or the Blue class which extends Ability. I copied the idea from minecrafts Entity system. I’ve also managed to get nearly all of the key binds to work including scrolling (I used a mixin for scrolling). A lot of the hours that were described in this update actually ended up in the previous devlog so in reality it took about 9ish hours of work. Anyway, mostly a programming update, but next time I’m going to start actually adding powers to my modpack!"}, {"post_id": 60678, "ts": "2026-09-03T06:09:23Z", "hours": 14.2872, "text": "The hud system is officially complete! I meant to post this devlog earlier but I had some problems :/ I spent a ton of time figuring out how to render images and I realized it was much easier to just make very specific math that draws lines to the HUD (It doesn’t help that you can’t draw curvy or diagnol lines) I fixed a ton of other problems as well that you can’t read in my commit history I think. This devlog was supposed to be posted a lot earlier but I ended up forgeting to post after writing it lmao. For that reason, I also have to say that the structure of the power system is done and now I’m working on bug fixes as well as making working powers. I really wish I could post a video showing you guys, I’ll try to do so next devlog using something less powerful then OBS. See ya"}, {"post_id": 56835, "ts": "2026-08-28T19:41:22Z", "hours": 10.6292, "text": "The main summery for today is mindless progress, I’ve continued to work on the Hud system for my combo system but faced multiple issues that took hours to fix (hence the lack of progress) for starters, somewhere during my modding jurney, I forgot that identifiers can’t have uppercase letters, leading me to try remaking the system multiple times. Additionally, while in my original system I added hud elements to the registry when updating, and removed hud elements when reseting, in the new system, I replace that with static variables and if loops. If I don’t face any more major bugs, the HUD system should be done by the next devlog!"}, {"post_id": 54766, "ts": "2026-08-25T21:25:00Z", "hours": 9.4258, "text": "I’ve been creating a HUD system, though it’s pretty boring so I get distracted and do other stuff. Anyway the combo system is fully functional. Through this I learned that static maps are completely unnecessary as static variables update in each client side jvm. I won’t get into the implementation of my HUD system or the other stuff I’m working on because they’re unfinished so this is more of a minor update"}, {"post_id": 52729, "ts": "2026-08-23T01:48:59Z", "hours": 9.7422, "text": "I made a combo system! right now it’s really buggy but what it does is similar to street fighter system, you can make a combo and then assign key’s to it. You need to press the key’s in the required number of time for the combo to work. there are a lot of problems with reset rn but the base system is there. Each player has a value called a “combo key” which have a timer that increase by one every tick and resets to 0 when the kye is pressed. these are values that are mapped to each player and only one instance of each key is allowed per player (for better latency and client2server stuff) A combo is created using a bunch of if logic. I used a builder sytem for object creation so instead of new object() you do Combo.build().key1(timeNeeded to press).key2… Each combo can be used for abilities that I’m going to work on next. Speaking about abilities I decided what my mod would be based on, Jujitsu Kaisen! While i’m not a diehard fan of the show, the power system is one of the coolest in all of fiction, so I thought it would be fun to try and implement some abilities (hence the pocket dimention my screenshots are in) anyway, gonna fix the combo system and then work on a simple power see ya!"}, {"post_id": 49994, "ts": "2026-08-19T00:51:50Z", "hours": 4.3547, "text": "Made Laser Eyes! When you click the laser button which you can change in the controls menu, a particle will appear (which is purely visual) and it will make a raycast, targeting the nearest entity/block. It will damage an entity and turn the block into a redstone block (temporary until i feel like making ash). It also works in multiplayer, where the particles are summoned from the eye of the shooter from everyones persepective except the shooter who only sees the beam if a few blocks away that way they don’t get blinded by particles (the pictures use free cam and i have no friends so I can’t show this but u can see how it works in the code) My project didn’t have documentation so it was difficult figuring out how to make a raycast (combination of .clip and .getEntityHitResult) and how to tell if the player really pressed the laser button which requires client to server packet management."}, {"post_id": 49285, "ts": "2026-08-18T00:21:25Z", "hours": 3.7019, "text": "the first devlog has a large number of hours on it because of some issues with git and project stuff (you didn’t miss any updates other then reading don’t worry), Anyway, I’m chilling in my new dimention with my new potion effect that I get after using a new item (with iron helmet texture cause i’m bad). I’ve been trying to get a raycasting system to work I just wanted to update the project so that my hours can be counted correctely, future update coming soon!"}, {"post_id": 44947, "ts": "2026-08-11T01:33:50Z", "hours": 21.76, "text": "I looked through minecrafts source code, The version of minecraft I am coding is 1.21.11 and on fabric there are two “mappings” or interpretations of minecrafts source code. the first version is the community one called yarn which was the one that I was planning on using when I was watching a tutorial series on Youtube however the documentation uses the other mappings called the “mojang mappings”. I switched to the mojang mappings and looked through minecrafts source code using that. I figured out how to handle terrain generation, add new things to minecrafts registry system, and access player data. My next goal is to look through some real applications of mods and this is how I recommend others who are interested to do so to!"}]...
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Title: JJK Minecraft Mod by @qstorm | Stardance
D Title: JJK Minecraft Mod by @qstorm | Stardance
Devlogs:
I looked through minecrafts source code, The version of minecraft I am coding is 1.21.11 and on fabric there are two “mappings” or interpretations of minecrafts source code. the first version is the community one called yarn which was the one that I was planning on using when I was watching a tutorial series on Youtube however the documentation uses the other mappings called the “mojang mappings”. I switched to the mojang mappings and looked through minecrafts source code using that. I figured out how to handle terrain generation, add new things to minecrafts registry system, and access player data. My next goal is to look through some real applications of mods and this is how I recommend others who are interested to do so to!
the first devlog has a large number of hours on it because of some issues with git and project stuff (you didn’t miss any updates other then reading don’t worry), Anyway, I’m chilling in my new dimention with my new potion effect that I get after using a new item (with iron helmet texture cause i’m bad). I’ve been trying to get a raycasting system to work I just wanted to update the project so that my hours can be counted correctely, future update coming soon!
Made Laser Eyes! When you click the laser button which you can change in the controls menu, a particle will appear (which is purely visual) and it will make a raycast, targeting the nearest entity/block. It will damage an entity and turn the block into a redstone block (temporary until i feel like making ash). It also works in multiplayer, where the particles are summoned from the eye of the shooter from everyones persepective except the shooter who only sees the beam if a few blocks away that way they don’t get blinded by particles (the pictures use free cam and i have no friends so I can’t show this but u can see how it works in the code) My project didn’t have documentation so it was difficult figuring out how to make a raycast (combination of .clip and .getEntityHitResult) and how to tell if the player really pressed the laser button which requires client to server packet management.
I made a combo system! right now it’s really buggy but what it does is similar to street fighter system, you can make a combo and then assign key’s to it. You need to press the key’s in the required number of time for the combo to work. there are a lot of problems with reset rn but the base system is there. Each player has a value called a “combo key” which have a timer that increase by one every tick and resets to 0 when the kye is pressed. these are values that are mapped to each player and only one instance of each key is allowed per player (for better latency and client2server stuff) A combo is created using a bunch of if logic. I used a builder sytem for object creation so instead of new object() you do Combo.build().key1(timeNeeded to press).key2… Each combo can be used for abilities that I’m going to work on next. Speaking about abilities I decided what my mod would be based on, Jujitsu Kaisen! While i’m not a diehard fan of the show, the power system is one of the coolest in all of fiction, so I thought it would be fun to try and implement some abilities (hence the pocket dimention my screenshots are in) anyway, gonna fix the combo system and then work on a simple power see ya!
I’ve been creating a HUD system, though it’s pretty boring so I get distracted and do other stuff. Anyway the combo system is fully functional. Through this I learned that static maps are completely unnecessary as static variables update in each client side jvm. I won’t get into the implementation of my HUD system or the other stuff I’m working on because they’re unfinished so this is more of a minor update
The main summery for today is mindless progress, I’ve continued to work on the Hud system for my combo system but faced multiple issues that took hours to fix (hence the lack of progress) for starters, somewhere during my modding jurney, I forgot that identifiers can’t have uppercase letters, leading me to try remaking the system multiple times. Additionally, while in my original system I added hud elements to the registry when updating, and removed hud elements when reseting, in the new system, I replace that with static variables and if loops. If I don’t face any more major bugs, the HUD system should be done by the next devlog!
The hud system is officially complete! I meant to post this devlog earlier but I had some problems :/ I spent a ton of time figuring out how to render images and I realized it was much easier to just make very specific math that draws lines to the HUD (It doesn’t help that you can’t draw curvy or diagnol lines) I fixed a ton of other problems as well that you can’t read in my commit history I think. This devlog was supposed to be posted a lot earlier but I ended up forgeting to post after writing it lmao. For that reason, I also have to say that the structure of the power system is done and now I’m working on bug fixes as well as making working powers. I really wish I could post a video showing you guys, I’ll try to do so next devlog using something less powerful then OBS. See ya
I finalized the system! The idea is that most of the boring stuff happens in semi-abstract classes like the Sorcery class and the Ability class, which handle server side management and universal methods. Meanwhile, I can initialize real logic through child classes such as the Limitless calss which extends sorcery or the Blue class which extends Ability. I copied the idea from minecrafts Entity system. I’ve also managed to get nearly all of the key binds to work including scrolling (I used a mixin for scrolling). A lot of the hours that were described in this update actually ended up in the previous devlog so in reality it took about 9ish hours of work. Anyway, mostly a programming update, but next time I’m going to start actually adding powers to my modpack!
I got the first power to work! you can find a showcase here: https://youtu.be/t6oah7P1Fyk it may not seem like much, but this means the lower level systems are working, and I can start focusing on making cool stuff. Other then that I also made the combo system more advanced by having it so u can run actions mid combo and you can detect how fast you did the combo. There are a few more things I want to add to the combo system and tbh I thought about re-coding it again (which is a pretty annoying habit that I’ve gotten #OCD) Next update if I can do it in under 10 hours is gonna be really cool and probably coming tomorrow, following might let u see it earlier :D
Blue Kinda Works! Video Showcase The showcase above includes some of the older versions, skip to 0:40 for official version (it was lagging at the time of recording though) The hardest part of this step was the value adjustments. Given my mod gives each player a random value for cursed energy and , a player needs to feel the diffrence between a weak sorcerer and a strong one. I’ll probably continue tweaking the settings for blue until I believe it is good enough. Anyway right now blue isn’t very complicated, it just detects all entities in a certain radius and gives them a velocity based on the gravitational force which is calculated based on radius and constants. I tried using the real life equations but had trouble with them. Finally, in case your wondering, I am planning on switching the particle renderer that is super laggy with a LWJGL openGL sphere renderer or maybe a block display but in order to do that I need to get good at rendering and make a client linear interpolate to simulate smooth movement and overall I really don’t want to but its gotta happen. Next update will either be a finished blue, or me whining about how trash my code is
MY CODE IS SO TRASH! I was working on fixing my innate technique for limitless. The bug in question was an issue where falling non-living entities would end up rubber-banding before sometimes hitting the ground. (I’m not making a showcase video for this use the screenshot and ur imagination) The issue ended up being due to 2 things, one was that minecraft runs the move() function right after applyGravity() so my code would never get the chance to change the gravity. The second was the fact that move() calls are run both by the server and client. The first issue was relatively simple to fix, I just had to learn about advanced mixins and using @ModifyVariable correctly. However the second issue meant that I either had to send a ton of data with packets, or I could do what I had always wanted to do but knew it would take forever… code in client side compatibility. Anyway as of right now I am “almost” done with getting it working. I swear one of these days I am going to share something cool. probably next update or the one after, it’ll come out by Monday if I lock in.
Limitless Innate Upgrades [upgrades showcase] ( https://youtu.be/m7zWsrxv2mA ) uh the devlog link is broken lol (or im just bad idk). I could talk about the things that I worked on behind the scenes unrelated to the innate upgrades but that’s very boring and I talked about them before, the main thing that I fixed was the handling of non-Living Entities with the limitless innate. Basically I used mixins to edit the move code as well as added some things to the client code. I talked a lot about how this worked in a previous devlog, but it took a lot of reading and understanding code to learn how to fix it. Unfortunately my command blocks were broken so I couldn’t showcase the projectile innate system, but otherwise most of the info is in the video
Sorry, this update will probably be really boring. I’ve been sick for the past 3ish days but have still been trying to code. Unfortunately, that means most of my code is pretty bad. The basic rundown of what’s been happening is a realization that player data was being handled really stupidly. I wasn’t even saving things to files meaning once the server shut down, all the information would be deleted. Now I thought at first I could pretty easily deal with this after finishing the mod so I ignored it, but then I started having issues that came from synchronization with client and server. To those of you who looked at my previous devlogs, you can see that I constantly rewrote a lot of my code. This is because sometimes the client and server use the same static variables while other times they don’t. As a result of these two things, I decided to use a library to handle it called Cardinal Components. For most of my coding projects I’ve always wanted to ignore libraries to the best of my abilities and make stuff myself. I believe it’s a good to learn how the internals of a system work but the problem with me was that I would always stay low level. As I learned more about minecraft development, I learned how important it is to have both high and low level skills in order to make bigger projects. There will probably be only 2 or 3 more devlogs before I ship so I’ll try to get as much cool stuff done before then as possible. Big things are coming!
Finished Cardinal Component re-design. It was really weird to get it working because I needed to use an interface and cast variables which I used to avoid doing. Nothing new unfortunately, next update will go into more detail on how I did this! (with new system this /stats command works :D)
Near completion! It’s weird getting a feeling of satisfaction when deleting the most important part of my code. Thats what I felt when deleting the static variables that stored my data. All of the internal systems are now working and my code is so much cleaner. Now entity data is saved successfully, if you die, leave the world or exit the game. In order to do this I had to learn how to use interfaces well. Turns out casting is a lot more useful then one might expect. You can cast interfaces into classes and vise versa and you can use interfaces with getter and setter methods to get data from classes. I always though interfaces were a useless thing that people use to make better looking code but they are helpful. Anyway, I faced a few major bugs throughout the transition into CCA, the main one being the fact that I had to put an entrypoint in the fabric.mod.json file to render entities. It took a long time and I only found it because of some random reddit thread I found. The main issue was that when I implemented an interface, it was supposed to save data for that class in all entities. Heres a tip, if something is wrong and you can’t find the issue, think about whats happening under the hood. For me, I assumed that the entity data would automatically be initialized but interfaces can’t do that. I’m probably explaining it wrong (I’m a little tired rn with coding and college apps). Anyway, theres a lot more I want to do and I wish that stardance had lasted another week so that I could show you all my cool Ideas. I’ll make the final devlog and ship my project later today. So hopefully it works well :D (I worked on a lot of other stuff in these 10 hours but none are finished enough to devlog about; images have a peak)
JJK Mod in minecraft This is the final devlog here is a youtube link to the showcase: Showcase After finishing the backend, I got a lot of progress done! I recommend watching the showcase but I managed to easily get all the abilities to a semi functional state. Thanks to the hard work of previous me, this wasn’t a hard task and I had no major problems. One interesting thing I did was how I worked with red. I used dot products to make red more usable, it actually pushes enemies back like in the show if they are in the same area as the direction red is moving. Other then that the systems were pretty easy to make. A big reason it took so long to get here was because I had no idea how to mod. Unfortunately in order to get everything done today, I had to cut a few corners, meaning that the power renderer is still a particle system. I could go on and on about what i want to add though (that will be in the ship) so I’ll just end it here
Build and Read me update
Ships:
FULL SHOWCASE HERE This is a Minecraft mod based on the power system from Jujitsu Kaisen. It contains a combo system where if you press a number of keys in the right order, the power will activate. as well as lots of room for expansion with other powers thanks to how it’s built. Currently there are 5 functional abilities: The innate technique which slows down entities around the player; the blue technique which attracts entities to a ball; the red technique which repels enemies away from the user; the purple technique which destroys everything in it’s path; and the domain which sends enemies to a dimension where they are unable to do anything At first I had just planned on using this project as a blank slate to learn how to mod Minecraft, but eventually I got inspired to make more interesting things, and it led to me making one of my personal favorite fictional power systems, the JJK cursed techniques. It took a while to figure things out, I spend many hours looking through Minecraft source code and other peoples code as well as tutorials but eventually I figured out how to do different things. This was easily the most challenging part of the project, compared to a mathematically intensive project like openGL. I’m proud of so many things with this project. For one it is the first fun project I made (both to code and to play). I also made very good code. After studying Minecraft code and making tons of mistakes, I eventually learned how to make code that was both expandable and readable. I believe that given another week, I would have been able to create 5 other abilities. If you want to try the project, make sure to look through the readMe and install the mod on the 1.21.11M branch. The README provides critical information about how to use and install the mod....
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1793339603.2903702
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1793426003.2903702
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4482
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My awesome macropad! by @shreyanshe | Stardance
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shreyanshe
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @shreyanshe | Stard Title: My awesome macropad! by @shreyanshe | Stardance...
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1793339604.6238263
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1793944404.6238263
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39869
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Untitled project by @ayellew67 | Stardance
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ayellew67
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @ayellew67 | Stardance
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1793339607.015432
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1793944407.015432
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43649
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FT4232HL Multi BUS Adapter by @Luka | Stardance
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Luka
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T15:10:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C ….", "repo": "https://github.com/Luka-io/FT4232H-USB-C-DONGLE", "demo": ""}]...
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[{"post_id": 78350, "ts": "202 [{"post_id": 78350, "ts": "2026-10-10T15:04:53Z", "hours": 0.5833, "text": "I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !"}, {"post_id": 40562, "ts": "2026-08-04T06:12:43Z", "hours": 3.4861, "text": "So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!"}]...
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Title: FT4232HL Multi BUS Adapter by @Luka | Stard Title: FT4232HL Multi BUS Adapter by @Luka | Stardance
Devlogs:
So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!
