|
45719
|
Ping Pong Game by @Jhenil | Stardance
|
Jhenil
|
1
|
7.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T21:59:41Z", "hours": 7.0, "multiplier": 4.9, "payout": 33, "blessing": "neutral", "text": "I have made a Ping Pong game. I have made this using Python and Pygame. This game is like a classic ping pong game. You can choose whether you want to play with a friend (It is not multiplayer but you can use the same keyboard to play with your friend) or you can choose a difficulty to play against a bot. Every level when you hover has a fun little decoration like for easy it is green particles around the button, for medium it is lightning strike buzzing and for the hard one it is red horns pulsing. I have added a retro style main screen. When you hover over a button then it glows. It has more things that are listed on my GitHub. Thank you for testing my game out!", "repo": "https://github.com/JP-code33/Ping-Pong-Game", "demo": "https://github.com/JP-code33/Ping-Pong-Game/releases/tag/v1.0.0"}]...
|
[{"post_id": 44787, "ts": "202 [{"post_id": 44787, "ts": "2026-08-10T19:59:13Z", "hours": 2.1592, "text": "Devlog - 5 I have completed the game. I have added a lot of new things on the ui side and to make the game better and fun. Firstly I have added a animation depicting the game mode you chose. For easy it is small green colored balls, for medium it is lightning bolts having animating like they are buzzing and for hard I have horns coming out with an pulse animation. Then I added a small glow to the ball & a ball trail which resets after a point is scored. I have also added a glowing paddle and a hit effect when the ball collides with the paddle. Then I added a pause menu which pops up when you press escape key. You can choose resume, main menu or quit. And I will be shipping the project soon! You can see the changes in the video attached below."}, {"post_id": 44254, "ts": "2026-08-09T21:42:57Z", "hours": 0.9617, "text": "Devlog - 4 In this hour I have worked a bit on improving the UI. Whenever I opened the game to test it out the boring black background made it boring as well. So I have added pop colors and made it pop as soon as you open with retro style background. Additionally when you hover over a button then it glows to a bright cyan color which makes it interesting and lets the user know what they are about to choose so that they don’t choose the wrong game mode. I might add like power ups for the game next, not sure though what to add. You can see all these updates in the video attached below."}, {"post_id": 44026, "ts": "2026-08-09T15:08:52Z", "hours": 0.8647, "text": "Devlog - 3 In this hour I have added a How to play menu and a back button to back to go back to the main menu. In this menu I have added all the information about controls and the game. Then I worked mostly on making the computer modes better. Like before I did make it like easy, medium and hard but it wasn’t that noticeable but now I tried a couple of things and now I think the game modes are much better than what they were before. Next I am thinking to make the UI better and all. Also I added a more of random and sharp bounce and coded so that with each hit the ball speed increases. Any suggestions are welcome!"}, {"post_id": 43665, "ts": "2026-08-09T01:56:20Z", "hours": 1.1611, "text": "Devlog - 2 Ok, so in this hour I have added a computer player like I did in the formula 1 style game. Then I created a main starting screen where you can select whether you want to “Play with friend” or “Play against computer” . If you select with a friend then you will 2 paddles which can be controlled by W & S for the left paddle and Up arrow key & Down arrow key for the right paddle. If you select to play against a computer then you have to select the difficulty of the computer. Three difficulties: Easy, Medium & Hard . I will be trying to add new features, more controls to the main menu and more next time."}, {"post_id": 43623, "ts": "2026-08-09T00:19:48Z", "hours": 1.5019, "text": "Devlog - 1 I have used this hour and half to make the basic version of the ping pong game. What it essentially does is that you have 2 paddles, 2 players, 2 scores and a ball. Currently the game is 2 player. In future time I will be adding computer version so that it can be played by a single player. Whoever gets to 10 points first then that side wins and the game will reset and will have a text showing who won. I will be adding more better UI to the game but for now I made the basic version of the game. You can see the game in action in the video."}]...
|
Title: Ping Pong Game by @Jhenil | Stardance
Devl Title: Ping Pong Game by @Jhenil | Stardance
Devlogs:
Devlog - 1 I have used this hour and half to make the basic version of the ping pong game. What it essentially does is that you have 2 paddles, 2 players, 2 scores and a ball. Currently the game is 2 player. In future time I will be adding computer version so that it can be played by a single player. Whoever gets to 10 points first then that side wins and the game will reset and will have a text showing who won. I will be adding more better UI to the game but for now I made the basic version of the game. You can see the game in action in the video.
Devlog - 2 Ok, so in this hour I have added a computer player like I did in the formula 1 style game. Then I created a main starting screen where you can select whether you want to “Play with friend” or “Play against computer” . If you select with a friend then you will 2 paddles which can be controlled by W & S for the left paddle and Up arrow key & Down arrow key for the right paddle. If you select to play against a computer then you have to select the difficulty of the computer. Three difficulties: Easy, Medium & Hard . I will be trying to add new features, more controls to the main menu and more next time.
Devlog - 3 In this hour I have added a How to play menu and a back button to back to go back to the main menu. In this menu I have added all the information about controls and the game. Then I worked mostly on making the computer modes better. Like before I did make it like easy, medium and hard but it wasn’t that noticeable but now I tried a couple of things and now I think the game modes are much better than what they were before. Next I am thinking to make the UI better and all. Also I added a more of random and sharp bounce and coded so that with each hit the ball speed increases. Any suggestions are welcome!