I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !
Ships:
I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C …....
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1793339608.939593
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1793426008.939593
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38771
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RoW: Rule of the Wind by @Tanmayg1801 | Stardance
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Tanmayg1801
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0
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0.0
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0
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[]
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[]
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Title: RoW: Rule of the Wind by @Tanmayg1801 | Sta Title: RoW: Rule of the Wind by @Tanmayg1801 | Stardance...
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1793339610.2238483
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1793944410.2238483
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22712
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My very own WebOS by @Sam-1 | Stardance
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Sam-1
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @Sam-1 | Stardance
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1793339611.2045488
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1793944411.2045488
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37722
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asteroid hunter by @layerblayerplus | Stardance
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layerblayerplus
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1
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86.0
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837
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:43:08Z", "hours": 86.0, "multiplier": 9.79, "payout": 837, "blessing": "neutral", "text": "this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)", "repo": "https://github.com/layerblayerplus-lgtm/asteriod-hunter", "demo": "https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}]...
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[{"post_id": 73721, "ts": "202 [{"post_id": 73721, "ts": "2026-09-25T19:37:54Z", "hours": 0.7925, "text": "I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls"}, {"post_id": 73466, "ts": "2026-09-25T04:57:32Z", "hours": 1.0242, "text": "i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}, {"post_id": 72980, "ts": "2026-09-24T04:49:33Z", "hours": 2.4158, "text": "I worked on adding a health bar effect to the asteriod which will slowly crack after each hit"}, {"post_id": 71952, "ts": "2026-09-21T20:46:18Z", "hours": 1.0011, "text": "I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over"}, {"post_id": 69793, "ts": "2026-09-17T20:00:50Z", "hours": 0.9675, "text": "i worked on making the github repo for the game"}, {"post_id": 68965, "ts": "2026-09-16T03:57:58Z", "hours": 2.1344, "text": "THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)"}, {"post_id": 68446, "ts": "2026-09-15T04:16:14Z", "hours": 1.5678, "text": "I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better"}, {"post_id": 67856, "ts": "2026-09-14T04:15:04Z", "hours": 1.3503, "text": "RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature"}, {"post_id": 67072, "ts": "2026-09-13T03:44:00Z", "hours": 1.8433, "text": "BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text"}, {"post_id": 66360, "ts": "2026-09-12T04:46:07Z", "hours": 2.2178, "text": "TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out."}, {"post_id": 65779, "ts": "2026-09-11T04:39:51Z", "hours": 1.1006, "text": "I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs"}, {"post_id": 65181, "ts": "2026-09-10T03:56:49Z", "hours": 1.3131, "text": "I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play"}, {"post_id": 64606, "ts": "2026-09-09T03:48:28Z", "hours": 1.4183, "text": "I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played"}, {"post_id": 64070, "ts": "2026-09-08T06:45:07Z", "hours": 0.3539, "text": "added asteriod explosion sounds"}, {"post_id": 63395, "ts": "2026-09-07T06:37:20Z", "hours": 1.0186, "text": "LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack"}, {"post_id": 62721, "ts": "2026-09-06T06:54:58Z", "hours": 1.5864, "text": "POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use"}, {"post_id": 62005, "ts": "2026-09-05T06:37:20Z", "hours": 1.7881, "text": "game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor"}, {"post_id": 61344, "ts": "2026-09-04T06:50:17Z", "hours": 1.6422, "text": "no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true"}, {"post_id": 60662, "ts": "2026-09-03T05:07:49Z", "hours": 1.6744, "text": "THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today"}, {"post_id": 60045, "ts": "2026-09-02T04:45:08Z", "hours": 1.7844, "text": "THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display"}, {"post_id": 59394, "ts": "2026-09-01T05:49:14Z", "hours": 1.7128, "text": "no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation"}, {"post_id": 58651, "ts": "2026-08-31T04:24:01Z", "hours": 2.1347, "text": "BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane"}, {"post_id": 57910, "ts": "2026-08-30T07:34:23Z", "hours": 1.84, "text": "THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool"}, {"post_id": 57105, "ts": "2026-08-29T06:29:24Z", "hours": 3.4183, "text": "SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them"}, {"post_id": 52121, "ts": "2026-08-22T06:40:26Z", "hours": 2.5372, "text": "THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present."}, {"post_id": 51468, "ts": "2026-08-21T06:10:08Z", "hours": 2.5592, "text": "Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player ."}, {"post_id": 50802, "ts": "2026-08-20T06:31:30Z", "hours": 1.3339, "text": "I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed."}, {"post_id": 50126, "ts": "2026-08-19T06:31:21Z", "hours": 2.5678, "text": "I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again."}, {"post_id": 42263, "ts": "2026-08-06T21:52:47Z", "hours": 2.7675, "text": "I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works"}, {"post_id": 39902, "ts": "2026-08-03T06:11:48Z", "hours": 4.1467, "text": "I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)"}, {"post_id": 39126, "ts": "2026-08-01T20:43:28Z", "hours": 3.5433, "text": "I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades."}, {"post_id": 38007, "ts": "2026-07-31T03:57:38Z", "hours": 1.9503, "text": "I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later"}, {"post_id": 37402, "ts": "2026-07-30T02:51:02Z", "hours": 0.3169, "text": "I worked on designing two more upgrades"}, {"post_id": 36610, "ts": "2026-07-28T20:35:36Z", "hours": 1.9003, "text": "I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates."}, {"post_id": 36121, "ts": "2026-07-28T00:18:31Z", "hours": 2.1339, "text": "I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet."}, {"post_id": 35637, "ts": "2026-07-27T06:09:16Z", "hours": 1.1169, "text": "I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system."}, {"post_id": 35349, "ts": "2026-07-26T17:53:50Z", "hours": 1.0839, "text": "I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game."}, {"post_id": 35007, "ts": "2026-07-26T04:51:16Z", "hours": 2.6678, "text": "I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect."}, {"post_id": 34438, "ts": "2026-07-25T04:46:03Z", "hours": 2.1167, "text": "I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard"}, {"post_id": 34390, "ts": "2026-07-25T02:25:50Z", "hours": 1.0839, "text": "I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it"}, {"post_id": 34239, "ts": "2026-07-24T19:32:04Z", "hours": 1.1839, "text": "I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect"}, {"post_id": 33883, "ts": "2026-07-24T04:54:43Z", "hours": 0.5836, "text": "I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share."}, {"post_id": 33792, "ts": "2026-07-24T00:15:24Z", "hours": 1.3214, "text": "I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game"}, {"post_id": 33750, "ts": "2026-07-23T22:14:43Z", "hours": 0.4669, "text": "I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)"}, {"post_id": 33661, "ts": "2026-07-23T19:17:23Z", "hours": 3.0133, "text": "I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)"}, {"post_id": 33338, "ts": "2026-07-23T04:59:55Z", "hours": 1.2003, "text": "I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear."}, {"post_id": 32790, "ts": "2026-07-22T05:35:21Z", "hours": 0.4672, "text": "The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet."}, {"post_id": 32679, "ts": "2026-07-22T00:06:05Z", "hours": 1.6003, "text": "I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects."}, {"post_id": 32159, "ts": "2026-07-21T03:56:48Z", "hours": 1.5042, "text": "I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions"}, {"post_id": 32082, "ts": "2026-07-21T00:10:21Z", "hours": 1.0589, "text": "I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}"}, {"post_id": 31933, "ts": "2026-07-20T18:52:43Z", "hours": 1.2003, "text": "I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:("}]...
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Title: asteroid hunter by @layerblayerplus | Stard Title: asteroid hunter by @layerblayerplus | Stardance
Devlogs:
I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:(
I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}
I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions
I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects.
The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet.
I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear.
I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)
I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)
I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game
I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share.
I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect
I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it
I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard
I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect.
I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game.
I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system.
I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet.
I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates.
I worked on designing two more upgrades
I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later
I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades.
I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)
I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works
I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again.
I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed.
Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player .
THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present.
SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them
THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool
BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane
no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation
THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display
THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today
no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true
game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor
POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use
LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack
added asteriod explosion sounds
I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played
I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play
I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs
TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out.
BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text
RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature
I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better
THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)
i worked on making the github repo for the game
I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over
I worked on adding a health bar effect to the asteriod which will slowly crack after each hit
i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/
I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls
Ships:
this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)...
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water alarm clock by @kj101dis | Stardance
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Title: water alarm clock by @kj101dis | Stardance
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My awesome macropad! by @ciprian | Stardance
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Title: My awesome macropad! by @ciprian | Stardanc Title: My awesome macropad! by @ciprian | Stardance...
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Title: Frictionless by @Dhara | Stardance
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Volvo API playground by @Kl | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T23:32:30Z", "hours": 36.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Second ship Huraaay! Here we go again! What new to test out? New car dashboard (there’s a button in the old one). Scopes. New energy and location APIs. Persistent storage. OAuth access token expiration (see the endpoint for faster expiration. It’s time-based, but waiting for expiration is tiring). A few words about them New dashboard I’m not an artist, ok? If you want to make better assets, let me know! Persistent storage Persistent storage = SQL database. In the past, all data was stored in memory (in a dictionary). Now you can choose SQLite or MySQL. The main server uses the memory dict. The backup will use MySQL to show that it works. I need time to set it up, so don’t use the backup. Any questions? If you don’t have problems with not being anonymous, then you can contact me on Slack. I will keep everything to myself. Future? For now, I will focus on smaller projects. But this project isn’t on hold; updates will just be slower. The Stardance PATH is still waiting.", "repo": "https://github.com/klswar0/Volvo-API-playground", "demo": "https://playground.kls.hackclub.app/"}, {"ship_num": 2, "ts": "2026-09-06T20:19:02Z", "hours": 114.0, "multiplier": 19.09, "payout": 2165, "blessing": "neutral", "text": "A Milestone Welcome everybody to the first ship of this project. What is this project? This project simulates how the Volvo API works. Why was this project created in the first place? So it’s easier to create and test your app that uses the Volvo API without using ready-made libraries. I can’t find the features you mentioned in the devlog? Check the scope branch or the upcoming dev branch. What I’m proud of: I learned a lot of things (this is my first big public project): Tailwind Python stuff (I started with C++) Writing documentation (Markdown) I also learned the basics of OAuth2 and how APIs work. Making a project with all the features needed to get started. I created an additional document for you, Stardancers: Stardance PATH What is still on the TODO list? More APIs Scopes docker image See the roadmap . What to see? error logger recreated endpoints dashboard web socket realtime changes internal endpints interactivity of the car", "repo": "https://github.com/klswar0/Volvo-API-playground", "demo": "https://playground.kls.hackclub.app/"}]...
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[{"post_id": 84632, "ts": "202 [{"post_id": 84632, "ts": "2026-10-29T23:29:50Z", "hours": 3.5136, "text": "#Devlog The end New dashboard A lot of small changes have been made since the last devlog. Added new subsections to the dashboard. Added fuel and battery subsections. Added a button to switch to the new dashboard. Added /v2 to the new dashboard URL. Added a new white version of the car. It looks a little better, I think. Added windows to the visualiser. Fixes A fast FIX with AI Fixed tests. Other Merged the dev branch into main and updated uv.lock."}, {"post_id": 83920, "ts": "2026-10-28T21:46:57Z", "hours": 6.3775, "text": "Devlog The not the last 😄 (I’m not happy about this). Art? I did some art or tried to? https://lapse.hackclub.com/timelapse/s89hZFt0iVb5 15 min of pain. If you want to make some assets dm me or something New dashboard I worked hard to make a new dashboard. The old dashboard really just works. What works? A proof of concept of a car visualiser. Photo 1 I checked how it can look (design picture, not working thing). Photo 2 A small problem with my function. It was completely rewritten, sooo don’t look into it. Photo 3 A working iframe with my visualiser. Photo 4 Current state of what I wanted to build (goal: something like in Photo 1). Photo 5 My VS Code started breaking. It’s still broken a little. I could only add 4 photos and im too tired to upload somewhere and add a link Docs Started updating docs so they aren’t for the main or dev branch, something in the middle."}, {"post_id": 83102, "ts": "2026-10-26T21:45:37Z", "hours": 8.4633, "text": "Devlog Changes More readable errors from SQL. Regeneration function added for all built-in values. Fixed regeneration function. Added a purge option. Fixed a need for a database even if the memory database was used. Fixed adding and removing cars from the SQL database. Added an option to disable debug info from the SQL database. Fixed proxy for normal API calls (fixed the refresh function, conversion, and get item). Added a refresh configuration (it can refresh always or only when data changes). Fixed pytest. Easter egg look for it WIP Columns I changed from using a column containing JSON to a column for every attribute. Pluses: You can easily edit data in database software or using SQL commands. But: The app was designed around dictionaries, so it needs all of the columns always. So that’s something to do in the future. It doesn’t fit on my screen in phpMyAdmin 😂 Testing I added pytest for required proxy functions (only the main database). The additional database I found that the working additional database worked because I forgot to change it in different files, so it still used the dictionary to store data. A first version of the fix is there, but wait for an better one. TODO force the pytest to use dict for most tests update docs finish easter egg finish the additional database for SQL add more pytests misc helpful pages? I’m still thinking Planning to ship at the end of 28th."}, {"post_id": 79861, "ts": "2026-10-15T17:17:04Z", "hours": 7.19, "text": "Devlog A very long time no see. I have made a lot of progress on adding an SQL database. Testing on MySQL The backup server provider gives me access to one. SQL changes A lot of BIG changes. The reason why I haven’t posted for so long is that I didn’t want to post about something that doesn’t work. Created new classes to intercept data changes, both in case of direct dict changes and when going through the SQL model library. (I didn’t change much in the code, just imported it under the same name as the old database.) And it works! At the start, only reading data worked, but now it can send data back to the database. Added a regen function to make sure built-in API keys are always the same after a restart. Fixed the car creation function (but when I started storing the additional data in SQL, it broke AGAIN). Added configuration attributes. At first, just the database type, but then all the information needed to connect to a MySQL database. Fixed the scenario readconfig (wasn’t it updated in the past?). A really small number of things I added? Yes, but the amount of debugging and changing built-in functions in classes took me so long. (Could be because of school and not having time to do everything in one sitting.) But I learned how to make a dummy dict with a class, as I called it in the commit: proxy . Problems The SQL database can’t create new cars. Need to check all internal endpoints to make sure they work. Still haven’t merged the DEV branch (TODO). All information is stored in one column as JSON. It works, buuuut I don’t like it that way. Need to clean up the proxy classes. updating docs What failed this time? The second photo attached shows it. Have a look before reading more. _contains__ If you see it, congrats! But if you have a screen full of code, it’s harder to spot. It should be __contains__ , and I spent, I think, two days debugging why all in statements just didn’t work. I was so happy when I finally found it! XAMPP and Apple Silicon The manager app doesn’t open after a restart, so after consulting Google and AI, I found a command that I use: sudo /Applications/XAMPP/xamppfiles/xampp start xampp If someone is asking why I didn’t use the server provided one it just wasn’t practical for now."}, {"post_id": 73730, "ts": "2026-09-25T19:56:38Z", "hours": 4.9217, "text": "Devlog A lot of breaking changes later and getting closer to PR and going to 2 ship Token lifetime WORKS made time when token is expired is rounded to int endpoint for invalidating token possibility for enabling expiring token for a specific token when it’s disabled for all in config file misc pytest for location and energy API fix the url for the enrgy API (it started with connectivity url not wi the energy api) cleanup import created new files to make the code more readable dashboard added location values added capabilities and values auto token generation and expiration in dashboard"}, {"post_id": 69307, "ts": "2026-09-16T19:32:57Z", "hours": 5.58, "text": "Read till the end PLEASE 🥺 Devlog A lot of changes from the last devlog only 5 hrs Mostly bc I add stuff on top of but I will suffer in the future (See dev branch for these changes) Change all connectivity API to start with /connected-vehicle/v2/ to make room for different APIs After that I fixed pytest to reflect that I added a location API with a ONE endpoint There were few iterations Added scopes for this API location:read If I remember correctly Unique error responses (because location error look like old (v1) connectivity API Fixed that operationID could be a constant Added a config option to use longer API keys About here I Fixed the url for location api because it used the connectivity scheme Started working on energy API I added all data from it to this project In short one endpoints says what this car is capable of And the other says the values TODO: add its unique error its half done Scopes corresponding to energy API Fixed that some values and capabilities had the same name (bc of that some bool values where number so a it was important) WIP Oauth2 update: JWT tokens for access tokens WIP token can expire! what are JWT token? There consist of three parts header payload and signature The two first is important for my project the 3 isn’t . They store info about issuer, when token is active, scopes… A lot of useless data for this project or useful? We will see Life Bc of school I didn’t have a lot of time to write devlog (and write code) but I try to do my best before the end of stardance The next ship is planned for 28 September BIRTHDAY TODAY (16 September) Im celebrating my birthday 😄 If you write me a few good words It would be motivating for me."}, {"post_id": 63130, "ts": "2026-09-06T19:20:58Z", "hours": 1.6119, "text": "Devlog MAIN added a startup baner fixed snapshots not saving if website was used scope If you didn’t follow from start this branch contains the experimental scope support which is mostly done but I can guarantee stability that’s why it isn’t pushed to main in fist ship made the scope page work added a back button added button to scope on main page fixed snapshots loading/saving"}, {"post_id": 61052, "ts": "2026-09-03T19:22:00Z", "hours": 2.8836, "text": "Long time no see… The school started aaand I didn’t have time I had low motivation The only thing to do before first ship is docs but I could find time to finish them. Buut I back now. AND I promise to ship it before 7 of September. If you are voting on this project PLEASE do not skip. I have my birthday coming and if the shipwrights doesn’t have a long list it could mean this project payout could be my birthday gift. If I ofc ship it 😅 devlog Small marketing changes everywhere to say that this project doesn’t have any ready code to use Added info about error logger on the landing page Scopes A long way from last devlog Fixed pytest ( A second time) TEMPORARY FIX added so the scope error doesn’t - throw just internal error FIXed the Oauth2 endpoint at least 3 times Added a WIP endpoint to edit scope data from API Fixed how cars are created so they work with both - Oauth and scopes stuff Only looking dashboard page for scopes compare I think I forgot to say something in last devlog config file if you would like to use different instance Toml oillevel to oilLever AI disclaimer that I used this project to learn tailwind Make the doors have different statuses in mean time Untracked WIKI Redo the home page Started working on stardance path A lot of misc that I don’t remember other I created a small modified volvo example app to show that my app works like the real one"}, {"post_id": 55226, "ts": "2026-08-26T20:27:11Z", "hours": 4.2503, "text": "Devlog Error logger added colors to the terminal print out using: \\033[31m \\033[0m Good to know that it is so easy to add colors to text added timestamps to log file and - between errors Changes how it reads body once again and fixed url encoded requests logging My additional information I put in detail in the json response (the real API can send it like that buttty I didn’t see it. info from docs ) additional changes: New scenarios mostly about service warnings You can add notes to the website thru config files Scopes I started working on scopes. What are they? They are really permissions (you can know them from discord bots or if you login thru GitHub etc.) I don’t want to put them in this first ship but I needed to work on something (while I work on wiki) and I CAN’T guarantee every thing works after adding them. You can see it in the scopes branch. what is done: I have made preparation so the additional database (dict) I use for OAuth can store more data have updated website func to work with changes and also pytest added all possible conve (connectivity API) scopes WIKI when I add everything to them I will finally try making a ship added the error logger page updated the sidebar scenario and snapshots page a lot of misc Bonus photos from vacation on baltic sea"}, {"post_id": 49931, "ts": "2026-08-18T21:59:53Z", "hours": 3.1625, "text": "Devlog There was a small (or big) problem in my playground. If an error was returned in the response, you could only see it if your app handled it or by printing the response. That’s why I added an error logger. It can show errors in two ways: Terminal Log file How it works There were two ways of doing it (from what I learned): Middleware that captures all responses (this could be helpful in the future). Exception handlers (this is what I chose). I use two handlers: @app.exception_handler(RequestValidationError) @app.exception_handler(HTTPException) It was a horrible time searching for why it didn’t work. At first, I worked in a separate file, but I couldn’t get the (fastapi) app variable into those functions. So I copied them into main file to make them work first. I had to change some JSON responses to HTTPException to make the second handler work. After I captured the first request and printed it, I worked on one function that writes a log and another that prints to the terminal. I also created a class to store useful data. It works like this: Exception handler-> ->Put data into class -> ->Create response -> ->Return response ->Create a background task that logs the error I create a background task so the response doesn’t wait or even worse fails In the end I found that I can wrap these func with this simple func to make them work in different file def setup_error_logging(app: FastAPI): Added a config option: To disable it completely. To disable only the log file. It also bypasses all internal endpoints to make the logs more readable. The best fail… 😅 I returned an exception instead of raising it. I spent a good 15 minutes wondering why the response had status code 200 with a JSON body saying status code 400 . response changes I also checked how the authorization errors look and added two new ones: Missing Authorization header. Invalid vcc-api-key header. WIKI (not counted) I focus on making a GitHub wiki (new docs) After ending them and the error logger. Its time for the first ship !!!!!!! Nest instability: I made a backup server : https://frog01-21185.wykr.es/ Its not ideal one, bc some asian countries are blocked but its shouldn’t have any downtime (I hope so) If an Admin read it why I must copy enter from different text input 😭"}, {"post_id": 48444, "ts": "2026-08-16T19:51:20Z", "hours": 2.5061, "text": "Devlog SITE changes I found that some number inputs didn’t use the utility classes. I gave them inputText because they are really the same; the only difference is the HTML type . I also forgot to update the reloadable fuel section. It now uses the shorter utility class. Made sure that all text in the header is the same size (they weren’t). I copied all changes back to the main branch. config changes Then I added a config file using the configparser library. also added an option to disable the FastAPI docs. I started working on Wiki: reworking docs.md into a GitHub Wiki with up to date information. Error logger, so you can see what’s wrong without printing the API response in your code. I had some problems with catching the fastapi automatic response but I will leave it for next devlog"}, {"post_id": 46236, "ts": "2026-08-13T10:31:45Z", "hours": 4.6508, "text": "Devlog I forgot to add that I worked on the tests in the test branch, not the main one. OAuth2 PKCE testing. Helped me find an error where, if the code was used (it was reset to \"\" ), it was accepted as \"\" . Now it correctly returns an error. OAuth2 flow testing. Warnings and diagnostics now have some simple checks too. And I merged it into main . Then I started cleaning up the Tailwind CSS. NOTE: they are in new branch dashboard/cleanup Why? Because I used the Play CDN in the past, so I couldn’t create utility classes in a CSS file. Soooo I didn’t. Andddd there were a lot of Tailwind classes that didn’t fit on my screen. Now that I started precompiling it, I could add them. I added 5 unique utility classes. All of them combined are used around ~120 times across all HTMLs. The longest one: @utility inputSelection { @apply w-full px-4 py-2 .5 bg-zinc-950 border border-zinc-800 rounded-xl text-zinc-100 focus : outline-none focus : ring-2 focus : ring-blue-300 focus : border-transparent transition-all appearance-none text-center [ text-align-last : center ] cursor-pointer ; } I also minified the CSS file. If I understand it, it removes anything the browser doesn’t need to understand the CSS (new lines, unnecessary spaces…). It’s better because those characters are still sent over the network, and fewer bytes mean less traffic. While using the new utility classes, I tried to preserve the layout, so everything should look the same as before."}, {"post_id": 44802, "ts": "2026-08-10T20:28:29Z", "hours": 3.765, "text": "Devlog Working hard on pytest tests. I learn how assert works and how to name . I never used or created test in any language so I think they aren’t perfect (not like they should),but they work😄. I looked like AI made few and how other people and read some stuff online Tests created for these endpoints Around 25 of them List cars About car Engine info Engine start/stop Climate start/stop Windows Doors Lock/Unlock Reduced Guard Lock Flash, Honk, and Combination Tyres Statistics Fuel Odometer Engine diagnostics Brakes Command accessibility Still to do Warnings and diagnostics Commands More changes The tests helped me find and clean up several issues: Documentation updates. The honk endpoint was ../horn but should be /honk . Some values ( odometer , fuel ) are int , just like in the OpenAPI specification, not as described in the official docs. Fixed spelling mistakes: - oillevel to oilLevel - coolantLever to coolantLevel Want to help and has access to volvo with active VOC I need to test engine and climate endpoints but I don’t have an access to a car with it. Soooo if you can contact me on slack"}, {"post_id": 42512, "ts": "2026-08-07T09:41:54Z", "hours": 4.2411, "text": "Devlog Tracking headers implemented : There are two vcc-api-operationId - UUID traceparent - W3C traceparent (for now only sends it back) dashboard should look good on small screen (its very long but I don’t want to redesign it now) This is the reason why I there is much time in this devlog. It was a lot of try and error before something looked good both on mobile and desktop and I liked it . But at least it works know 🙃. some small cleanup of comments I worked again on internal updates endpoint (hopefully works now) started working on pytests (but I will talk about in next devlog (I gave my self 2 days for it) I really want to get the first ship out, so it isn’t going to be perfect. I still have a lot of features and improvements I’d like to add."}, {"post_id": 40711, "ts": "2026-08-04T12:41:43Z", "hours": 4.4231, "text": "Devlog I had a problem when I wanted to rewrite the scenario system. It only changed the local version of the Car (It means it really didn’t update anything). I wanted to update a backup version first, and only if everything was correct, replace the original with the backup. In the end, I used an already created function to first test and then apply to the car . Main PKCE misspelling fixed. Added a landing page with an option to disable it and redirect directly to the login screen (like in the last devlog I have photos of making it). Worked on the lights section. Fixed the docs URLs. Dashboard and WebSocket toggles now work. Rewrote and enabled the updates endpoint. Validation now catches values that can’t be converted to int . Scenario loading into a car instance should now be more consistent with the other functions. Improved mobile responsiveness (and then fixed the desktop one). Some elements were outside the screen on mobile (nothing important, but it didn’t look good). NOTE: the dashboard with car attributes still needs to be adapted. Added windows (because I forgot to 😅) to the dashboard and organised the lighting section. OAuth2 and Snapshots buttons should now always be centred. TODO Debug and tracing headers (from the real API). Additional instructions. Then I think it’s finally ready for the first ship. There are still a lot of things I want to add, but I can’t work indefinitely. Compare The compare app now has the Content-Type fix enabled (like the official API). Compiled the Tailwind CSS for the compare app. NOTE: I will add here more screenshots as link later Also thinking about adding it frictionless mission but I’m not sure."}, {"post_id": 39642, "ts": "2026-08-02T19:24:37Z", "hours": 3.62, "text": "Devlog Snapshots loading page (screenshots while I worked. I had more but the limit was 4). As suggested by the Tailwind CSS tools, changed some classes to more canonical ones. You can now delete cars through both the API and the dashboard. Snapshot corruption (when the app is force quit) should be fixed. Started working on the landing page, but I’ll leave it for the next devlog (mostly because I have on my other laptop). Fixes to do Sometimes the new OAuth2 and Snapshots buttons are off-center. Compare app needs fixing (need to enable the Content-Type fix from the official API). PKCE spelling in the internal API."}, {"post_id": 37827, "ts": "2026-07-30T19:39:54Z", "hours": 4.1028, "text": "Devlog The Content-Type problem is SOLVED …… What was the problem? (My reading skills? ) there are two headers with application/json : Content-Type (POST) Accept (GET) The Accept header isn’t required ( can be */* , application/* or application/json ). So the Content-Type mystery is mostly FIXED but I still need to check with a real Volvo car if Content-Type is actually required. (I’ll do it tomorrow.) Changes: Accept is now handled by my API like in the official API. Added Content-Type checks (like the docs say, meaning it’s required). While proofreading the docs, I found that PKCE is written as PCKE in one internal endpoint. (Not fixed yet.) Small README update (I try to keep it up to date). Scenario page: You can now load a scenario using the GUI. Recompiled the Tailwind CSS. I attached screenshots showing it (you can also see snapshot button but its not implemented YET)"}, {"post_id": 36608, "ts": "2026-07-28T20:31:07Z", "hours": 0.5122, "text": "The comparison app is now online! Comparison app: https://compareplay.kls.hackclub.app/ I also updated the main app with the new dashboard design: https://playground.kls.hackclub.app/internal/welcome devlog Tailwind CSS is no longer loaded from the CDN. I think its now precompiled. Note to others: Remember to update your banner to feature your app (see #stardance on Slack). Otherwise, your ship will be rejected. EDIT: A lot of bots try to connect to my apps do you think I should make a honeypot?"}, {"post_id": 36297, "ts": "2026-07-28T09:47:40Z", "hours": 3.2881, "text": "Devlog I found another way to hide the fuel stat when it isn’t useful for a particular type of car: the HTML hidden attribute. At first, I thought I should add or remove the element hidden, but that turned out to be more complicated than I expected. I think using hidden is still a cleaner solution but I still using templates files. While working on the dashboard, I wanted to add units like km , L , and % to some values. Instead of handling that in Python, I added another div with some margins and, in a few places, used flex so everything stays on the same line without adding more backend logic. Added more page changes thru HTMX (nearly all pages use it). Creating a new car now refreshes the page. when an error occurs, I use HX-Reswap and the HX-Retarget response header (when creating new car as proof of concept). Added HTMX transitions to the OAuth2 settings page.(all pages have transitions) What to do before the first release (Mostly a checklist for myself 😅) Content-Type checks. Scenario and snapshot system support in the dashboard. Main showcase page. Finish the remaining documentation. Two READMEs: one for the main repository and one for the companion app repository. I’m thinking about having one technical README and another one that’s easier to understand for people who don’t code. Better error handling in the dashboard. Right now, most errors are just displayed as plain text instead of being part of the page. deploy updated version on nest I wanted to add a video but MacOS made me a half gig and I don’t think stardance would handle"}, {"post_id": 35043, "ts": "2026-07-26T06:29:01Z", "hours": 5.5947, "text": "Devlog Most of my time was spent working on the dashboard with Tailwind CSS. It took a lot of experimenting to find a design I actually like. I also changed how HTMX updates the dashboard through WebSockets. Before: A dedicated template was rendered every time to update that part of the dashboard. Now: Only the text containing the updated value is replaced. That said, in the future it won’t always be just text. For example, if the fuel type changes from hybrid to electric , the fuel level should disappear from the dashboard instead of just changing its value. While working on this, I found a bug caused by HTMX sending boolean values as strings. This caused climate settings to be marked as invalid. I need to distinguish between an invalid value and an invalid attribute instead of always treating the entire attribute as invalid. Note to myself Add transitions. Make all HTML pages use the same CSS file from now on. Update the version on nest server and make a public companion instance Aaand that’s all. Making websites is painfully slow."}, {"post_id": 33472, "ts": "2026-07-23T13:34:25Z", "hours": 4.2786, "text": "Devlog I don’t know if I mentioned it before, but for now the Content-Type checks are disabled. I need to learn more about them and implement better validation. Created an updated OAuth2 settings page and a car selection screen (with Tailwind CSS, of course). Started experimenting with a new dashboard. It’s still a work in progress, but it will most likely become the main design. I’m also thinking about adding a second dashboard style, although I’m not sure if I’ll do that before the first release. I definitely want to clean up the HTML/Tailwind code by moving repeated styles into reusable classes or something similar. I’m also thinking about using more HTMX so that more pages can update data without needing a full page reload. Wrote more documentation. I still need to verify the fuel endpoint because I don’t remember whether it handles different engine types correctly. ( The new OAuth2 settings page and the car selection screen. For next develop I think I will make a video of how everything works)"}, {"post_id": 32303, "ts": "2026-07-21T11:58:32Z", "hours": 2.6278, "text": "Devlog Companion app I said it was finished for now, but I forgot to add one more thing (the one on the left in the screenshots): a dashboard redirect. Main app I’m still investigating the Content-Type problem. I verified that the official Volvo API behaves correctly, so I’m working on matching that behavior. Added work-in-progress Content-Type checks. Started reworking the CSS using Tailwind CSS. It’s still mixed with some plain CSS for now. Enabled support for the reduced guard lock command. You have to manually mark it as supported, and for now it behaves the same as the normal lock command. Let me know which design you like more: the new one (center) or the old one (right)."}, {"post_id": 31979, "ts": "2026-07-20T20:18:13Z", "hours": 3.7667, "text": "Devlog I’m mainly focused on finishing the companion app. I started working on the CSS. Most of my time was spent learning Tailwind CSS (so I didn’t track it). I think it’s a better fit for me than writing plain CSS. Added Tailwind CSS to all pages of the companion app. (I think I need to redo the main app now. 😅) Added a small README with information about the main app. I think it done now but I will come back to it before first ship Main app While working on the companion app, I found another issue. The Content-Type: application/json behavior doesn’t match the official API. I verified that the official API works as expected, checks for it mine doesn’t (I think)"}, {"post_id": 30890, "ts": "2026-07-18T21:12:58Z", "hours": 3.2169, "text": "Devlog Companion app Added manual mode for comparison. Engine start/stop now works in normal mode. Before pushing, I forgot to fix one thing: { \"error\" : \"Failed to retrieve data from unofficial API.\" , \"detail\" :{ \"detail\" :[{ \"type\" : \"dict_type\" , \"loc\" :[ \"body\" ], \"msg\" : \"Input should be a valid dictionary\" , \"input\" : \"{ \\\" runtimeMinutes \\\" : 10}\" }]}} The fix was simple: I forgot to use json.loads() . I pushed a quick fix commit right after. The photo shows the manual comparison page. I’m still working on the comparison logic, which is why it doesn’t have any CSS yet. Sorry for not adding Volvo API keys so you can see the differences between both APIs, but that would have taken too much time today. Its also the reason why Im creating this app Main app Worked on the documentation. The notifier now supports more than one updated attribute at the same time. It’s not the best implementation, but I’ll improve it after the first ship. Fixed snapshot loading and added exception handling. Scenario loading now reports malformed JSON files. Fixed a dashboard bug where tire information was shown three times. I think I planned to add more data there… and then forgot. I should probably test everything before making a devlog or committing, but I also don’t want my devlogs to have to much time."