Devlog - 4 In this hour I have worked a bit on improving the UI. Whenever I opened the game to test it out the boring black background made it boring as well. So I have added pop colors and made it pop as soon as you open with retro style background. Additionally when you hover over a button then it glows to a bright cyan color which makes it interesting and lets the user know what they are about to choose so that they don’t choose the wrong game mode. I might add like power ups for the game next, not sure though what to add. You can see all these updates in the video attached below.
Devlog - 5 I have completed the game. I have added a lot of new things on the ui side and to make the game better and fun. Firstly I have added a animation depicting the game mode you chose. For easy it is small green colored balls, for medium it is lightning bolts having animating like they are buzzing and for hard I have horns coming out with an pulse animation. Then I added a small glow to the ball & a ball trail which resets after a point is scored. I have also added a glowing paddle and a hit effect when the ball collides with the paddle. Then I added a pause menu which pops up when you press escape key. You can choose resume, main menu or quit. And I will be shipping the project soon! You can see the changes in the video attached below.
Ships:
I have made a Ping Pong game. I have made this using Python and Pygame. This game is like a classic ping pong game. You can choose whether you want to play with a friend (It is not multiplayer but you can use the same keyboard to play with your friend) or you can choose a difficulty to play against a bot. Every level when you hover has a fun little decoration like for easy it is green particles around the button, for medium it is lightning strike buzzing and for the hard one it is red horns pulsing. I have added a retro style main screen. When you hover over a button then it glows. It has more things that are listed on my GitHub. Thank you for testing my game out!...
|
1793224188.5329933
|
1793310588.5329933
|
|
14655
|
AnyWebsite by @Deesh | Stardance
|
Deesh
|
0
|
0.51
|
0
|
[]
|
[{"post_id": 5999, "ts": "2026 [{"post_id": 5999, "ts": "2026-06-10T01:57:48Z", "hours": 0.5061, "text": "Basic Functional Website👍"}]...
|
Title: AnyWebsite by @Deesh | Stardance
Devlogs:
Title: AnyWebsite by @Deesh | Stardance
Devlogs:
Basic Functional Website👍...
|
1793224189.7149966
|
1793828989.7149966
|
|
4492
|
Tempmail Project by @arsyad | Stardance
|
arsyad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tempmail Project by @arsyad | Stardance
|
1793224190.6200984
|
1793828990.6200984
|
|
32389
|
WebOS by @AvaR | Stardance
|
AvaR
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WebOS by @AvaR | Stardance
|
1793224191.5103374
|
1793828991.5103374
|
|
40557
|
Mathlify by @Ayon | Stardance
|
Ayon
|
1
|
6.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T10:54:46Z", "hours": 6.0, "multiplier": 16.49, "payout": 47, "blessing": "neutral", "text": "Why did I make it? Math equations can feel pretty abstract when just reading them on paper. I built this to hear how functions actually sound like listening to music on Spotify. It lets you feel equation curves, oscillations and growth through real-time audio pitch. How does it work? Equation to audo Equation string gets parsed with mathjs and evaluated across x domain. The calculated y value is mapped to frequency: freq = basePitch + y * 120 Hz. Web Audio API oscillator generates the tone using sine, square, sawtooth or triangle wave. Design & Logic Interactive graph plots the curve with an animated green tracer ball moving along it. Real-time pitch, speed multiplier, and volume controls. Custom variable sliders (m, b, etc) update equation evaluation and pitch dynamically. Track controls with loop modes, history list, and saved favorites in local storage. Pros Super fast real-time sonification right in browser. Clean dark mode UI inspired by Spotify player interface. Works offline without any server side processing. Cons Extreme exponential values can cause sharp high pitch frequencies. Updates Custom variable sliders with dynamic range Track loop modes (single track / playlist repeat) Local storage history & favorite track saving", "repo": "https://github.com/amiayon8/mathlify", "demo": "https://mathlify-iota.vercel.app/"}]...
|
[{"post_id": 39403, "ts": "202 [{"post_id": 39403, "ts": "2026-08-02T10:52:54Z", "hours": 5.6347, "text": "I couldn’t post devlogs during the journey due to some personal issues. But, the final output is here! Deployed on vercel. You can enter your equations and convert it into sound and listen what your equation says."}]...
|
Title: Mathlify by @Ayon | Stardance
Devlogs:
I c Title: Mathlify by @Ayon | Stardance
Devlogs:
I couldn’t post devlogs during the journey due to some personal issues. But, the final output is here! Deployed on vercel. You can enter your equations and convert it into sound and listen what your equation says.