}, {"post_id": 29435, "ts": "2026-07-16T11:46:44Z", "hours": 0.5936, "text": "A public online demo!!!!! The project is finally available online! https://playground.kls.hackclub.app/internal/welcome Please don’t be the bad guy and fight with other people over access. ❤️ That’s all I wanted to say because this is a really big milestone for me. There will also be another commit today to make sure everyone can run their own instance of the project. I found a few issues that only appeared outside of my local environment: Some WebSocket features break when using HTTPS. The dashboard had problems when the instance wasn’t running on the same computer. Those should be fixed in today’s commit. If you find any errors please comment or contact me on slack Also thanks to nest hackclub for hosting"}, {"post_id": 29164, "ts": "2026-07-15T21:37:24Z", "hours": 2.8483, "text": "Devlog Authorization was my mistake. It should have been accessToken , not Authorization . Why I thought that? I have no idea. No it was good before I was sleepy I think when I did that The snapshots system now works. Why it didn’t work as expected: I forgot to use copy(deep=True) . One of the small dictionaries was written incorrectly. Added saving and loading snapshots from a file. The scenarios system now works and has been tested. Difference between snapshots and scenarios Snapshots copy all data about a car. They are persistent and can be saved to a file. Scenarios only change selected attributes. They are designed to be created and edited manually in a JSON file. Main app The main app is mostly ready. Before the first release, I still need to: Finish the documentation. Add a roadmap with future updates. Verify error responses against the real API. Finish the comparison feature in the companion app. Add more ready-to-use scenarios and API keys. Companion app Manual login now works, so only the comparison logic is left. I found a bug where api_key_p was None because one endpoint redirected using api_key instead. Started working on the comparison feature. PS: A photo of why the api_key_p was none"}, {"post_id": 27883, "ts": "2026-07-13T19:57:06Z", "hours": 3.8994, "text": "Devlog Writing documentation is a good way to check whether the code you wrote actually works. I already found four bugs while documenting the project. For example, I forgot to pass the redirect URI in a function in main.py , even though it was already implemented in internal.py . I also fixed a bug where notifications could sometimes contain an older value. The dashboard has been moved into a separate file. Snapshots currently have a problem. They are very similar to the Car class, so I’ll debug it and explain what the issue was in the next devlog. Companion app The companion app is meant to showcase the differences between my implementation and the official Volvo Demo Car Sandbox. It also makes testing easier, since you don’t have to write your own application just to try the API. I had a problem with the built-in LibreSSL because one of the dependencies didn’t support it. I had to reinstall Python so that uv would detect the new OpenSSL installation. After that, I was finally able to start the app and get it working. Auto-login and automatic creation of a test car are now working. There’s is no css but I will do it after logic works One more thing: the reason the devlogs have been quieter recently is that I’ve been dealing with some administrative paperwork. I’ll get back to posting them more regularly once that’s sorted out."}, {"post_id": 25868, "ts": "2026-07-10T10:58:56Z", "hours": 4.3936, "text": "Devlog How I don’t like web development… did I already say that? I’ll say it again. I’m working on the OAuth2 settings, and I had a problem where one of the query parameters wasn’t reaching the backend. I still don’t know what actually fixed it. Then I had another problem. I have a function that changes values in the backend, but only one button worked while everything else didn’t. It turned out to be because I debugged the first problem with AI. Always trust your own mind before trusting AI. The problem was hx-trigger . I also had problems applying CSS through HTMX. In the end, I solved it by using hx-redirect . But in the end everything works (you can see it one the phtoto) I also worked on the scenario system, which loads scenarios from a JSON file. It isn’t tested yet, and I still need to work on state snapshots. The idea is that you’ll be able to save a moment in time and restore it later, so you can test the same scenario as many times as you want without setting up all the data again. I also started working on a companion app to showcase the differences between my implementation and the official demo car sandbox. I’ll write more about it in the next devlog."}, {"post_id": 24338, "ts": "2026-07-07T20:58:43Z", "hours": 3.7069, "text": "Devlog A small error from the last devlog: it’s PKCE , not PCKE . I had to rename a lot of variables because of that. More customizable data Gearbox Model year More diagnostic data for lights (hazard, fog, brake, high beam, low beam, and more) Other additions Added a new default API key with 3 cars, each having different values. Wrote more docs. Started working on scenarios (templates for new or existing cars to make setup faster). I’m thinking about loading them from a file so users can create their own. Started working on setting up OAuth2 through the dashboard. Fixed most command responses because when I first created them, I forgot to wrap everything inside { \"data\": {} } . Added light options to the dashboard. Working: PKCE How does it work? The application generates a random secret. Before redirecting the user to the login page, it sends only a hashed version of that secret. After the user logs in, the application receives an authorization code. When exchanging the code for tokens, it sends the original secret. The server checks whether it matches the previously received hash. If it does, the tokens are issued. It normally protects from having the tokens stolen New promoting picture I made in canva have a look"}, {"post_id": 23100, "ts": "2026-07-05T20:54:08Z", "hours": 3.3289, "text": "Devlog Small additions to the new documentation. changes how the api handles errors BIG ADDITION OAuth2 without PKCE. I started working on PKCE, but I thought I should write a devlog before adding it. Added a login website (I know I mentioned it last time). Added a way to enable and disable OAuth2. Authentication now checks whether OAuth2 is enabled. If it is, requests are authenticated using OAuth2. Tokens don’t expire yet, but that will be added soon. Added endpoints for refreshing tokens and exchanging an authorization code for tokens. How does OAuth2 work? The app redirects the user to a login page. After logging in, the website redirects the user back to the callback URL provided by the app. The app receives an authorization code, which it exchanges for two tokens: a long-lived refresh token and a short-lived access token. When the access token expires, the app can use the refresh endpoint to obtain a new access token. What is PKCE? I’ll write more about it once it’s added to the project. In short, PKCE protects the authorization flow by ensuring that only the application that started the login process can exchange the authorization code for tokens. The application first generates a random secret (called a code verifier). Before the login request is sent, a hashed version of that secret (the code challenge) is sent to the server. Later, when exchanging the authorization code for tokens, the application sends the original secret. The server verifies that it matches the previously received hash before issuing any tokens. I’ll explain the complete flow in the next devlog."}, {"post_id": 20221, "ts": "2026-07-01T19:28:27Z", "hours": 5.3022, "text": "Devlog This devlog will be a short one because I’ve been focusing on implementing OAuth 2.0. I’ll cover that in more detail in the next update but I will add photo of a “login” screen that I created for it (it looks bad on purpose). What’s new The terminal now works with more than one static car. The dashboard can (once again) create new cars. The codebase has been split into multiple files instead of a single large file: main still contains the public API endpoints. internal contains the dashboard logic and internal API endpoints. database will contain multiple predefined car scenarios. I also started writing a new manual that documents the quirks of the Volvo API and my implementation ( and edge cases). I will write more about in next 2 devlogs What’s left before the first ship An example application demonstrating the differences between the official Volvo Sandbox and this project. OAuth 2.0 with PKCE (it would be great to have before the first ship). Documentation. A major code cleanup and refactoring."}, {"post_id": 17924, "ts": "2026-06-28T21:18:15Z", "hours": 2.7358, "text": "Devlog I added two static (for now) endpoints: statistics and warning . The statistics endpoint mostly returns data, so there isn’t much to test. The warning endpoint has a very large response that would require a lot of new code, and for now I don’t want to implement all of it. I started working on adding cars through the dashboard (you could already see part of it in the last devlog), but I found out it doesn’t work, so I need to fix it before the next devlog. Climate and engine STOP commands now respond correctly. In the last invoice update, they incorrectly returned RUNNING . Added checks for the new command endpoints to verify whether the car supports a given command. Added a small terminal page that outputs changes. In the future, you’ll be able to choose whether to display only Volvo changes, all changes, or all information (for example, if you checked whether the windows status). I also used it to verify that the normal WebSocket status works. Added the foundations for disabling WebSockets on startup. Only a configuration file is left to implement. Added UNAVAILABLE reason invoice logic mostly something like this: If the reason is NO_INTERNET , the invoice becomes CONNECTION_FAILURE . If the reason is POWER_SAVING_MODE , the invoice becomes VEHICLE_IN_SLEEP . Made some improvements to the dashboard’s appearance."}, {"post_id": 15774, "ts": "2026-06-25T17:19:10Z", "hours": 7.1422, "text": "Devlog A funny story: I built the invoice system but didn’t always assign values correctly, so the values got mixed up. I spent a long time debugging before realizing that was the cause. { \"error\" : { \"message\" : \"VALUE_ERROR\" , \"description\" : \" \\\" Car \\\" object has no field \\\" 123 \\\" \" } } I also spent a lot of time on CSS. Most of that time went into learning: classes IDs box shadows CSS Grid The reason it took so long since the last devlog is CSS. As I said before, I don’t really like web development, so my motivation was pretty low. I used some AI, but I worked hard to remove most of the generated code. At this point, most of the site’s design looks the way I want it to and will probably stay that way until the end of the project. Made invoices have some logic instead of always sending the same value. That means: If no invoice status is set, it sends COMPLETED or RUNNING depending on whether the engine or climate is running. Loc like actions can’t have a RUNNING invoice status. Added a distinction between successful and failed invoices. PS: Always remember to stop the server with Ctrl+C , not Ctrl+Z , because Ctrl+Z can leave the process running and keep the port blocked."}, {"post_id": 14241, "ts": "2026-06-23T07:56:55Z", "hours": 6.0522, "text": "Devlog It has been a long time since my last devlog, but I was more focused on learning than adding new stuff. Right now, I am focusing on learning HTML, htmx, and Jinja. The welcome page logic is mostly working. I had some problems with it because I used htmx to add new code, but the JavaScript from the is not reloaded with that. Now, I use the HX-Redirect response. I also learned how WebSockets work with FastAPI and htmx. I also designed how the dashboard will look (I attached my drawings. Good luck reading them!)."}, {"post_id": 11274, "ts": "2026-06-18T13:16:22Z", "hours": 3.5742, "text": "Devlog centralLock is called carLocked in the docs. The docs seem to be outdated. I think the OpenAPI specification is more accurate and contains fewer errors. I added a way to validate data using class functions. Implemented timestamps. Using datetime function from python Added tyre endpoints. Added a way to generate new API keys and create new cars (I used python secrets). (getting ready to make first public running version) Roadmap.md file with status of this project What is next to do Start using the updated method for changing data. Update the dashboard to reflect and modify the new data. Add WebSocket support. Add the remaining 2 vehicle and warning endpoints. Create an example app for testers. Redesign dashboard. It looks awful I had a 2 days off because I was on school trip but I back. Next thing on my list is an updated dashboard"}, {"post_id": 9202, "ts": "2026-06-15T13:28:28Z", "hours": 1.9225, "text": "Devlog You can edit data through the dashboard now. It’s not the best solution, and I want to change how it works (probably start from scratch), but not now. Diagnostics endpoints. I had a very good time with them today. Why? Because of the “/diagnostics” docs. I attached a screenshot showing an example from the official website and data from a real car (left: real API, right: docs). If you look at them, you can see two errors and one very small issue that you would only notice if you read the whole documentation: In serviceWarning, you can see the value is NORMAL, but NORMAL is not a valid value for it. It should be NO_WARNING. This is the small one. In engineHoursToService, the API response contains a unit, but the docs don’t mention it at all. And the worst one (and the only real error): there is no information about washerFluidLevelWarning in the docs, but it appears in the data from the car. What do you think I should do? Should I write to them about it? I think you can comment on the post, so let me know what you think."}, {"post_id": 8961, "ts": "2026-06-14T22:15:21Z", "hours": 1.7606, "text": "Devlog Added odometer and fuel endpoints. Funny thing is that Volvo sends in what unit the data is, but the docs say that only metric units are valid, so it really sends always the same unit. Most likely they wanted to add imperial later, or they left it like this for simplicity. Added first version of dashboard. For now, it’s using polling every 5 seconds (I have planned to change it to WebSocket). It only displays some information and can’t edit anything. Also, I wrote some HTML and JavaScript. I never liked web development, so I don’t know a lot (I’m learning while I code 😅). It could be that it will look very rough till the end because I don’t have any patience for HTML and CSS. I “will” do it when I have a very good day, or AI will do it? I would like not to use AI in this way, but I will see. Edit: Forgot to push the updated version to GitHub I will do it tomorrow because it’s late (it’s tomorrow )"}, {"post_id": 8322, "ts": "2026-06-13T20:45:50Z", "hours": 2.8264, "text": "Devlog Added a command accessibility endpoint (it tells if the car can receive commands). I refactored duplicate code in the climate endpoint. Added engine endpoints (they aren’t perfect, but this isn’t the final code). It was also a frustrating day because I repeatedly forgot to save my code before testing (my bad). A photo of the error that cost me way too much time today. (I changed it to “/vehicles/{VIN}/engine-status”, but I didn’t save the file.)"}, {"post_id": 7410, "ts": "2026-06-12T10:41:57Z", "hours": 0.9136, "text": "I setup my codespace and started working on first few endpoints. Additionally I looked how most of Volvos apis looks that gave me direction to go. That was all time I had today. Also I could add screenshot here because of macOS :("}]...
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Title: Volvo API playground by @Kl | Stardance
De Title: Volvo API playground by @Kl | Stardance
Devlogs:
I setup my codespace and started working on first few endpoints. Additionally I looked how most of Volvos apis looks that gave me direction to go. That was all time I had today. Also I could add screenshot here because of macOS :(
Devlog Added a command accessibility endpoint (it tells if the car can receive commands). I refactored duplicate code in the climate endpoint. Added engine endpoints (they aren’t perfect, but this isn’t the final code). It was also a frustrating day because I repeatedly forgot to save my code before testing (my bad). A photo of the error that cost me way too much time today. (I changed it to “/vehicles/{VIN}/engine-status”, but I didn’t save the file.)
Devlog Added odometer and fuel endpoints. Funny thing is that Volvo sends in what unit the data is, but the docs say that only metric units are valid, so it really sends always the same unit. Most likely they wanted to add imperial later, or they left it like this for simplicity. Added first version of dashboard. For now, it’s using polling every 5 seconds (I have planned to change it to WebSocket). It only displays some information and can’t edit anything. Also, I wrote some HTML and JavaScript. I never liked web development, so I don’t know a lot (I’m learning while I code 😅). It could be that it will look very rough till the end because I don’t have any patience for HTML and CSS. I “will” do it when I have a very good day, or AI will do it? I would like not to use AI in this way, but I will see. Edit: Forgot to push the updated version to GitHub I will do it tomorrow because it’s late (it’s tomorrow )
Devlog You can edit data through the dashboard now. It’s not the best solution, and I want to change how it works (probably start from scratch), but not now. Diagnostics endpoints. I had a very good time with them today. Why? Because of the “/diagnostics” docs. I attached a screenshot showing an example from the official website and data from a real car (left: real API, right: docs). If you look at them, you can see two errors and one very small issue that you would only notice if you read the whole documentation: In serviceWarning, you can see the value is NORMAL, but NORMAL is not a valid value for it. It should be NO_WARNING. This is the small one. In engineHoursToService, the API response contains a unit, but the docs don’t mention it at all. And the worst one (and the only real error): there is no information about washerFluidLevelWarning in the docs, but it appears in the data from the car. What do you think I should do? Should I write to them about it? I think you can comment on the post, so let me know what you think.
Devlog centralLock is called carLocked in the docs. The docs seem to be outdated. I think the OpenAPI specification is more accurate and contains fewer errors. I added a way to validate data using class functions. Implemented timestamps. Using datetime function from python Added tyre endpoints. Added a way to generate new API keys and create new cars (I used python secrets). (getting ready to make first public running version) Roadmap.md file with status of this project What is next to do Start using the updated method for changing data. Update the dashboard to reflect and modify the new data. Add WebSocket support. Add the remaining 2 vehicle and warning endpoints. Create an example app for testers. Redesign dashboard. It looks awful I had a 2 days off because I was on school trip but I back. Next thing on my list is an updated dashboard
Devlog It has been a long time since my last devlog, but I was more focused on learning than adding new stuff. Right now, I am focusing on learning HTML, htmx, and Jinja. The welcome page logic is mostly working. I had some problems with it because I used htmx to add new code, but the JavaScript from the is not reloaded with that. Now, I use the HX-Redirect response. I also learned how WebSockets work with FastAPI and htmx. I also designed how the dashboard will look (I attached my drawings. Good luck reading them!).
Devlog A funny story: I built the invoice system but didn’t always assign values correctly, so the values got mixed up. I spent a long time debugging before realizing that was the cause. { "error" : { "message" : "VALUE_ERROR" , "description" : " \" Car \" object has no field \" 123 \" " } } I also spent a lot of time on CSS. Most of that time went into learning: classes IDs box shadows CSS Grid The reason it took so long since the last devlog is CSS. As I said before, I don’t really like web development, so my motivation was pretty low. I used some AI, but I worked hard to remove most of the generated code. At this point, most of the site’s design looks the way I want it to and will probably stay that way until the end of the project. Made invoices have some logic instead of always sending the same value. That means: If no invoice status is set, it sends COMPLETED or RUNNING depending on whether the engine or climate is running. Loc like actions can’t have a RUNNING invoice status. Added a distinction between successful and failed invoices. PS: Always remember to stop the server with Ctrl+C , not Ctrl+Z , because Ctrl+Z can leave the process running and keep the port blocked.
Devlog I added two static (for now) endpoints: statistics and warning . The statistics endpoint mostly returns data, so there isn’t much to test. The warning endpoint has a very large response that would require a lot of new code, and for now I don’t want to implement all of it. I started working on adding cars through the dashboard (you could already see part of it in the last devlog), but I found out it doesn’t work, so I need to fix it before the next devlog. Climate and engine STOP commands now respond correctly. In the last invoice update, they incorrectly returned RUNNING . Added checks for the new command endpoints to verify whether the car supports a given command. Added a small terminal page that outputs changes. In the future, you’ll be able to choose whether to display only Volvo changes, all changes, or all information (for example, if you checked whether the windows status). I also used it to verify that the normal WebSocket status works. Added the foundations for disabling WebSockets on startup. Only a configuration file is left to implement. Added UNAVAILABLE reason invoice logic mostly something like this: If the reason is NO_INTERNET , the invoice becomes CONNECTION_FAILURE . If the reason is POWER_SAVING_MODE , the invoice becomes VEHICLE_IN_SLEEP . Made some improvements to the dashboard’s appearance.
Devlog This devlog will be a short one because I’ve been focusing on implementing OAuth 2.0. I’ll cover that in more detail in the next update but I will add photo of a “login” screen that I created for it (it looks bad on purpose). What’s new The terminal now works with more than one static car. The dashboard can (once again) create new cars. The codebase has been split into multiple files instead of a single large file: main still contains the public API endpoints. internal contains the dashboard logic and internal API endpoints. database will contain multiple predefined car scenarios. I also started writing a new manual that documents the quirks of the Volvo API and my implementation ( and edge cases). I will write more about in next 2 devlogs What’s left before the first ship An example application demonstrating the differences between the official Volvo Sandbox and this project. OAuth 2.0 with PKCE (it would be great to have before the first ship). Documentation. A major code cleanup and refactoring.
Devlog Small additions to the new documentation. changes how the api handles errors BIG ADDITION OAuth2 without PKCE. I started working on PKCE, but I thought I should write a devlog before adding it. Added a login website (I know I mentioned it last time). Added a way to enable and disable OAuth2. Authentication now checks whether OAuth2 is enabled. If it is, requests are authenticated using OAuth2. Tokens don’t expire yet, but that will be added soon. Added endpoints for refreshing tokens and exchanging an authorization code for tokens. How does OAuth2 work? The app redirects the user to a login page. After logging in, the website redirects the user back to the callback URL provided by the app. The app receives an authorization code, which it exchanges for two tokens: a long-lived refresh token and a short-lived access token. When the access token expires, the app can use the refresh endpoint to obtain a new access token. What is PKCE? I’ll write more about it once it’s added to the project. In short, PKCE protects the authorization flow by ensuring that only the application that started the login process can exchange the authorization code for tokens. The application first generates a random secret (called a code verifier). Before the login request is sent, a hashed version of that secret (the code challenge) is sent to the server. Later, when exchanging the authorization code for tokens, the application sends the original secret. The server verifies that it matches the previously received hash before issuing any tokens. I’ll explain the complete flow in the next devlog.
Devlog A small error from the last devlog: it’s PKCE , not PCKE . I had to rename a lot of variables because of that. More customizable data Gearbox Model year More diagnostic data for lights (hazard, fog, brake, high beam, low beam, and more) Other additions Added a new default API key with 3 cars, each having different values. Wrote more docs. Started working on scenarios (templates for new or existing cars to make setup faster). I’m thinking about loading them from a file so users can create their own. Started working on setting up OAuth2 through the dashboard. Fixed most command responses because when I first created them, I forgot to wrap everything inside { "data": {} } . Added light options to the dashboard. Working: PKCE How does it work? The application generates a random secret. Before redirecting the user to the login page, it sends only a hashed version of that secret. After the user logs in, the application receives an authorization code. When exchanging the code for tokens, it sends the original secret. The server checks whether it matches the previously received hash. If it does, the tokens are issued. It normally protects from having the tokens stolen New promoting picture I made in canva have a look
Devlog How I don’t like web development… did I already say that? I’ll say it again. I’m working on the OAuth2 settings, and I had a problem where one of the query parameters wasn’t reaching the backend. I still don’t know what actually fixed it. Then I had another problem. I have a function that changes values in the backend, but only one button worked while everything else didn’t. It turned out to be because I debugged the first problem with AI. Always trust your own mind before trusting AI. The problem was hx-trigger . I also had problems applying CSS through HTMX. In the end, I solved it by using hx-redirect . But in the end everything works (you can see it one the phtoto) I also worked on the scenario system, which loads scenarios from a JSON file. It isn’t tested yet, and I still need to work on state snapshots. The idea is that you’ll be able to save a moment in time and restore it later, so you can test the same scenario as many times as you want without setting up all the data again. I also started working on a companion app to showcase the differences between my implementation and the official demo car sandbox. I’ll write more about it in the next devlog.
Devlog Writing documentation is a good way to check whether the code you wrote actually works. I already found four bugs while documenting the project. For example, I forgot to pass the redirect URI in a function in main.py , even though it was already implemented in internal.py . I also fixed a bug where notifications could sometimes contain an older value. The dashboard has been moved into a separate file. Snapshots currently have a problem. They are very similar to the Car class, so I’ll debug it and explain what the issue was in the next devlog. Companion app The companion app is meant to showcase the differences between my implementation and the official Volvo Demo Car Sandbox. It also makes testing easier, since you don’t have to write your own application just to try the API. I had a problem with the built-in LibreSSL because one of the dependencies didn’t support it. I had to reinstall Python so that uv would detect the new OpenSSL installation. After that, I was finally able to start the app and get it working. Auto-login and automatic creation of a test car are now working. There’s is no css but I will do it after logic works One more thing: the reason the devlogs have been quieter recently is that I’ve been dealing with some administrative paperwork. I’ll get back to posting them more regularly once that’s sorted out.
Devlog Authorization was my mistake. It should have been accessToken , not Authorization . Why I thought that? I have no idea. No it was good before I was sleepy I think when I did that The snapshots system now works. Why it didn’t work as expected: I forgot to use copy(deep=True) . One of the small dictionaries was written incorrectly. Added saving and loading snapshots from a file. The scenarios system now works and has been tested. Difference between snapshots and scenarios Snapshots copy all data about a car. They are persistent and can be saved to a file. Scenarios only change selected attributes. They are designed to be created and edited manually in a JSON file. Main app The main app is mostly ready. Before the first release, I still need to: Finish the documentation. Add a roadmap with future updates. Verify error responses against the real API. Finish the comparison feature in the companion app. Add more ready-to-use scenarios and API keys. Companion app Manual login now works, so only the comparison logic is left. I found a bug where api_key_p was None because one endpoint redirected using api_key instead. Started working on the comparison feature. PS: A photo of why the api_key_p was none
A public online demo!!!!! The project is finally available online! https://playground.kls.hackclub.app/internal/welcome Please don’t be the bad guy and fight with other people over access. ❤️ That’s all I wanted to say because this is a really big milestone for me. There will also be another commit today to make sure everyone can run their own instance of the project. I found a few issues that only appeared outside of my local environment: Some WebSocket features break when using HTTPS. The dashboard had problems when the instance wasn’t running on the same computer. Those should be fixed in today’s commit. If you find any errors please comment or contact me on slack Also thanks to nest hackclub for hosting
Devlog Companion app Added manual mode for comparison. Engine start/stop now works in normal mode. Before pushing, I forgot to fix one thing: { "error" : "Failed to retrieve data from unofficial API." , "detail" :{ "detail" :[{ "type" : "dict_type" , "loc" :[ "body" ], "msg" : "Input should be a valid dictionary" , "input" : "{ \" runtimeMinutes \" : 10}" }]}} The fix was simple: I forgot to use json.loads() . I pushed a quick fix commit right after. The photo shows the manual comparison page. I’m still working on the comparison logic, which is why it doesn’t have any CSS yet. Sorry for not adding Volvo API keys so you can see the differences between both APIs, but that would have taken too much time today. Its also the reason why Im creating this app Main app Worked on the documentation. The notifier now supports more than one updated attribute at the same time. It’s not the best implementation, but I’ll improve it after the first ship. Fixed snapshot loading and added exception handling. Scenario loading now reports malformed JSON files. Fixed a dashboard bug where tire information was shown three times. I think I planned to add more data there… and then forgot. I should probably test everything before making a devlog or committing, but I also don’t want my devlogs to have to much time.
Devlog I’m mainly focused on finishing the companion app. I started working on the CSS. Most of my time was spent learning Tailwind CSS (so I didn’t track it). I think it’s a better fit for me than writing plain CSS. Added Tailwind CSS to all pages of the companion app. (I think I need to redo the main app now. 😅) Added a small README with information about the main app. I think it done now but I will come back to it before first ship Main app While working on the companion app, I found another issue. The Content-Type: application/json behavior doesn’t match the official API. I verified that the official API works as expected, checks for it mine doesn’t (I think)
Devlog Companion app I said it was finished for now, but I forgot to add one more thing (the one on the left in the screenshots): a dashboard redirect. Main app I’m still investigating the Content-Type problem. I verified that the official Volvo API behaves correctly, so I’m working on matching that behavior. Added work-in-progress Content-Type checks. Started reworking the CSS using Tailwind CSS. It’s still mixed with some plain CSS for now. Enabled support for the reduced guard lock command. You have to manually mark it as supported, and for now it behaves the same as the normal lock command. Let me know which design you like more: the new one (center) or the old one (right).
Devlog I don’t know if I mentioned it before, but for now the Content-Type checks are disabled. I need to learn more about them and implement better validation. Created an updated OAuth2 settings page and a car selection screen (with Tailwind CSS, of course). Started experimenting with a new dashboard. It’s still a work in progress, but it will most likely become the main design. I’m also thinking about adding a second dashboard style, although I’m not sure if I’ll do that before the first release. I definitely want to clean up the HTML/Tailwind code by moving repeated styles into reusable classes or something similar. I’m also thinking about using more HTMX so that more pages can update data without needing a full page reload. Wrote more documentation. I still need to verify the fuel endpoint because I don’t remember whether it handles different engine types correctly. ( The new OAuth2 settings page and the car selection screen. For next develop I think I will make a video of how everything works)
Devlog Most of my time was spent working on the dashboard with Tailwind CSS. It took a lot of experimenting to find a design I actually like. I also changed how HTMX updates the dashboard through WebSockets. Before: A dedicated template was rendered every time to update that part of the dashboard. Now: Only the text containing the updated value is replaced. That said, in the future it won’t always be just text. For example, if the fuel type changes from hybrid to electric , the fuel level should disappear from the dashboard instead of just changing its value. While working on this, I found a bug caused by HTMX sending boolean values as strings. This caused climate settings to be marked as invalid. I need to distinguish between an invalid value and an invalid attribute instead of always treating the entire attribute as invalid. Note to myself Add transitions. Make all HTML pages use the same CSS file from now on. Update the version on nest server and make a public companion instance Aaand that’s all. Making websites is painfully slow.
Devlog I found another way to hide the fuel stat when it isn’t useful for a particular type of car: the HTML hidden attribute. At first, I thought I should add or remove the element hidden, but that turned out to be more complicated than I expected. I think using hidden is still a cleaner solution but I still using templates files. While working on the dashboard, I wanted to add units like km , L , and % to some values. Instead of handling that in Python, I added another div with some margins and, in a few places, used flex so everything stays on the same line without adding more backend logic. Added more page changes thru HTMX (nearly all pages use it). Creating a new car now refreshes the page. when an error occurs, I use HX-Reswap and the HX-Retarget response header (when creating new car as proof of concept). Added HTMX transitions to the OAuth2 settings page.(all pages have transitions) What to do before the first release (Mostly a checklist for myself 😅) Content-Type checks. Scenario and snapshot system support in the dashboard. Main showcase page. Finish the remaining documentation. Two READMEs: one for the main repository and one for the companion app repository. I’m thinking about having one technical README and another one that’s easier to understand for people who don’t code. Better error handling in the dashboard. Right now, most errors are just displayed as plain text instead of being part of the page. deploy updated version on nest I wanted to add a video but MacOS made me a half gig and I don’t think stardance would handle
The comparison app is now online! Comparison app: https://compareplay.kls.hackclub.app/ I also updated the main app with the new dashboard design: https://playground.kls.hackclub.app/internal/welcome devlog Tailwind CSS is no longer loaded from the CDN. I think its now precompiled. Note to others: Remember to update your banner to feature your app (see #stardance on Slack). Otherwise, your ship will be rejected. EDIT: A lot of bots try to connect to my apps do you think I should make a honeypot?
Devlog The Content-Type problem is SOLVED …… What was the problem? (My reading skills? ) there are two headers with application/json : Content-Type (POST) Accept (GET) The Accept header isn’t required ( can be */* , application/* or application/json ). So the Content-Type mystery is mostly FIXED but I still need to check with a real Volvo car if Content-Type is actually required. (I’ll do it tomorrow.) Changes: Accept is now handled by my API like in the official API. Added Content-Type checks (like the docs say, meaning it’s required). While proofreading the docs, I found that PKCE is written as PCKE in one internal endpoint. (Not fixed yet.) Small README update (I try to keep it up to date). Scenario page: You can now load a scenario using the GUI. Recompiled the Tailwind CSS. I attached screenshots showing it (you can also see snapshot button but its not implemented YET)
Devlog Snapshots loading page (screenshots while I worked. I had more but the limit was 4). As suggested by the Tailwind CSS tools, changed some classes to more canonical ones. You can now delete cars through both the API and the dashboard. Snapshot corruption (when the app is force quit) should be fixed. Started working on the landing page, but I’ll leave it for the next devlog (mostly because I have on my other laptop). Fixes to do Sometimes the new OAuth2 and Snapshots buttons are off-center. Compare app needs fixing (need to enable the Content-Type fix from the official API). PKCE spelling in the internal API.
Devlog I had a problem when I wanted to rewrite the scenario system. It only changed the local version of the Car (It means it really didn’t update anything). I wanted to update a backup version first, and only if everything was correct, replace the original with the backup. In the end, I used an already created function to first test and then apply to the car . Main PKCE misspelling fixed. Added a landing page with an option to disable it and redirect directly to the login screen (like in the last devlog I have photos of making it). Worked on the lights section. Fixed the docs URLs. Dashboard and WebSocket toggles now work. Rewrote and enabled the updates endpoint. Validation now catches values that can’t be converted to int . Scenario loading into a car instance should now be more consistent with the other functions. Improved mobile responsiveness (and then fixed the desktop one). Some elements were outside the screen on mobile (nothing important, but it didn’t look good). NOTE: the dashboard with car attributes still needs to be adapted. Added windows (because I forgot to 😅) to the dashboard and organised the lighting section. OAuth2 and Snapshots buttons should now always be centred. TODO Debug and tracing headers (from the real API). Additional instructions. Then I think it’s finally ready for the first ship. There are still a lot of things I want to add, but I can’t work indefinitely. Compare The compare app now has the Content-Type fix enabled (like the official API). Compiled the Tailwind CSS for the compare app. NOTE: I will add here more screenshots as link later Also thinking about adding it frictionless mission but I’m not sure.
Devlog Tracking headers implemented : There are two vcc-api-operationId - UUID traceparent - W3C traceparent (for now only sends it back) dashboard should look good on small screen (its very long but I don’t want to redesign it now) This is the reason why I there is much time in this devlog. It was a lot of try and error before something looked good both on mobile and desktop and I liked it . But at least it works know 🙃. some small cleanup of comments I worked again on internal updates endpoint (hopefully works now) started working on pytests (but I will talk about in next devlog (I gave my self 2 days for it) I really want to get the first ship out, so it isn’t going to be perfect. I still have a lot of features and improvements I’d like to add.
Devlog Working hard on pytest tests. I learn how assert works and how to name . I never used or created test in any language so I think they aren’t perfect (not like they should),but they work😄. I looked like AI made few and how other people and read some stuff online Tests created for these endpoints Around 25 of them List cars About car Engine info Engine start/stop Climate start/stop Windows Doors Lock/Unlock Reduced Guard Lock Flash, Honk, and Combination Tyres Statistics Fuel Odometer Engine diagnostics Brakes Command accessibility Still to do Warnings and diagnostics Commands More changes The tests helped me find and clean up several issues: Documentation updates. The honk endpoint was ../horn but should be /honk . Some values ( odometer , fuel ) are int , just like in the OpenAPI specification, not as described in the official docs. Fixed spelling mistakes: - oillevel to oilLevel - coolantLever to coolantLevel Want to help and has access to volvo with active VOC I need to test engine and climate endpoints but I don’t have an access to a car with it. Soooo if you can contact me on slack
Devlog I forgot to add that I worked on the tests in the test branch, not the main one. OAuth2 PKCE testing. Helped me find an error where, if the code was used (it was reset to "" ), it was accepted as "" . Now it correctly returns an error. OAuth2 flow testing. Warnings and diagnostics now have some simple checks too. And I merged it into main . Then I started cleaning up the Tailwind CSS. NOTE: they are in new branch dashboard/cleanup Why? Because I used the Play CDN in the past, so I couldn’t create utility classes in a CSS file. Soooo I didn’t. Andddd there were a lot of Tailwind classes that didn’t fit on my screen. Now that I started precompiling it, I could add them. I added 5 unique utility classes. All of them combined are used around ~120 times across all HTMLs. The longest one: @utility inputSelection { @apply w-full px-4 py-2 .5 bg-zinc-950 border border-zinc-800 rounded-xl text-zinc-100 focus : outline-none focus : ring-2 focus : ring-blue-300 focus : border-transparent transition-all appearance-none text-center [ text-align-last : center ] cursor-pointer ; } I also minified the CSS file. If I understand it, it removes anything the browser doesn’t need to understand the CSS (new lines, unnecessary spaces…). It’s better because those characters are still sent over the network, and fewer bytes mean less traffic. While using the new utility classes, I tried to preserve the layout, so everything should look the same as before.