Ships:
Why did I make it? Math equations can feel pretty abstract when just reading them on paper. I built this to hear how functions actually sound like listening to music on Spotify. It lets you feel equation curves, oscillations and growth through real-time audio pitch. How does it work? Equation to audo Equation string gets parsed with mathjs and evaluated across x domain. The calculated y value is mapped to frequency: freq = basePitch + y * 120 Hz. Web Audio API oscillator generates the tone using sine, square, sawtooth or triangle wave. Design & Logic Interactive graph plots the curve with an animated green tracer ball moving along it. Real-time pitch, speed multiplier, and volume controls. Custom variable sliders (m, b, etc) update equation evaluation and pitch dynamically. Track controls with loop modes, history list, and saved favorites in local storage. Pros Super fast real-time sonification right in browser. Clean dark mode UI inspired by Spotify player interface. Works offline without any server side processing. Cons Extreme exponential values can cause sharp high pitch frequencies. Updates Custom variable sliders with dynamic range Track loop modes (single track / playlist repeat) Local storage history & favorite track saving...
|
1793224192.4470227
|
1793310592.4470227
|
|
2893
|
Pocket Civilizations by @jerrymao309 | Stardance
|
jerrymao309
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pocket Civilizations by @jerrymao309 | Star Title: Pocket Civilizations by @jerrymao309 | Stardance...
|
1793224193.3641446
|
1793828993.3641446
|
|
13447
|
My very own WebOS by @poki | Stardance
|
poki
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @poki | Stardance
|
1793224194.2640975
|
1793828994.2640975
|
|
38007
|
The HCMC Project by @dancejjjjjjjjjjjjjjj | Starda The HCMC Project by @dancejjjjjjjjjjjjjjj | Stardance...
|
dancejjjjjjjjjjjjjjj
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The HCMC Project by @dancejjjjjjjjjjjjjjj | Title: The HCMC Project by @dancejjjjjjjjjjjjjjj | Stardance...
|
1793224195.1821818
|
1793828995.1821818
|
|
26196
|
My very own WebOS by @Lumos | Stardance
|
Lumos
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Lumos | Stardance
|
1793224196.0468285
|
1793828996.0468285
|
|
46120
|
Iris Flower Predictor by @omarelhalaby76 | Stardan Iris Flower Predictor by @omarelhalaby76 | Stardance...
|
omarelhalaby76
|
1
|
2.56
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T15:19:11Z", "hours": 2.0, "multiplier": 5.59, "payout": 9, "blessing": "neutral", "text": "i made an iris flower predictor both GUI and CLI versions, it was easy to do the AI model, but the GUI was kind of challenging since it was my first time making a website using python, it take in measurements in cm and predicts the species and gives you probablilities too!", "repo": "https://github.com/omarelhalaby76-coder/iris-species-predictor-CLI", "demo": "https://pypi.org/project/iris-species-cli/"}]...
|
[{"post_id": 52057, "ts": "202 [{"post_id": 52057, "ts": "2026-08-22T03:11:26Z", "hours": 0.5594, "text": "UPDATE: GUI has some errors so i temporarily removed it and now only the CLI version is available through PIP"}, {"post_id": 51708, "ts": "2026-08-21T15:17:20Z", "hours": 1.5258, "text": "i just finished the CLI version and the GUI version of a flower species predictor, for a simple start!"}]...
|
Title: Iris Flower Predictor by @omarelhalaby76 | Title: Iris Flower Predictor by @omarelhalaby76 | Stardance
Devlogs:
i just finished the CLI version and the GUI version of a flower species predictor, for a simple start!
UPDATE: GUI has some errors so i temporarily removed it and now only the CLI version is available through PIP
Ships:
i made an iris flower predictor both GUI and CLI versions, it was easy to do the AI model, but the GUI was kind of challenging since it was my first time making a website using python, it take in measurements in cm and predicts the species and gives you probablilities too!...
|
1793224196.9477608
|
1793310596.9477608
|
|
17048
|
Boid Dodger by @Tyler | Stardance
|
Tyler
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Boid Dodger by @Tyler | Stardance
|
1793224197.890767
|
1793828997.890767
|
|
33784
|
Space shooter by @Miyako | Stardance
|
Miyako
|
0
|
23.9
|
0
|
[]
|
[{"post_id": 79249, "ts": "202 [{"post_id": 79249, "ts": "2026-10-13T06:16:53Z", "hours": 3.7639, "text": "so i was busy like really busy working on other things so i have a plan to add about 5 lvls in game this is how it looks like lvl 1 – is simple complete target of hititng 10-15 entities (idk what to call them atp) lvl -2 speed and words limit increase and lvl 3 few words can’t be destroyed and you have to guess , lvl 4 introduces blackholes and yep and lvl 5 you have to identify objects based on their shape and faint shillhoutte ……………it’s just a basic idea ik but it is what it is for now"}, {"post_id": 58227, "ts": "2026-08-30T16:10:50Z", "hours": 1.4525, "text": "created another frame for the game"}, {"post_id": 54001, "ts": "2026-08-24T18:49:33Z", "hours": 1.7581, "text": "so today i made sprites sheets for meteors and few planets and i’m planning to add more further to maake it havee lots of well known planets and also i’m plannimg to make quasars and black holes and neutron stars tooo …..here the pic of planet earth i drew for my space shooter game"}, {"post_id": 50532, "ts": "2026-08-19T18:36:41Z", "hours": 2.66, "text": "so it’s been sooo long since i posted a devlog or worked on my game so here i improved this add few temporsry targets here in my space shooter game the main goal is that you have to recognize the targets and type it’s correct name for it to vanish and since it was my first time using pygame i had to take help alot fot knowing what should i use if i have to add something pygame have lots of inbuilt functions if i’m stating it right? because i’m just so bad in theory part of anything though this game astarted as revising the python i did in my univ for ml and now i’m continuing it here thanksssss for reading will update more of it and i will use my own sprites later for the game"}, {"post_id": 31163, "ts": "2026-07-19T10:31:03Z", "hours": 2.1475, "text": "so basically finished designing the falcon from star wars though i’m definately not satisfied (ignore the mistake idk what i’m doing) soooo ugh libresprite dosen’t have large variety of colours but i have got comfortable with it don’t know how abersperite it since both are same maybe asperite have variety colours …….now the next thing i have to figure out how the hell i open it in different tab because i have to draw the animating sprite of it blue glow though i will make some minute changes in it again"}, {"post_id": 30857, "ts": "2026-07-18T20:10:36Z", "hours": 4.5836, "text": "so bassically today in evening i mostly worked on creating the spaceship inspired or i wil say satr wars falcon those who have watched it you know it already i was looking for spaceships design idk why the star wars kept running in my mind as i want to watch the whole series if i got time 😭😭"}, {"post_id": 30479, "ts": "2026-07-18T02:48:35Z", "hours": 3.1917, "text": "so basically what i did i added user controll movement and struggled with timers alot for now i know that i have to look around to make sure i have understood everything i took help of tutorials and also i made mistakes as my python is not that good but i’m learning any way along with this i’m hoping to make python projects alongside too and from todays onwards i will start drawing the sprites for my game though i’m still looking for some refrence for the space ship"}, {"post_id": 28894, "ts": "2026-07-15T14:25:08Z", "hours": 2.1819, "text": "for past days i haven’t be able to do any work,didn’t do much just added the movement to the space shooter end game is to polish it even more"}, {"post_id": 26676, "ts": "2026-07-11T16:43:11Z", "hours": 2.1572, "text": "so i started this project today after switching from webOS or ml i was studying(which i will continue tomorrow yeah or i won’t get internship in my second year also have few future plan with it ) though python is used here so it felt boaring so i thought let’s revist python with pygame yeah completely new to me but i’m learning as my future goal is too ahhhhh……i need to do my cpp i’m only doing it for full day from tommorow onwards i will take python+ml+cpp(dsa) back to my lovable language cpp and i only have done basics in it anyway ENOUGH! Of ranting now lets get back so i made the game window and now i i’m figuring out more what to do and to move the spaceship since you need a shoooter for stardance SPACE! UNIVERSE! i still haven’t started working on my graphics but i will when i will be able to finish the mvements and all for now i’m using someone’s else assets anyway here the code"}]...
|
Title: Space shooter by @Miyako | Stardance
Devlo Title: Space shooter by @Miyako | Stardance
Devlogs:
so i started this project today after switching from webOS or ml i was studying(which i will continue tomorrow yeah or i won’t get internship in my second year also have few future plan with it ) though python is used here so it felt boaring so i thought let’s revist python with pygame yeah completely new to me but i’m learning as my future goal is too ahhhhh……i need to do my cpp i’m only doing it for full day from tommorow onwards i will take python+ml+cpp(dsa) back to my lovable language cpp and i only have done basics in it anyway ENOUGH! Of ranting now lets get back so i made the game window and now i i’m figuring out more what to do and to move the spaceship since you need a shoooter for stardance SPACE! UNIVERSE! i still haven’t started working on my graphics but i will when i will be able to finish the mvements and all for now i’m using someone’s else assets anyway here the code
for past days i haven’t be able to do any work,didn’t do much just added the movement to the space shooter end game is to polish it even more
so basically what i did i added user controll movement and struggled with timers alot for now i know that i have to look around to make sure i have understood everything i took help of tutorials and also i made mistakes as my python is not that good but i’m learning any way along with this i’m hoping to make python projects alongside too and from todays onwards i will start drawing the sprites for my game though i’m still looking for some refrence for the space ship
so bassically today in evening i mostly worked on creating the spaceship inspired or i wil say satr wars falcon those who have watched it you know it already i was looking for spaceships design idk why the star wars kept running in my mind as i want to watch the whole series if i got time 😭😭
so basically finished designing the falcon from star wars though i’m definately not satisfied (ignore the mistake idk what i’m doing) soooo ugh libresprite dosen’t have large variety of colours but i have got comfortable with it don’t know how abersperite it since both are same maybe asperite have variety colours …….now the next thing i have to figure out how the hell i open it in different tab because i have to draw the animating sprite of it blue glow though i will make some minute changes in it again
so it’s been sooo long since i posted a devlog or worked on my game so here i improved this add few temporsry targets here in my space shooter game the main goal is that you have to recognize the targets and type it’s correct name for it to vanish and since it was my first time using pygame i had to take help alot fot knowing what should i use if i have to add something pygame have lots of inbuilt functions if i’m stating it right? because i’m just so bad in theory part of anything though this game astarted as revising the python i did in my univ for ml and now i’m continuing it here thanksssss for reading will update more of it and i will use my own sprites later for the game
so today i made sprites sheets for meteors and few planets and i’m planning to add more further to maake it havee lots of well known planets and also i’m plannimg to make quasars and black holes and neutron stars tooo …..here the pic of planet earth i drew for my space shooter game
created another frame for the game
so i was busy like really busy working on other things so i have a plan to add about 5 lvls in game this is how it looks like lvl 1 – is simple complete target of hititng 10-15 entities (idk what to call them atp) lvl -2 speed and words limit increase and lvl 3 few words can’t be destroyed and you have to guess , lvl 4 introduces blackholes and yep and lvl 5 you have to identify objects based on their shape and faint shillhoutte ……………it’s just a basic idea ik but it is what it is for now...