Devlog SITE changes I found that some number inputs didn’t use the utility classes. I gave them inputText because they are really the same; the only difference is the HTML type . I also forgot to update the reloadable fuel section. It now uses the shorter utility class. Made sure that all text in the header is the same size (they weren’t). I copied all changes back to the main branch. config changes Then I added a config file using the configparser library. also added an option to disable the FastAPI docs. I started working on Wiki: reworking docs.md into a GitHub Wiki with up to date information. Error logger, so you can see what’s wrong without printing the API response in your code. I had some problems with catching the fastapi automatic response but I will leave it for next devlog
Devlog There was a small (or big) problem in my playground. If an error was returned in the response, you could only see it if your app handled it or by printing the response. That’s why I added an error logger. It can show errors in two ways: Terminal Log file How it works There were two ways of doing it (from what I learned): Middleware that captures all responses (this could be helpful in the future). Exception handlers (this is what I chose). I use two handlers: @app.exception_handler(RequestValidationError) @app.exception_handler(HTTPException) It was a horrible time searching for why it didn’t work. At first, I worked in a separate file, but I couldn’t get the (fastapi) app variable into those functions. So I copied them into main file to make them work first. I had to change some JSON responses to HTTPException to make the second handler work. After I captured the first request and printed it, I worked on one function that writes a log and another that prints to the terminal. I also created a class to store useful data. It works like this: Exception handler-> ->Put data into class -> ->Create response -> ->Return response ->Create a background task that logs the error I create a background task so the response doesn’t wait or even worse fails In the end I found that I can wrap these func with this simple func to make them work in different file def setup_error_logging(app: FastAPI): Added a config option: To disable it completely. To disable only the log file. It also bypasses all internal endpoints to make the logs more readable. The best fail… 😅 I returned an exception instead of raising it. I spent a good 15 minutes wondering why the response had status code 200 with a JSON body saying status code 400 . response changes I also checked how the authorization errors look and added two new ones: Missing Authorization header. Invalid vcc-api-key header. WIKI (not counted) I focus on making a GitHub wiki (new docs) After ending them and the error logger. Its time for the first ship !!!!!!! Nest instability: I made a backup server : https://frog01-21185.wykr.es/ Its not ideal one, bc some asian countries are blocked but its shouldn’t have any downtime (I hope so) If an Admin read it why I must copy enter from different text input 😭
Devlog Error logger added colors to the terminal print out using: \033[31m \033[0m Good to know that it is so easy to add colors to text added timestamps to log file and - between errors Changes how it reads body once again and fixed url encoded requests logging My additional information I put in detail in the json response (the real API can send it like that buttty I didn’t see it. info from docs ) additional changes: New scenarios mostly about service warnings You can add notes to the website thru config files Scopes I started working on scopes. What are they? They are really permissions (you can know them from discord bots or if you login thru GitHub etc.) I don’t want to put them in this first ship but I needed to work on something (while I work on wiki) and I CAN’T guarantee every thing works after adding them. You can see it in the scopes branch. what is done: I have made preparation so the additional database (dict) I use for OAuth can store more data have updated website func to work with changes and also pytest added all possible conve (connectivity API) scopes WIKI when I add everything to them I will finally try making a ship added the error logger page updated the sidebar scenario and snapshots page a lot of misc Bonus photos from vacation on baltic sea
Long time no see… The school started aaand I didn’t have time I had low motivation The only thing to do before first ship is docs but I could find time to finish them. Buut I back now. AND I promise to ship it before 7 of September. If you are voting on this project PLEASE do not skip. I have my birthday coming and if the shipwrights doesn’t have a long list it could mean this project payout could be my birthday gift. If I ofc ship it 😅 devlog Small marketing changes everywhere to say that this project doesn’t have any ready code to use Added info about error logger on the landing page Scopes A long way from last devlog Fixed pytest ( A second time) TEMPORARY FIX added so the scope error doesn’t - throw just internal error FIXed the Oauth2 endpoint at least 3 times Added a WIP endpoint to edit scope data from API Fixed how cars are created so they work with both - Oauth and scopes stuff Only looking dashboard page for scopes compare I think I forgot to say something in last devlog config file if you would like to use different instance Toml oillevel to oilLever AI disclaimer that I used this project to learn tailwind Make the doors have different statuses in mean time Untracked WIKI Redo the home page Started working on stardance path A lot of misc that I don’t remember other I created a small modified volvo example app to show that my app works like the real one
Devlog MAIN added a startup baner fixed snapshots not saving if website was used scope If you didn’t follow from start this branch contains the experimental scope support which is mostly done but I can guarantee stability that’s why it isn’t pushed to main in fist ship made the scope page work added a back button added button to scope on main page fixed snapshots loading/saving
Read till the end PLEASE 🥺 Devlog A lot of changes from the last devlog only 5 hrs Mostly bc I add stuff on top of but I will suffer in the future (See dev branch for these changes) Change all connectivity API to start with /connected-vehicle/v2/ to make room for different APIs After that I fixed pytest to reflect that I added a location API with a ONE endpoint There were few iterations Added scopes for this API location:read If I remember correctly Unique error responses (because location error look like old (v1) connectivity API Fixed that operationID could be a constant Added a config option to use longer API keys About here I Fixed the url for location api because it used the connectivity scheme Started working on energy API I added all data from it to this project In short one endpoints says what this car is capable of And the other says the values TODO: add its unique error its half done Scopes corresponding to energy API Fixed that some values and capabilities had the same name (bc of that some bool values where number so a it was important) WIP Oauth2 update: JWT tokens for access tokens WIP token can expire! what are JWT token? There consist of three parts header payload and signature The two first is important for my project the 3 isn’t . They store info about issuer, when token is active, scopes… A lot of useless data for this project or useful? We will see Life Bc of school I didn’t have a lot of time to write devlog (and write code) but I try to do my best before the end of stardance The next ship is planned for 28 September BIRTHDAY TODAY (16 September) Im celebrating my birthday 😄 If you write me a few good words It would be motivating for me.
Devlog A lot of breaking changes later and getting closer to PR and going to 2 ship Token lifetime WORKS made time when token is expired is rounded to int endpoint for invalidating token possibility for enabling expiring token for a specific token when it’s disabled for all in config file misc pytest for location and energy API fix the url for the enrgy API (it started with connectivity url not wi the energy api) cleanup import created new files to make the code more readable dashboard added location values added capabilities and values auto token generation and expiration in dashboard
Devlog A very long time no see. I have made a lot of progress on adding an SQL database. Testing on MySQL The backup server provider gives me access to one. SQL changes A lot of BIG changes. The reason why I haven’t posted for so long is that I didn’t want to post about something that doesn’t work. Created new classes to intercept data changes, both in case of direct dict changes and when going through the SQL model library. (I didn’t change much in the code, just imported it under the same name as the old database.) And it works! At the start, only reading data worked, but now it can send data back to the database. Added a regen function to make sure built-in API keys are always the same after a restart. Fixed the car creation function (but when I started storing the additional data in SQL, it broke AGAIN). Added configuration attributes. At first, just the database type, but then all the information needed to connect to a MySQL database. Fixed the scenario readconfig (wasn’t it updated in the past?). A really small number of things I added? Yes, but the amount of debugging and changing built-in functions in classes took me so long. (Could be because of school and not having time to do everything in one sitting.) But I learned how to make a dummy dict with a class, as I called it in the commit: proxy . Problems The SQL database can’t create new cars. Need to check all internal endpoints to make sure they work. Still haven’t merged the DEV branch (TODO). All information is stored in one column as JSON. It works, buuuut I don’t like it that way. Need to clean up the proxy classes. updating docs What failed this time? The second photo attached shows it. Have a look before reading more. _contains__ If you see it, congrats! But if you have a screen full of code, it’s harder to spot. It should be __contains__ , and I spent, I think, two days debugging why all in statements just didn’t work. I was so happy when I finally found it! XAMPP and Apple Silicon The manager app doesn’t open after a restart, so after consulting Google and AI, I found a command that I use: sudo /Applications/XAMPP/xamppfiles/xampp start xampp If someone is asking why I didn’t use the server provided one it just wasn’t practical for now.
Devlog Changes More readable errors from SQL. Regeneration function added for all built-in values. Fixed regeneration function. Added a purge option. Fixed a need for a database even if the memory database was used. Fixed adding and removing cars from the SQL database. Added an option to disable debug info from the SQL database. Fixed proxy for normal API calls (fixed the refresh function, conversion, and get item). Added a refresh configuration (it can refresh always or only when data changes). Fixed pytest. Easter egg look for it WIP Columns I changed from using a column containing JSON to a column for every attribute. Pluses: You can easily edit data in database software or using SQL commands. But: The app was designed around dictionaries, so it needs all of the columns always. So that’s something to do in the future. It doesn’t fit on my screen in phpMyAdmin 😂 Testing I added pytest for required proxy functions (only the main database). The additional database I found that the working additional database worked because I forgot to change it in different files, so it still used the dictionary to store data. A first version of the fix is there, but wait for an better one. TODO force the pytest to use dict for most tests update docs finish easter egg finish the additional database for SQL add more pytests misc helpful pages? I’m still thinking Planning to ship at the end of 28th.
Devlog The not the last 😄 (I’m not happy about this). Art? I did some art or tried to? https://lapse.hackclub.com/timelapse/s89hZFt0iVb5 15 min of pain. If you want to make some assets dm me or something New dashboard I worked hard to make a new dashboard. The old dashboard really just works. What works? A proof of concept of a car visualiser. Photo 1 I checked how it can look (design picture, not working thing). Photo 2 A small problem with my function. It was completely rewritten, sooo don’t look into it. Photo 3 A working iframe with my visualiser. Photo 4 Current state of what I wanted to build (goal: something like in Photo 1). Photo 5 My VS Code started breaking. It’s still broken a little. I could only add 4 photos and im too tired to upload somewhere and add a link Docs Started updating docs so they aren’t for the main or dev branch, something in the middle.
#Devlog The end New dashboard A lot of small changes have been made since the last devlog. Added new subsections to the dashboard. Added fuel and battery subsections. Added a button to switch to the new dashboard. Added /v2 to the new dashboard URL. Added a new white version of the car. It looks a little better, I think. Added windows to the visualiser. Fixes A fast FIX with AI Fixed tests. Other Merged the dev branch into main and updated uv.lock.
Ships:
A Milestone Welcome everybody to the first ship of this project. What is this project? This project simulates how the Volvo API works. Why was this project created in the first place? So it’s easier to create and test your app that uses the Volvo API without using ready-made libraries. I can’t find the features you mentioned in the devlog? Check the scope branch or the upcoming dev branch. What I’m proud of: I learned a lot of things (this is my first big public project): Tailwind Python stuff (I started with C++) Writing documentation (Markdown) I also learned the basics of OAuth2 and how APIs work. Making a project with all the features needed to get started. I created an additional document for you, Stardancers: Stardance PATH What is still on the TODO list? More APIs Scopes docker image See the roadmap . What to see? error logger recreated endpoints dashboard web socket realtime changes internal endpints interactivity of the car
Second ship Huraaay! Here we go again! What new to test out? New car dashboard (there’s a button in the old one). Scopes. New energy and location APIs. Persistent storage. OAuth access token expiration (see the endpoint for faster expiration. It’s time-based, but waiting for expiration is tiring). A few words about them New dashboard I’m not an artist, ok? If you want to make better assets, let me know! Persistent storage Persistent storage = SQL database. In the past, all data was stored in memory (in a dictionary). Now you can choose SQLite or MySQL. The main server uses the memory dict. The backup will use MySQL to show that it works. I need time to set it up, so don’t use the backup. Any questions? If you don’t have problems with not being anonymous, then you can contact me on Slack. I will keep everything to myself. Future? For now, I will focus on smaller projects. But this project isn’t on hold; updates will just be slower. The Stardance PATH is still waiting....
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1793339620.8337193
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1793426020.8337193
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55653
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ESP-CAR by @nicklogan1412 | Stardance
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nicklogan1412
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0
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6.32
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0
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[]
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[{"post_id": 59909, "ts": "202 [{"post_id": 59909, "ts": "2026-09-01T22:51:42Z", "hours": 1.2142, "text": "Created a better differential housing and gears. Upgraded all bevel gears to be smaller and structurally stronger. I also modalized the differential to create a easier assembly. Also changed the design plans to include ball bearings."}, {"post_id": 58514, "ts": "2026-08-30T23:01:32Z", "hours": 1.0669, "text": "Created a Rack and Pinion for the steering. I also created the code that will be used for this project. I also fixed my github, adding folders, every file, the BOM, and including a note for stardance and hack club"}, {"post_id": 58241, "ts": "2026-08-30T16:32:34Z", "hours": 1.0003, "text": "I created the mid section of my car/rover in Onshape. it will contain the BLDC motor that will be the engine for the car/rover. It will also connect to the rear are forward sections of the vehicle. I also included a easter egg in the build, which is the text on the part, see if you can decode it!!! (The text is visible in the picture below btw)"}, {"post_id": 57685, "ts": "2026-08-29T22:32:55Z", "hours": 1.2503, "text": "I created the rear section of my car that will contain the diffriental and the differential drive system. This took a stupid amount of time on Onshape"}, {"post_id": 57447, "ts": "2026-08-29T16:25:00Z", "hours": 0.8169, "text": "I created the housing for the differential. Inside of the 3 holes there will be a bevel gear in each to create a differential. This thing is very beautiful right?"}, {"post_id": 57046, "ts": "2026-08-29T03:43:25Z", "hours": 0.9731, "text": "Today I started a new project called ESP-CAR. it will be a Car like a RC car but it will run with ESPNOW. I plan to use almost every mechanical system inside of a real car into this small rover/car thingy. Today i created the Bevel gear that will be one of 3 inside of the differential that will control the rear wheels."}]...
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Title: ESP-CAR by @nicklogan1412 | Stardance
Devl Title: ESP-CAR by @nicklogan1412 | Stardance
Devlogs:
Today I started a new project called ESP-CAR. it will be a Car like a RC car but it will run with ESPNOW. I plan to use almost every mechanical system inside of a real car into this small rover/car thingy. Today i created the Bevel gear that will be one of 3 inside of the differential that will control the rear wheels.
I created the housing for the differential. Inside of the 3 holes there will be a bevel gear in each to create a differential. This thing is very beautiful right?
I created the rear section of my car that will contain the diffriental and the differential drive system. This took a stupid amount of time on Onshape
I created the mid section of my car/rover in Onshape. it will contain the BLDC motor that will be the engine for the car/rover. It will also connect to the rear are forward sections of the vehicle. I also included a easter egg in the build, which is the text on the part, see if you can decode it!!! (The text is visible in the picture below btw)
Created a Rack and Pinion for the steering. I also created the code that will be used for this project. I also fixed my github, adding folders, every file, the BOM, and including a note for stardance and hack club
Created a better differential housing and gears. Upgraded all bevel gears to be smaller and structurally stronger. I also modalized the differential to create a easier assembly. Also changed the design plans to include ball bearings....
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1793339622.4301045
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1793944422.4301045
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17476
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My very own WebOS by @hpolisetty00 | Stardance
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hpolisetty00
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @hpolisetty00 | Starda Title: My very own WebOS by @hpolisetty00 | Stardance...
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1793339623.6197095
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1793944423.6197095
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55655
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Libras sign recognition by @Henrique18 | Stardance
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Henrique18
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0
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2.93
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0
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[]
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[{"post_id": 65961, "ts": "202 [{"post_id": 65961, "ts": "2026-09-11T13:32:44Z", "hours": 2.9344, "text": "It took me a while to post the project here, but I’ve already built the system to capture the video and the hand points."}]...
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Title: Libras sign recognition by @Henrique18 | St Title: Libras sign recognition by @Henrique18 | Stardance
Devlogs:
It took me a while to post the project here, but I’ve already built the system to capture the video and the hand points....
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1793339624.55151
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1793944424.55151
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55656
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WLED Project (Final) by @Dhruvil | Stardance
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Dhruvil
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0
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4.83
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0
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[]
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[{"post_id": 58414, "ts": "202 [{"post_id": 58414, "ts": "2026-08-30T20:31:47Z", "hours": 2.0403, "text": "i’m going to keep this short im typing with one hand bc my wrist is broken. But i printed the “final” product when i realized i need a 12v to 5v converter to power the ESP32."}, {"post_id": 57059, "ts": "2026-08-29T04:29:10Z", "hours": 2.7925, "text": "Did most of the first version made a place where the DC power jack goes and the pigtail led connector (still need to make a cut out for it). Then made the second level where the esp32 sit to make it easier to access the pins on the bottom. As well as made how it connects by sliding using pillars and then going to be held on by glue."}]...
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Title: WLED Project (Final) by @Dhruvil | Stardanc Title: WLED Project (Final) by @Dhruvil | Stardance
Devlogs:
Did most of the first version made a place where the DC power jack goes and the pigtail led connector (still need to make a cut out for it). Then made the second level where the esp32 sit to make it easier to access the pins on the bottom. As well as made how it connects by sliding using pillars and then going to be held on by glue.
i’m going to keep this short im typing with one hand bc my wrist is broken. But i printed the “final” product when i realized i need a 12v to 5v converter to power the ESP32....
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1793339625.432608
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1793944425.432608
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39965
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My own site! by @kanda | Stardance
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kanda
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T00:09:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that was about me. It was difficult to debug when i madde syntax errors. I liked the javascript feature I added. I am most proud of attaching the links such as visit my Github.", "repo": "https://github.com/git-adit/My-Personal-Website", "demo": "https://git-adit.github.io/My-Personal-Website/#contact"}]...
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[{"post_id": 35999, "ts": "202 [{"post_id": 35999, "ts": "2026-07-27T20:05:30Z", "hours": 0.6264, "text": "It’s my personal website with my GitHub link, what I like, my hobbies, and some projects I made."}]...
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Title: My own site! by @kanda | Stardance
Devlogs Title: My own site! by @kanda | Stardance
Devlogs:
It’s my personal website with my GitHub link, what I like, my hobbies, and some projects I made.
Ships:
I made a website that was about me. It was difficult to debug when i madde syntax errors. I liked the javascript feature I added. I am most proud of attaching the links such as visit my Github....
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1793339626.4187593
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1793426026.4187593
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30941
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Mati by @Joschi | Stardance
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Joschi
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1
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228.73
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T12:33:31Z", "hours": 228.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome to MATI Discover MATI, a simple and relaxing Sudoku-inspired puzzle game designed to challenge your number-solving skills without putting you under pressure. Your goal is simple: Find the right numbers and complete every row and column correctly. MATI is designed to be fun and stress-free: No Time Pressure: Disable the timer whenever you want and play at your own pace. No Mistakes to Fear: MATI doesn’t punish you for incorrect entries. Simply correct them whenever you notice a mistake. 4 Different Sizes: Choose from four puzzle sizes to match your preferred challenge. Built-in Terminal: Prefer an old-school experience? Play MATI directly in its integrated terminal. Full Keyboard Support: No mouse or trackpad? No problem! MATI can be controlled entirely with your keyboard. ! Development Notice! MATI is still under active development. More features, improvements, and refinements are planned for future updates. Thank you for checking out MATI!", "repo": "https://github.com/JKfromHMS/Mati", "demo": "https://github.com/JKfromHMS/Mati/releases/tag/Mati"}]...