|
1793224198.787449
|
1793828998.787449
|
|
41607
|
The Pixel Corner by @adwitha | Stardance
|
adwitha
|
1
|
12.0
|
107
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T05:22:30Z", "hours": 12.0, "multiplier": 8.64, "payout": 107, "blessing": "neutral", "text": "The Pixel Corner is an interactive blog website that discusses the design and development of entertainment in a way that makes it fun. I built this website because I found that reading huge walls of text with an image or two sprinkled in here and there wasn’t keeping me engaged or helping me grasp what I was reading. To fix that issue, The Pixel Corner introduces articles that feel alive. There are many interactive elements to solidify understanding of the reading, and the article’s look and feel change as the reader moves through different sections. I feel that this helps the reader understand the material much better and also enjoy their experience reading through it. Through this project, I’ve learned a lot about JavaScript DOM manipulation to make many of the interactive elements work, and also dynamic element creation using JavaScript to make new HTML. I also got much better at styling elements with CSS, as there was a ton of custom styling that went into making this webpage look the way it is. This isn’t a complete project as I plan to make more articles over time, but what is currently present is fully functional. Please provide any feedback on what you didn’t like or what improvements you would like to see. I hope you enjoy the article!", "repo": "https://github.com/AadityanAnbumani/The-Pixel-Corner", "demo": "https://aadityananbumani.github.io/The-Pixel-Corner/"}]...
|
[{"post_id": 39269, "ts": "202 [{"post_id": 39269, "ts": "2026-08-02T04:15:21Z", "hours": 9.21, "text": "For this devlog, I was only planning to have the article done, but I ended up finishing both the homepage and the article as I was enjoying designing them! Personally, I’ve always found it hard to really understand and retain the information I read from a wall of text, so I wanted to take the opportunity to bring to life how I wish all blogs and articles would look and feel. I’ve always loved interactive websites that let you interact with the items the article discusses, as they’ve always helped me understand the concept better. I’m also very passionate about JoJo’s Bizarre Adventure (It is my favorite anime lol), so I took this opportunity to use it to explain how I think a great power system is built. I’ve included all kinda of interactive activities throughout the article, like a cool animation of how Hamon works. I made this section interactive by making a Hamon observer that checks if the reader has scrolled to the div of “hamon-section” and creates the sun-like overlay shown in the second image below. Once the button saying begin breathing is pressed, the CSS for the glow effect around the GIF is set to opacity 1 from 0, there is a flash of white, and the GIF is switched to the Hamon-activated one after a few seconds’ delay. I also made a stand card section where the user can use a stand arrow on themselves and choose a stand from the provided options, a section where the reader gets asked about when a “useless” seeming power could be useful, and a section where the user gets to build their own power and give it a limitation which the website will then provide a comment on. All of these were achieved through using JavaScript DOM manipulation by hiding and making elements appear, as well as applying CSS to them. Furthermore, for the section where the user gets to choose a stand, I used dynamic element creation in JavaScript to make new HTML elements in the JavaScript itself. I learned many new things through this project. I learned how to make effects that appear as the user gradually scrolls through the page, and pretty much everything about mouse hover effects lol. I also feel like I have gotten a good understanding of how to have a cohesive design language that sticks throughout the home page and article to provide a professional user experience. This project also allowed me to get practice with JavaScript DOM manipulation, as I have used it extensively in the stands sections and also at the end. The theme of this website is like a starry night sky, but if it were from a retro video game. The reason I thought of this is that I wanted to have a theme of retro sprites and pixel art in all the articles I write, as I think it supports the “Pixel Corner” name of the website. The colorway of the website was actually inspired by JoJo lol, as I felt like the colorway looked great after designing the article, and I decided to make that the core colors and theme of the site itself. I also took full advantage of hover effects everywhere to give the website a more lively feeling than just a static page. I am very glad that I took on this project, as I have learned valuable skills and really enjoyed designing this blog website. I enjoyed it so much that I plan to continue making more blogs and officially launch this website soon! I think it could be really cool to launch this website and add to it with more fun and interactive articles that make people want to engage with reading a blog article rather than shy away from a wall of text!"}, {"post_id": 37180, "ts": "2026-07-29T18:07:56Z", "hours": 3.2064, "text": "I’m creating a blog page focused on visual effects and interactivity to make reading more approachable and fun. So far, I have set up a simple main page and written the first article in simple HTML. This blog is about how to make a great power system, using JoJo’s Bizarre Adventure’s power system to discuss what makes one. I plan to heavily stylize the page for each section, add a little minigame near the end, and add many interactable buttons and objects throughout the blog. The goal of this blog website is to talk about the creation of entertainment and how to make it the best it can be. I plan to add more and more posts over time and deploy the website. By the next devlog, my goal is to complete the styling and interactivity of the blog I’ve written and also"}]...
|
Title: The Pixel Corner by @adwitha | Stardance
D Title: The Pixel Corner by @adwitha | Stardance
Devlogs:
I’m creating a blog page focused on visual effects and interactivity to make reading more approachable and fun. So far, I have set up a simple main page and written the first article in simple HTML. This blog is about how to make a great power system, using JoJo’s Bizarre Adventure’s power system to discuss what makes one. I plan to heavily stylize the page for each section, add a little minigame near the end, and add many interactable buttons and objects throughout the blog. The goal of this blog website is to talk about the creation of entertainment and how to make it the best it can be. I plan to add more and more posts over time and deploy the website. By the next devlog, my goal is to complete the styling and interactivity of the blog I’ve written and also
For this devlog, I was only planning to have the article done, but I ended up finishing both the homepage and the article as I was enjoying designing them! Personally, I’ve always found it hard to really understand and retain the information I read from a wall of text, so I wanted to take the opportunity to bring to life how I wish all blogs and articles would look and feel. I’ve always loved interactive websites that let you interact with the items the article discusses, as they’ve always helped me understand the concept better. I’m also very passionate about JoJo’s Bizarre Adventure (It is my favorite anime lol), so I took this opportunity to use it to explain how I think a great power system is built. I’ve included all kinda of interactive activities throughout the article, like a cool animation of how Hamon works. I made this section interactive by making a Hamon observer that checks if the reader has scrolled to the div of “hamon-section” and creates the sun-like overlay shown in the second image below. Once the button saying begin breathing is pressed, the CSS for the glow effect around the GIF is set to opacity 1 from 0, there is a flash of white, and the GIF is switched to the Hamon-activated one after a few seconds’ delay. I also made a stand card section where the user can use a stand arrow on themselves and choose a stand from the provided options, a section where the reader gets asked about when a “useless” seeming power could be useful, and a section where the user gets to build their own power and give it a limitation which the website will then provide a comment on. All of these were achieved through using JavaScript DOM manipulation by hiding and making elements appear, as well as applying CSS to them. Furthermore, for the section where the user gets to choose a stand, I used dynamic element creation in JavaScript to make new HTML elements in the JavaScript itself. I learned many new things through this project. I learned how to make effects that appear as the user gradually scrolls through the page, and pretty much everything about mouse hover effects lol. I also feel like I have gotten a good understanding of how to have a cohesive design language that sticks throughout the home page and article to provide a professional user experience. This project also allowed me to get practice with JavaScript DOM manipulation, as I have used it extensively in the stands sections and also at the end. The theme of this website is like a starry night sky, but if it were from a retro video game. The reason I thought of this is that I wanted to have a theme of retro sprites and pixel art in all the articles I write, as I think it supports the “Pixel Corner” name of the website. The colorway of the website was actually inspired by JoJo lol, as I felt like the colorway looked great after designing the article, and I decided to make that the core colors and theme of the site itself. I also took full advantage of hover effects everywhere to give the website a more lively feeling than just a static page. I am very glad that I took on this project, as I have learned valuable skills and really enjoyed designing this blog website. I enjoyed it so much that I plan to continue making more blogs and officially launch this website soon! I think it could be really cool to launch this website and add to it with more fun and interactive articles that make people want to engage with reading a blog article rather than shy away from a wall of text!
Ships:
The Pixel Corner is an interactive blog website that discusses the design and development of entertainment in a way that makes it fun. I built this website because I found that reading huge walls of text with an image or two sprinkled in here and there wasn’t keeping me engaged or helping me grasp what I was reading. To fix that issue, The Pixel Corner introduces articles that feel alive. There are many interactive elements to solidify understanding of the reading, and the article’s look and feel change as the reader moves through different sections. I feel that this helps the reader understand the material much better and also enjoy their experience reading through it. Through this project, I’ve learned a lot about JavaScript DOM manipulation to make many of the interactive elements work, and also dynamic element creation using JavaScript to make new HTML. I also got much better at styling elements with CSS, as there was a ton of custom styling that went into making this webpage look the way it is. This isn’t a complete project as I plan to make more articles over time, but what is currently present is fully functional. Please provide any feedback on what you didn’t like or what improvements you would like to see. I hope you enjoy the article!...
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1793224199.986814
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1793310599.986814
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834
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My first slack bot! by @sandeshxbasnet | Stardance
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sandeshxbasnet
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0
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0.0
|
0
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[]
|
[]
|
Title: My first slack bot! by @sandeshxbasnet | St Title: My first slack bot! by @sandeshxbasnet | Stardance...
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1793224201.1303577
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1793829001.1303577
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41609
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Study Assistant by @yassinbs | Stardance
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yassinbs
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2
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13.0
|
36
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T22:30:01Z", "hours": 5.0, "multiplier": 1.7, "payout": 9, "blessing": "neutral", "text": "Study assistant is a free solution for students that don’t have much money to buy online solutions. Simple stuff for now, like a study timer, homework calendar, and grades. Study timer is to remain focused for as long as the timer is running. Grades is to see your grades and averages. Homework calendar shows scheduled homework. The grades page is still a work in progress, and is NOT finished.", "repo": "https://github.com/guccmanegu-eng/study-assistant", "demo": "https://study-assistant-bijc.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-30T08:07:33Z", "hours": 8.0, "multiplier": 3.4, "payout": 27, "blessing": "neutral", "text": "I built a free solution for students that will help them with their school, and is fun to use. The biggest problems i ran into was making a horizontal hover scroll on the main page, putting the racoon in the good spot on the grades page (even when the window is stretched), and adding caution lines in the grades page.", "repo": "https://github.com/guccmanegu-eng/study-assistant", "demo": "https://study-assistant-bijc.vercel.app/"}]...