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[{"post_id": 71221, "ts": "202 [{"post_id": 71221, "ts": "2026-09-20T14:03:17Z", "hours": 0.7347, "text": "Fixed the Read-Me After I got noticed that my Read-Me is not quite what it has to be, I have done a new version that should fit better into the requirements."}, {"post_id": 70074, "ts": "2026-09-18T12:15:17Z", "hours": 5.6108, "text": "Probably the last devlog on this project After more than 220 hours of coding and more and another 200 hours of deciding what to do and talking to other developers about how I could make this program run and do it good, I finally think that it is on a point at which I can think about shipping it. It runs, has no crucial bugs I noticed and is efficient enough to not take several hours just for the export of an mp4 video. Maybe I will add more features later, so do not be shy to comment what you like and what I should change and of course, please tell me if you have found any bug or unnatural behavior. OS Declaration Even though my goal was to make MATI run on every of the big 3 (Mac-OS, Linux, Windows) the current version just runs as wanted on Windows, due to different handling with graphic, which just means, that not every text is placed wright and that the overall look is scratched on Linux and Mac-OS. PS: The picture is the app icon."}, {"post_id": 67290, "ts": "2026-09-13T11:20:20Z", "hours": 9.3047, "text": "Tutorial I added a tutorial that shows the player how the game mainly works and give him the information about the shortcuts. Also I added a function to make the clock a reopen point for a small explanation what the program can do."}, {"post_id": 65414, "ts": "2026-09-10T15:09:37Z", "hours": 7.2906, "text": "Finalizing basic functions My goal is the finish the app as soon as possible. So I am know fixing the last few bugs and add the last missing feature that the program should have. This devlog should just let you know, that the last days were full of deciding what could I do to improve the program and were the bugs are. (Poorly most of this sort of spend time is not count toward the project.) The provided screenshots shows a thing I am currently trying to do better, the extended settings, because like you see, the design is very bad."}, {"post_id": 61761, "ts": "2026-09-04T20:25:16Z", "hours": 9.6339, "text": "Better Structure, Same Simplicity The last (many) hours I spend with one thing. Making sure the codes run even with new and better structure internal. This was also really important, because it made it easier to integrate multiple new things. One thing is, that now into the nearly same and reliable stats design comes buttons. This buttons are basically the headers, means size, mode, games … . If you click on them they basically sort the stats after this header. Furthermore the terminal got a big upgrade, because now it has three new ways to get deeper into your game. At first you can now easily check if you have paused matches. Also you can check your export history, which new feature made it actually also possible to get warned if you export a single match multiple times. And last but not least analysis. Because the game now got a deeper understanding of how you are playing and what are your trends and you can view all of this by the terminals history. (And I was shocked how good it worked with my recent 150 matches.) I hope, I didn’t overwhelmed you with all these information and that you are as curious for the new version as I am."}, {"post_id": 60773, "ts": "2026-09-03T11:24:14Z", "hours": 2.2931, "text": "Chapters I added with the help of AI the possibility to have chapters into my game. So you now can go exactly to the start of every action like you do in the game itself. And even though I know that this do not make that much of the decision how good the program is, it is still another thing that I now know how to do and I think that this is also really important."}, {"post_id": 59881, "ts": "2026-09-01T21:22:44Z", "hours": 9.7594, "text": "System remake It took a while and I forgot a little the time it used, but I did it. Now the whole game runs more efficient threw the new system that handles buttons separate and keeps them cached, so they do not have to be completely calculated every frame new. Also some designs changed slightly."}, {"post_id": 58281, "ts": "2026-08-30T17:28:26Z", "hours": 7.7617, "text": "Bug fixing and redesign Over the last thew versions, even though I spend a lot of time in debugging, many little bugs appear. Sometimes they comes just from moving a function or mistyping and sometimes deeper. So with this version I fixed again many of them, like wrong time show in the achievements and many others. Furthermore I worked and correcting and redesigning the whole terminal help logic, giving the main achievements new names and, like you see in the picture, modified the general achievements screen so that it not just looks better, but also feels better in reason of an improved algorithm to hide the mouse and navigation buttons. PS: If you use it and find a bug, it would be really nice if you could comment it."}, {"post_id": 57627, "ts": "2026-08-29T20:40:59Z", "hours": 7.5722, "text": "Code split and missing feature give With the latest version the game has grown to 14 game and 3 language constructor files, because I a made clearer structure in the code itself, that means I grabbed my screens file and extracted everything that was in there but with questionable reason. So the new files helpers and alt_hover was created. The task of alt_hover is explicit to handle everything containing the keyboard navigation possibilities. Helpers on the other hand is made for everything that is like a config but little more. (I know, that my config still is more as it should, I’ll try to change this as soon as possible.) Also I added with this update missing features that already should be in there like that the keyboard navigation also works in the advanced settings or that like you see in the picture the buttons in settings have an own color palette to make sure that it is clear that they at first are toggle buttons and have an associated color for each of their states. Furthermore I fixed a few little bugs, like that the back jump to the achievement button is not working with the up going higher than to the full-screen button. I hope you enjoy version 0.6.1"}, {"post_id": 56788, "ts": "2026-08-28T18:19:14Z", "hours": 4.5989, "text": "New Design and better language including Now the Achievements have this existing new design that not just looks better but also provides you more easy the needed information. I also made the language better fitting to the shown elements and changed some slightly to make it also look better. Furthermore I fixed a few little bugs like that you could not select ctrl and key shortcuts by yourself or that the pause text has not reacted to that."}, {"post_id": 55614, "ts": "2026-08-27T16:05:18Z", "hours": 9.0169, "text": "Languages and Efficiency The last few hours I used to refresh my school knowledge in French and Spanish to create language packets for my game in this two languages. What I did a little bit earlier is to work again on video exporting efficiency and now it gone really fast. Exporting a video in normal scale takes less time then playing it, in twice the resolution it takes usually around the play time or a little longer and in the highest settings still long. But overall it is now much faster and with less possible problems. PS: The export time are different depending on the hardware of your computer."}, {"post_id": 54404, "ts": "2026-08-25T12:23:33Z", "hours": 8.4808, "text": "Language and Efficiency After many hours I finally made it to add a second language to my game, beside English you know can have German texts in the game. Furthermore I took a little time to made the game as video export more efficient so that it takes 6 seconds less to export my test game."}, {"post_id": 51927, "ts": "2026-08-21T21:03:36Z", "hours": 8.6083, "text": "Languages What I used the last few hours for is what I probably will have to do for some more. Go threw the code and replace everything that generates an output the user could see with the new method that translate this. For this I also need to add the translations. As I needed a break I made the new design for the advanced settings, and now its like I wanted it to be. Furthermore the history in terminal supports now more sort options and - in front to change the meaning for this it has a new system that transfers everything with the same meaning into the same internal command."}, {"post_id": 51317, "ts": "2026-08-20T22:01:43Z", "hours": 8.9794, "text": "Added Advanced Settings It took long and still look not that great and do not work all over, but the base is set. To explain it, the game now has variable sound volume. Also you can now change the language, even though I do not have already created a fully second language. Furthermore navigation keys and ultra input order are now choose able, so if you prefer it different you can now make it so. PS: This devlog is made just in reason off time, at the moment none of this get pushed to GitHub, because it is still in developing."}, {"post_id": 49668, "ts": "2026-08-18T15:35:52Z", "hours": 6.5797, "text": "Fixed Bugs Now the game have finally also in terminal’s ultra game the option to pause the game and take a break. I also added a mechanism for players who want to be really fast that allows the program to submit commands automatically to reduce the submit click every action. Furthermore the achievement screen now has a two way navigation what means that you could either press the left/right arrow keys of your keyboard or click with your mouse on the magic appearing buttons. PS: V0.5.1 is out, it is an update mostly about bug fixing and just this little new features from witch 2 already should work in version beyond this."}, {"post_id": 48338, "ts": "2026-08-16T17:28:07Z", "hours": 4.4836, "text": "Achievements and clear up I added a new achievements show way that is based on multiple pages and every has his specific achievements on. I also cleared up the code a little bit, means I put fast added constants into the config, do little efficiency things and stuff like that. Furthermore I made scrollbars not just be better shown threw all menus, but also work better (more accurate). Now V0.5.0 is on GitHub, if you find bugs, please comment them under this devlog."}, {"post_id": 47395, "ts": "2026-08-15T09:45:19Z", "hours": 7.1794, "text": "Sort and filter system I added an advanced sort and filter system to the history in the terminal. Furthermore the history detail video export is now way faster and the exported videos just need the up to the half of the capacity they have needed before in the same quality level."}, {"post_id": 46868, "ts": "2026-08-14T12:38:24Z", "hours": 8.1706, "text": "Achievements and Design Now the game has an achievement system that show you something like tasks you could do. I also fixed like always some bugs from which are way to much in there and also redesigned the history detail grid position for every size."}, {"post_id": 45396, "ts": "2026-08-11T20:31:36Z", "hours": 4.8586, "text": "New jump system I added a new jump system for the setting, history detail, the Hannah Easter eggs and history view. This enabled the possibility to jump right back and not every time to the start and so you can navigate way faster threw this systems. I also fixed some bugs for example the bug that make the upscale from the exports video not work right. And like always, please comment under this if you notice a bug so that I can fix it."}, {"post_id": 44875, "ts": "2026-08-10T22:18:07Z", "hours": 7.9992, "text": "Efficiency and little changes Threw match case the code got little faster. I also corrected some weird keyboard navigation hover bugs fixed. Furthermore the terminal now got a clock and settings have a complete new look. The last really nameable thing is about that now, if you undo an action, this action is actually marked as undone (if not undone with the button), so you better reflect in the history detail view how the game was."}, {"post_id": 43391, "ts": "2026-08-08T16:33:15Z", "hours": 8.9786, "text": "Scrollbars and bug fix Now, finally, the scrollbars are really working and can be dragged as wished. I also added a version of the stats to the normal view and a version of the history and the settings to the terminal. Furthermore I worked on a way to scale the game up for the mp4 export and to make it harder to cheat. And, like always: If you test it (the newest versions code will be on GitHub in a few days) and should find any bug, please comment them so I can fix it."}, {"post_id": 41376, "ts": "2026-08-05T15:30:23Z", "hours": 6.8236, "text": "Efficiency I worked on the efficiency of the mp4 export and made sure that every sound is played correctly and every state is shown as wished."}, {"post_id": 38859, "ts": "2026-08-01T12:52:03Z", "hours": 5.6961, "text": "MP4 export Now you have the possibility to export a played game as a mp4 video file. With this method you can share your games with others."}, {"post_id": 37646, "ts": "2026-07-30T15:14:02Z", "hours": 7.1558, "text": "Fixed non working features Until now the program got a few things half implemented or even fully in the game but not use able because of mistakes. So know you finally see the scrollbars and you can navigate threw the terminal. You input line finally got moveable from left to right and right to left and buttons got a little new positioning. Also I made the code a little more efficient again."}, {"post_id": 36394, "ts": "2026-07-28T13:58:30Z", "hours": 5.6106, "text": "Efficiency and bug fix Underneath a list of what that means: Now you can see your stats threw the terminal again. Now only games in which you have done something are saved as paused games you can continue. Now also the ultra games are saved correctly and with every action. Now you can write play out again in the terminal. Now the wrong unknown command c message after resuming a game in ultra mode is removed. Now it does not matter anymore if a command has spaces in between or not (at least for those this is wanted). Now the check for play starts threw terminal, normal and ultra, and also for leaving the terminal is way more efficient thank to hash. Now the time code is more simplified. Now you can find a second Easter egg. Now you can with ptl (play time long) see, even over a minute, your playtime on milliseconds in terminal. Now you have a new stats looks that changes itself automatically to the number of your number of games. Now you automatically are on continue when you pause the game. Now Strg/Cmd n activates new match, like you would pressed the button. Now every in game terminal is closed correctly when wanted. Now Strg/Cmd m brings you back to menu everywhere you are. Now you can use up and down arrow to navigate threw your command history in terminal. Now stats show your real data and do not calculate the minutes out. Now terminal input are way more efficient. Now ultra games are way more efficient. Now terminal commands are way more efficient"}, {"post_id": 35778, "ts": "2026-07-27T12:52:18Z", "hours": 1.2631, "text": "Easter Egg #2 The photo show all things I changed in the last version now that everything is working. The game has still a few bugs and even threw the new algorithm even more so it will be a 0.3.2 expected next to fix these bugs as well. If you find one, please write it to me."}, {"post_id": 35735, "ts": "2026-07-27T11:16:54Z", "hours": 8.0969, "text": "Easter Egg and New Code structure After I was ill for a few days I now finished to implement a first planned Easter egg. I also restructured the code, but more about what I done exactly I will publish, when this version got completely working and got published on Git-Hub."}, {"post_id": 31862, "ts": "2026-07-20T16:17:02Z", "hours": 7.1044, "text": "Keyboard Control and Data The first thing I added is that know levels also can be generated with a system and not just based on luck. Also I added with a .smati file type the possibility to save and load the settings what means that when you change a setting this change will continue being there even after you restarted the game. Also you now can see your stats out of the terminal. The coolest new feature I think is the keyboard control option. That means that you now are able to navigate with your keyboard threw the normal mode instead of using the mouse."}, {"post_id": 30924, "ts": "2026-07-18T22:19:27Z", "hours": 1.9275, "text": "Ultra Mode and safety Added a filter system for the ultra mode, which is only visible if a ultra game was played and saved. I also added a question view, that you do not delete files without noticing."}, {"post_id": 30854, "ts": "2026-07-18T20:00:21Z", "hours": 5.2992, "text": "Terminal and Ultra Mode I added a terminal and a ultra mode in the terminal. The ultra mode is basically the normal game but with the different, that you have to type in what you want to do instead of clicking on the cell. The ultra mode also has a play time, the availability to get you time of the match, the restart it, to use a hint and it is also saved like the normal played matches. In the terminal you also can get the time on the second accurate."}, {"post_id": 29740, "ts": "2026-07-16T20:41:01Z", "hours": 3.0444, "text": "Bug fix and design V0.1.2 was exclusively for bug fix and design. Between the old versions I noticed bugs which I fixed to an high amount. Also I redesigned some things like the main menu or the pause menu and the design for the 7x7 grid. Now the code runs smoother and if we ignore the resize option the code is free from unwanted possibilities. If you find one, please say it, that I can fix it as well."}, {"post_id": 29464, "ts": "2026-07-16T13:08:05Z", "hours": 1.1544, "text": "Bug Fix Now you can see every dimmed cell correctly"}, {"post_id": 29433, "ts": "2026-07-16T11:42:57Z", "hours": 7.7711, "text": "Fullscreen, Resize and look and more With the new version you can put the game into fullscreen or just resize it in any way you like as long as you do not make it to small. Also you now can make the sounds be not there anymore. Furthermore you have a new version of the history and history-detail view with enables it for you to filter your games or see your games action by action"}, {"post_id": 27200, "ts": "2026-07-12T15:23:32Z", "hours": 1.3675, "text": "Audio Added an audio files which generates tones so that the game has in game sounds without copyright problems"}, {"post_id": 26125, "ts": "2026-07-10T18:47:20Z", "hours": 0.3211, "text": "Bug Fixes The Bugs was found and corrected. (Thanks to AI, that found the bugs and suggested fixes.) The Bugs were mostly just miss tips like a . instead of a , of a big letter instead of a little."}, {"post_id": 26112, "ts": "2026-07-10T18:16:47Z", "hours": 9.7158, "text": "Splitting I have started to split the game into several files, so each has a task and is better readable. Within the same I added new features like hints or a undo button, a 7x7 grid and overall a little overwork, so the code is overall better. But now are still bugs in there. (The only reason I update the project now is, because of the time I already needed and will need more.)"}, {"post_id": 23520, "ts": "2026-07-06T15:22:33Z", "hours": 3.2831, "text": "Time and Save Know you can enable to see a timer in the game. I also added a option to save your games as a history, but this still needs a lot of work, because the one file type is a bit of trickier than the last times I remembered."}, {"post_id": 22951, "ts": "2026-07-05T16:45:47Z", "hours": 0.7586, "text": "Settings and corrections The Game has no settings with an about Also I fixed a bug, which made the auto dim stop working."}, {"post_id": 22930, "ts": "2026-07-05T15:56:24Z", "hours": 0.7944, "text": "Dimming With a right click you can now dim a cell and if a cell is filled it dim automatically. Also I fixed a bug, which appeared in 0.0.4 with the 6x6."}, {"post_id": 22873, "ts": "2026-07-05T14:31:10Z", "hours": 1.1981, "text": "Expanded game modes and better marking Know you can choose between 4x4 5x5 and 6x6 game grid. Also the grid got a border and you can see if a row or column is solved, because they get marked then."}, {"post_id": 22802, "ts": "2026-07-05T11:53:20Z", "hours": 1.0408, "text": "Added a Main Screen You have now a main screen, from which you can start the game."}, {"post_id": 22764, "ts": "2026-07-05T10:45:32Z", "hours": 1.875, "text": "Created first Version it has no menu and just starts the game for one run"}]...
|
Title: Mati by @Joschi | Stardance
Devlogs:
Creat Title: Mati by @Joschi | Stardance
Devlogs:
Created first Version it has no menu and just starts the game for one run
Added a Main Screen You have now a main screen, from which you can start the game.
Expanded game modes and better marking Know you can choose between 4x4 5x5 and 6x6 game grid. Also the grid got a border and you can see if a row or column is solved, because they get marked then.
Dimming With a right click you can now dim a cell and if a cell is filled it dim automatically. Also I fixed a bug, which appeared in 0.0.4 with the 6x6.
Settings and corrections The Game has no settings with an about Also I fixed a bug, which made the auto dim stop working.
Time and Save Know you can enable to see a timer in the game. I also added a option to save your games as a history, but this still needs a lot of work, because the one file type is a bit of trickier than the last times I remembered.
Splitting I have started to split the game into several files, so each has a task and is better readable. Within the same I added new features like hints or a undo button, a 7x7 grid and overall a little overwork, so the code is overall better. But now are still bugs in there. (The only reason I update the project now is, because of the time I already needed and will need more.)
Bug Fixes The Bugs was found and corrected. (Thanks to AI, that found the bugs and suggested fixes.) The Bugs were mostly just miss tips like a . instead of a , of a big letter instead of a little.
Audio Added an audio files which generates tones so that the game has in game sounds without copyright problems
Fullscreen, Resize and look and more With the new version you can put the game into fullscreen or just resize it in any way you like as long as you do not make it to small. Also you now can make the sounds be not there anymore. Furthermore you have a new version of the history and history-detail view with enables it for you to filter your games or see your games action by action
Bug Fix Now you can see every dimmed cell correctly
Bug fix and design V0.1.2 was exclusively for bug fix and design. Between the old versions I noticed bugs which I fixed to an high amount. Also I redesigned some things like the main menu or the pause menu and the design for the 7x7 grid. Now the code runs smoother and if we ignore the resize option the code is free from unwanted possibilities. If you find one, please say it, that I can fix it as well.
Terminal and Ultra Mode I added a terminal and a ultra mode in the terminal. The ultra mode is basically the normal game but with the different, that you have to type in what you want to do instead of clicking on the cell. The ultra mode also has a play time, the availability to get you time of the match, the restart it, to use a hint and it is also saved like the normal played matches. In the terminal you also can get the time on the second accurate.
Ultra Mode and safety Added a filter system for the ultra mode, which is only visible if a ultra game was played and saved. I also added a question view, that you do not delete files without noticing.
Keyboard Control and Data The first thing I added is that know levels also can be generated with a system and not just based on luck. Also I added with a .smati file type the possibility to save and load the settings what means that when you change a setting this change will continue being there even after you restarted the game. Also you now can see your stats out of the terminal. The coolest new feature I think is the keyboard control option. That means that you now are able to navigate with your keyboard threw the normal mode instead of using the mouse.
Easter Egg and New Code structure After I was ill for a few days I now finished to implement a first planned Easter egg. I also restructured the code, but more about what I done exactly I will publish, when this version got completely working and got published on Git-Hub.
Easter Egg #2 The photo show all things I changed in the last version now that everything is working. The game has still a few bugs and even threw the new algorithm even more so it will be a 0.3.2 expected next to fix these bugs as well. If you find one, please write it to me.
Efficiency and bug fix Underneath a list of what that means: Now you can see your stats threw the terminal again. Now only games in which you have done something are saved as paused games you can continue. Now also the ultra games are saved correctly and with every action. Now you can write play out again in the terminal. Now the wrong unknown command c message after resuming a game in ultra mode is removed. Now it does not matter anymore if a command has spaces in between or not (at least for those this is wanted). Now the check for play starts threw terminal, normal and ultra, and also for leaving the terminal is way more efficient thank to hash. Now the time code is more simplified. Now you can find a second Easter egg. Now you can with ptl (play time long) see, even over a minute, your playtime on milliseconds in terminal. Now you have a new stats looks that changes itself automatically to the number of your number of games. Now you automatically are on continue when you pause the game. Now Strg/Cmd n activates new match, like you would pressed the button. Now every in game terminal is closed correctly when wanted. Now Strg/Cmd m brings you back to menu everywhere you are. Now you can use up and down arrow to navigate threw your command history in terminal. Now stats show your real data and do not calculate the minutes out. Now terminal input are way more efficient. Now ultra games are way more efficient. Now terminal commands are way more efficient
Fixed non working features Until now the program got a few things half implemented or even fully in the game but not use able because of mistakes. So know you finally see the scrollbars and you can navigate threw the terminal. You input line finally got moveable from left to right and right to left and buttons got a little new positioning. Also I made the code a little more efficient again.
MP4 export Now you have the possibility to export a played game as a mp4 video file. With this method you can share your games with others.
Efficiency I worked on the efficiency of the mp4 export and made sure that every sound is played correctly and every state is shown as wished.
Scrollbars and bug fix Now, finally, the scrollbars are really working and can be dragged as wished. I also added a version of the stats to the normal view and a version of the history and the settings to the terminal. Furthermore I worked on a way to scale the game up for the mp4 export and to make it harder to cheat. And, like always: If you test it (the newest versions code will be on GitHub in a few days) and should find any bug, please comment them so I can fix it.
Efficiency and little changes Threw match case the code got little faster. I also corrected some weird keyboard navigation hover bugs fixed. Furthermore the terminal now got a clock and settings have a complete new look. The last really nameable thing is about that now, if you undo an action, this action is actually marked as undone (if not undone with the button), so you better reflect in the history detail view how the game was.
New jump system I added a new jump system for the setting, history detail, the Hannah Easter eggs and history view. This enabled the possibility to jump right back and not every time to the start and so you can navigate way faster threw this systems. I also fixed some bugs for example the bug that make the upscale from the exports video not work right. And like always, please comment under this if you notice a bug so that I can fix it.
Achievements and Design Now the game has an achievement system that show you something like tasks you could do. I also fixed like always some bugs from which are way to much in there and also redesigned the history detail grid position for every size.
Sort and filter system I added an advanced sort and filter system to the history in the terminal. Furthermore the history detail video export is now way faster and the exported videos just need the up to the half of the capacity they have needed before in the same quality level.
Achievements and clear up I added a new achievements show way that is based on multiple pages and every has his specific achievements on. I also cleared up the code a little bit, means I put fast added constants into the config, do little efficiency things and stuff like that. Furthermore I made scrollbars not just be better shown threw all menus, but also work better (more accurate). Now V0.5.0 is on GitHub, if you find bugs, please comment them under this devlog.
Fixed Bugs Now the game have finally also in terminal’s ultra game the option to pause the game and take a break. I also added a mechanism for players who want to be really fast that allows the program to submit commands automatically to reduce the submit click every action. Furthermore the achievement screen now has a two way navigation what means that you could either press the left/right arrow keys of your keyboard or click with your mouse on the magic appearing buttons. PS: V0.5.1 is out, it is an update mostly about bug fixing and just this little new features from witch 2 already should work in version beyond this.
Added Advanced Settings It took long and still look not that great and do not work all over, but the base is set. To explain it, the game now has variable sound volume. Also you can now change the language, even though I do not have already created a fully second language. Furthermore navigation keys and ultra input order are now choose able, so if you prefer it different you can now make it so. PS: This devlog is made just in reason off time, at the moment none of this get pushed to GitHub, because it is still in developing.
Languages What I used the last few hours for is what I probably will have to do for some more. Go threw the code and replace everything that generates an output the user could see with the new method that translate this. For this I also need to add the translations. As I needed a break I made the new design for the advanced settings, and now its like I wanted it to be. Furthermore the history in terminal supports now more sort options and - in front to change the meaning for this it has a new system that transfers everything with the same meaning into the same internal command.
Language and Efficiency After many hours I finally made it to add a second language to my game, beside English you know can have German texts in the game. Furthermore I took a little time to made the game as video export more efficient so that it takes 6 seconds less to export my test game.
Languages and Efficiency The last few hours I used to refresh my school knowledge in French and Spanish to create language packets for my game in this two languages. What I did a little bit earlier is to work again on video exporting efficiency and now it gone really fast. Exporting a video in normal scale takes less time then playing it, in twice the resolution it takes usually around the play time or a little longer and in the highest settings still long. But overall it is now much faster and with less possible problems. PS: The export time are different depending on the hardware of your computer.
New Design and better language including Now the Achievements have this existing new design that not just looks better but also provides you more easy the needed information. I also made the language better fitting to the shown elements and changed some slightly to make it also look better. Furthermore I fixed a few little bugs like that you could not select ctrl and key shortcuts by yourself or that the pause text has not reacted to that.
Code split and missing feature give With the latest version the game has grown to 14 game and 3 language constructor files, because I a made clearer structure in the code itself, that means I grabbed my screens file and extracted everything that was in there but with questionable reason. So the new files helpers and alt_hover was created. The task of alt_hover is explicit to handle everything containing the keyboard navigation possibilities. Helpers on the other hand is made for everything that is like a config but little more. (I know, that my config still is more as it should, I’ll try to change this as soon as possible.) Also I added with this update missing features that already should be in there like that the keyboard navigation also works in the advanced settings or that like you see in the picture the buttons in settings have an own color palette to make sure that it is clear that they at first are toggle buttons and have an associated color for each of their states. Furthermore I fixed a few little bugs, like that the back jump to the achievement button is not working with the up going higher than to the full-screen button. I hope you enjoy version 0.6.1
Bug fixing and redesign Over the last thew versions, even though I spend a lot of time in debugging, many little bugs appear. Sometimes they comes just from moving a function or mistyping and sometimes deeper. So with this version I fixed again many of them, like wrong time show in the achievements and many others. Furthermore I worked and correcting and redesigning the whole terminal help logic, giving the main achievements new names and, like you see in the picture, modified the general achievements screen so that it not just looks better, but also feels better in reason of an improved algorithm to hide the mouse and navigation buttons. PS: If you use it and find a bug, it would be really nice if you could comment it.
System remake It took a while and I forgot a little the time it used, but I did it. Now the whole game runs more efficient threw the new system that handles buttons separate and keeps them cached, so they do not have to be completely calculated every frame new. Also some designs changed slightly.
Chapters I added with the help of AI the possibility to have chapters into my game. So you now can go exactly to the start of every action like you do in the game itself. And even though I know that this do not make that much of the decision how good the program is, it is still another thing that I now know how to do and I think that this is also really important.
Better Structure, Same Simplicity The last (many) hours I spend with one thing. Making sure the codes run even with new and better structure internal. This was also really important, because it made it easier to integrate multiple new things. One thing is, that now into the nearly same and reliable stats design comes buttons. This buttons are basically the headers, means size, mode, games … . If you click on them they basically sort the stats after this header. Furthermore the terminal got a big upgrade, because now it has three new ways to get deeper into your game. At first you can now easily check if you have paused matches. Also you can check your export history, which new feature made it actually also possible to get warned if you export a single match multiple times. And last but not least analysis. Because the game now got a deeper understanding of how you are playing and what are your trends and you can view all of this by the terminals history. (And I was shocked how good it worked with my recent 150 matches.) I hope, I didn’t overwhelmed you with all these information and that you are as curious for the new version as I am.
Finalizing basic functions My goal is the finish the app as soon as possible. So I am know fixing the last few bugs and add the last missing feature that the program should have. This devlog should just let you know, that the last days were full of deciding what could I do to improve the program and were the bugs are. (Poorly most of this sort of spend time is not count toward the project.) The provided screenshots shows a thing I am currently trying to do better, the extended settings, because like you see, the design is very bad.
Tutorial I added a tutorial that shows the player how the game mainly works and give him the information about the shortcuts. Also I added a function to make the clock a reopen point for a small explanation what the program can do.
Probably the last devlog on this project After more than 220 hours of coding and more and another 200 hours of deciding what to do and talking to other developers about how I could make this program run and do it good, I finally think that it is on a point at which I can think about shipping it. It runs, has no crucial bugs I noticed and is efficient enough to not take several hours just for the export of an mp4 video. Maybe I will add more features later, so do not be shy to comment what you like and what I should change and of course, please tell me if you have found any bug or unnatural behavior. OS Declaration Even though my goal was to make MATI run on every of the big 3 (Mac-OS, Linux, Windows) the current version just runs as wanted on Windows, due to different handling with graphic, which just means, that not every text is placed wright and that the overall look is scratched on Linux and Mac-OS. PS: The picture is the app icon.
Fixed the Read-Me After I got noticed that my Read-Me is not quite what it has to be, I have done a new version that should fit better into the requirements.
Ships:
Welcome to MATI Discover MATI, a simple and relaxing Sudoku-inspired puzzle game designed to challenge your number-solving skills without putting you under pressure. Your goal is simple: Find the right numbers and complete every row and column correctly. MATI is designed to be fun and stress-free: No Time Pressure: Disable the timer whenever you want and play at your own pace. No Mistakes to Fear: MATI doesn’t punish you for incorrect entries. Simply correct them whenever you notice a mistake. 4 Different Sizes: Choose from four puzzle sizes to match your preferred challenge. Built-in Terminal: Prefer an old-school experience? Play MATI directly in its integrated terminal. Full Keyboard Support: No mouse or trackpad? No problem! MATI can be controlled entirely with your keyboard. ! Development Notice! MATI is still under active development. More features, improvements, and refinements are planned for future updates. Thank you for checking out MATI!...
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0
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1793339628.9715197
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1793944428.9715197
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8708
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aaronmailxu_1248
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Title: Harmony website by @aaronmailxu_1248 | Star Title: Harmony website by @aaronmailxu_1248 | Stardance...
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1793339629.8932037
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35
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T23:57:44Z", "hours": 26.0, "multiplier": 1.36, "payout": 35, "blessing": "neutral", "text": "What we have here is a simple little game you can play with one, or two players. It is made with pygame, so it isn’t fancy, but thats all part of the process. While designing, I found this philosophy useful: “Keep it simple, Stupid” I think this project is very important because it taught me github, and how to use A*. This is the first of many programming projects I will attempt to create, and I worked all summer on this. It doesn’t really matter if it doesn’t do bad, I improved at programming, thats what matters.", "repo": "https://github.com/Tupolev114/Square_game", "demo": "https://github.com/Tupolev114/Square_game/releases/tag/V1.5"}]...
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[{"post_id": 78500, "ts": "202 [{"post_id": 78500, "ts": "2026-10-11T00:17:25Z", "hours": 1.0694, "text": "Chapter II: Square Game Reborn has officially started! based on some feedback given by others, I decided to take square game to the next level by added more UI, visual effects, and increase Playability. Hope you all enjoy! Square Game reborn is essentially just the original square game, but better."}, {"post_id": 71264, "ts": "2026-09-20T15:26:57Z", "hours": 2.0075, "text": "Houston we have landed! Its been a great journey and I learned how to use github, its not a complex project but I like it."}, {"post_id": 62236, "ts": "2026-09-05T14:39:50Z", "hours": 8.1878, "text": "Release 1.3 is out! No more lag and I fixed many bugs, website also updated."}, {"post_id": 48985, "ts": "2026-08-17T15:58:18Z", "hours": 4.6469, "text": "Release 1.2 is officially out! I added shields, and cooldown displays for UI, as well as fixed dashing. Stay tuned for 1.3, where the PvE mode will feel more human!"}, {"post_id": 44140, "ts": "2026-08-09T18:19:45Z", "hours": 2.2258, "text": "After many weeks, I now have a reliable, working navigation system for PvE. it even works on diagonals (red squares were for debugging)"}, {"post_id": 41603, "ts": "2026-08-05T22:08:15Z", "hours": 3.2619, "text": "Houston, I now officially have a website to play the game on! It took me a while to figure out Github and everything else but I learned that patience is more important than knowing Github. Overall it was a learning experience."}, {"post_id": 37576, "ts": "2026-07-30T12:24:43Z", "hours": 0.8433, "text": "I learned A* with the help of AI and made a semi-working A* algorithm. Its not perfect but its getting somewhere"}, {"post_id": 36047, "ts": "2026-07-27T21:27:26Z", "hours": 3.0744, "text": "I spent a bit of time debugging, and made some progress on A*, but there are still things that need to be fixed"}, {"post_id": 35225, "ts": "2026-07-26T15:01:54Z", "hours": 1.5647, "text": "Devlog #1: Houston we are ready for liftoff! I got my documents verified and time tracked, so now I will work on A* for PvE mode."}]...
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Title: A simple pygame creation by @CharlesTang | Title: A simple pygame creation by @CharlesTang | Stardance
Devlogs:
Devlog #1: Houston we are ready for liftoff! I got my documents verified and time tracked, so now I will work on A* for PvE mode.
I spent a bit of time debugging, and made some progress on A*, but there are still things that need to be fixed
I learned A* with the help of AI and made a semi-working A* algorithm. Its not perfect but its getting somewhere
Houston, I now officially have a website to play the game on! It took me a while to figure out Github and everything else but I learned that patience is more important than knowing Github. Overall it was a learning experience.
After many weeks, I now have a reliable, working navigation system for PvE. it even works on diagonals (red squares were for debugging)
Release 1.2 is officially out! I added shields, and cooldown displays for UI, as well as fixed dashing. Stay tuned for 1.3, where the PvE mode will feel more human!
Release 1.3 is out! No more lag and I fixed many bugs, website also updated.
Houston we have landed! Its been a great journey and I learned how to use github, its not a complex project but I like it.
Chapter II: Square Game Reborn has officially started! based on some feedback given by others, I decided to take square game to the next level by added more UI, visual effects, and increase Playability. Hope you all enjoy! Square Game reborn is essentially just the original square game, but better.
Ships:
What we have here is a simple little game you can play with one, or two players. It is made with pygame, so it isn’t fancy, but thats all part of the process. While designing, I found this philosophy useful: “Keep it simple, Stupid” I think this project is very important because it taught me github, and how to use A*. This is the first of many programming projects I will attempt to create, and I worked all summer on this. It doesn’t really matter if it doesn’t do bad, I improved at programming, thats what matters....
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1793339630.797909
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1793426030.797909
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55660
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game console by @slayer-EX | Stardance
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slayer-EX
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0
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0.0
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0
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[]
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[{"post_id": 57035, "ts": "202 [{"post_id": 57035, "ts": "2026-08-29T03:23:04Z", "hours": 0.0, "text": "I am working on a AI based assistant which can fully control your PC"}]...
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Title: game console by @slayer-EX | Stardance
Dev Title: game console by @slayer-EX | Stardance
Devlogs:
I am working on a AI based assistant which can fully control your PC...
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1793339632.0391555
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1793944432.0391555
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