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[{"post_id": 41611, "ts": "202 [{"post_id": 41611, "ts": "2026-08-05T22:28:49Z", "hours": 1.0528, "text": "Made the levels work! I added functionallity to the levels and xp on the webapp. Right now the only way to get XP is by completing homework. When you click the checkbox next to homework, it will mark it as completed and grant you 50xp, will be adding quests and more in the future."}, {"post_id": 39982, "ts": "2026-08-03T10:18:47Z", "hours": 2.3353, "text": "#Added full functionality to the webapp! Today i was working hard on adding accounts. I added a registration page, and a login page. Both pages work by sending the information a user inputs in a to a database i created for free on neon. I also added login and sign in button to the home page, and added a welcome back message with the actual user’s name!"}, {"post_id": 38976, "ts": "2026-08-01T16:25:28Z", "hours": 1.7456, "text": "Added add and delete homework functionallity + added it to local storage so it gets saved!"}, {"post_id": 37480, "ts": "2026-07-30T08:03:28Z", "hours": 7.8347, "text": "Devlog #1: The last few days I have been working on a study assistant. The main focus for this project is to make something that is actually useful for students, and also fun to use. The first prototype had a boring dark grey look. I personally really like the horizons.hackclub.com page, so I made that the main design of my site. The design was really time consuming for my project, but I made it work. After this I added the simple timer page, and added a Homework page. These were pretty easy to make, since they are just simple coding without any external API’ s or other tools. The grades page is till now my biggest issue, I want to add API’s from different school systems, but the problem is those API’s aren’t available. You need to request them, and since I am not a big name at all, there is no reason for them to give it to me. So I changed the grades page to say it’s still a work in progress. Even that was quite difficult for me. I had to put an image of a racoon in the bottom right of a window to get the design i liked. But the racoon kept going up or down when stretching the page. After a while i fixed that issue, and started working on an inventory section, where students can earn coins, or cosmetics for their future study buddy. I haven’t built anything around the study buddy yet, so stay tuned for that!"}]...
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Title: Study Assistant by @yassinbs | Stardance
D Title: Study Assistant by @yassinbs | Stardance
Devlogs:
Devlog #1: The last few days I have been working on a study assistant. The main focus for this project is to make something that is actually useful for students, and also fun to use. The first prototype had a boring dark grey look. I personally really like the horizons.hackclub.com page, so I made that the main design of my site. The design was really time consuming for my project, but I made it work. After this I added the simple timer page, and added a Homework page. These were pretty easy to make, since they are just simple coding without any external API’ s or other tools. The grades page is till now my biggest issue, I want to add API’s from different school systems, but the problem is those API’s aren’t available. You need to request them, and since I am not a big name at all, there is no reason for them to give it to me. So I changed the grades page to say it’s still a work in progress. Even that was quite difficult for me. I had to put an image of a racoon in the bottom right of a window to get the design i liked. But the racoon kept going up or down when stretching the page. After a while i fixed that issue, and started working on an inventory section, where students can earn coins, or cosmetics for their future study buddy. I haven’t built anything around the study buddy yet, so stay tuned for that!
Added add and delete homework functionallity + added it to local storage so it gets saved!
#Added full functionality to the webapp! Today i was working hard on adding accounts. I added a registration page, and a login page. Both pages work by sending the information a user inputs in a to a database i created for free on neon. I also added login and sign in button to the home page, and added a welcome back message with the actual user’s name!
Made the levels work! I added functionallity to the levels and xp on the webapp. Right now the only way to get XP is by completing homework. When you click the checkbox next to homework, it will mark it as completed and grant you 50xp, will be adding quests and more in the future.
Ships:
I built a free solution for students that will help them with their school, and is fun to use. The biggest problems i ran into was making a horizontal hover scroll on the main page, putting the racoon in the good spot on the grades page (even when the window is stretched), and adding caution lines in the grades page.
Study assistant is a free solution for students that don’t have much money to buy online solutions. Simple stuff for now, like a study timer, homework calendar, and grades. Study timer is to remain focused for as long as the timer is running. Grades is to see your grades and averages. Homework calendar shows scheduled homework. The grades page is still a work in progress, and is NOT finished....
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1793224202.0362186
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1793310602.0362186
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1752
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My first slack bot! by @Yummi | Stardance
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Yummi
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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 @Yummi | Stardance
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1793224203.258871
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1793829003.258871
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41612
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Aether Desk by @Dotdvn | Stardance
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Dotdvn
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T16:52:46Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Aether Desk is a futuristic browser homepage designed to turn every new tab into a calm, space-inspired workspace. I built this with HTML, CSS, and JavaScript, it combines a minimal desktop style interface with real time features such as NASA’s Astronomy Picture of the Day, live astronomy news, quick-launch shortcuts. The project focuses on creating a visually immersive yet practical browsing experience that feels more like a personal desktop than a traditional homepage.", "repo": "https://github.com/dotdvn/Aether-Desk", "demo": "https://aether-desk-iota.vercel.app/"}]...
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[{"post_id": 37699, "ts": "202 [{"post_id": 37699, "ts": "2026-07-30T16:26:48Z", "hours": 0.5258, "text": "DevLogggggggggggg#4 I added Astronomy News widget that pulls fresh headlines from a Spaceflightnews API"}, {"post_id": 37629, "ts": "2026-07-30T14:29:35Z", "hours": 0.5089, "text": "DevLogggggggggggg#3 I added NASA’S APOD as a dynamic wallpaper source, added quick launch icons for everyday apps and also made some improvements in the date/time font ."}, {"post_id": 37596, "ts": "2026-07-30T13:09:03Z", "hours": 0.3328, "text": "DevLogggggggggggg#2 I added a live date and tym widget to this project, and it instantly made the whole interface look more alive."}, {"post_id": 37202, "ts": "2026-07-29T18:57:52Z", "hours": 0.4422, "text": "DevLogggggggggggg#1 I started working on Aether Desk. Today’s goal was to build the core visual style rather than functionality. I focused on creating the ambient background, UI elements, typo and overall aesthetics."}]...
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Title: Aether Desk by @Dotdvn | Stardance
Devlogs Title: Aether Desk by @Dotdvn | Stardance
Devlogs:
DevLogggggggggggg#1 I started working on Aether Desk. Today’s goal was to build the core visual style rather than functionality. I focused on creating the ambient background, UI elements, typo and overall aesthetics.
DevLogggggggggggg#2 I added a live date and tym widget to this project, and it instantly made the whole interface look more alive.
DevLogggggggggggg#3 I added NASA’S APOD as a dynamic wallpaper source, added quick launch icons for everyday apps and also made some improvements in the date/time font .
DevLogggggggggggg#4 I added Astronomy News widget that pulls fresh headlines from a Spaceflightnews API
Ships:
Aether Desk is a futuristic browser homepage designed to turn every new tab into a calm, space-inspired workspace. I built this with HTML, CSS, and JavaScript, it combines a minimal desktop style interface with real time features such as NASA’s Astronomy Picture of the Day, live astronomy news, quick-launch shortcuts. The project focuses on creating a visually immersive yet practical browsing experience that feels more like a personal desktop than a traditional homepage....
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1793224204.1302736
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1793310604.1302736
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40225
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My very own WebOS by @himashree966 | Stardance
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himashree966
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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 @himashree966 | Starda Title: My very own WebOS by @himashree966 | Stardance...
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1793224205.3111591
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1793829005.3111591
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19882
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Car Mechanic sim by @PhantomForce | Stardance
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PhantomForce
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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: Car Mechanic sim by @PhantomForce | Stardan Title: Car Mechanic sim by @PhantomForce | Stardance...
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1793224206.1824474
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1793829006.1824474
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449
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MYLO by @Mihai | Stardance
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Mihai
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1
|
68.95
|
994
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T19:58:57Z", "hours": 62.0, "multiplier": 16.0, "payout": 994, "blessing": "neutral", "text": "MYLO is a portable integrated neural network development IDE. Currently, building neural networks for your projects is a hassle, you have to write code, change apps for different tools and they are resource hungry. MYLO is here to change that! MYLO is split between 3 components, all with a different purpose: The Web interface It handles the entire user experience, it’s made to be lightweight, as no actual ML processing is happening on it, thus making it easy to host and usable on many low end devices. Its made using Next.js, and its the gateway to using the powerful tools MYLO provides, tools like: Visual neural network editor, just like any other visual editor, inspired by unreal engine blueprints, you right click to add new nodes and connect them in order to build your own neural network. Model Optimization, it uses a custom Neural-Genetic algorithm that applies mutations to the model, retrains it and then, the better performing models get their attributes passed on to the next generation and so on… Model diagnosis, can either be run using a dummy input or have your model retrained on the dataset itself for better info Dataset analasys tools, to see data distribution and outliers, together with per column information and encoding suggestions Neural network visualization, with in depth info about each node Ai assistant with a BYOK system, that can use tool calling to actually modify the model itself Customizable interface, with window system similar to visual studio code Model catalog where people can upload and share their models/projects Agent connection system, that allows you to use agents running in your local network/machine Now while these are the enabled and visible tools, also implemented are cloud tools that are currently disabled because it’s costly to host them: An agent orchestrator that using docker spins up agent instances on demand and routes them to your app Cloud storage system for projects and models Behind the scenes there is a lot more going on, there is a full documentation document linked in the repo readMe, which I encourage you to read, even tho its in romanian, you can easily translate it. The only thing is it that it doesn’t include more info about the BYOK system and security updates that where made after the documentation was written. The processing Agent It handles all of the ML processing Because of the way it’s implemented, it allows it to run on dedicated machines while the interface just connects to it It features the implementation of the descriptor system, a way to represent models while allowing them to be easily editable, while also having transferable weights and parameters. It sits at the base of the entire editor and optimization system. all of the features mentioned in the interface are run on the agent itself and not on the interface. For a more in depth analasys consult the documentation Orchestrator It handles the creation and destruction of the cloud instances, using a custom docker image and container handling, nothing fancy The biggest challenge… was the descriptor system, as an app made only by me and my friend, it was very hard to implement a robust system, and for the moment it’s quite unfeasable to extend the system further, as currently for each high level node its necessary to create connection templates manually, so thats why the node selection is currently smaller. Also it has to be easily compiled and almost ready for runtime while still being maleable enough for editing. Thankfully all of these hard systems I was able to build with help of a friend who is much more informed when it comes to AI. For any issues please write on my email ( [email protected] ) or on slack (altough im not so active)", "repo": "https://github.com/M-Y-L-O/docs/", "demo": "https://mylo-web-deployument.vercel.app/"}]...
|
[{"post_id": 83873, "ts": "202 [{"post_id": 83873, "ts": "2026-10-28T19:47:18Z", "hours": 2.7119, "text": "I ve been working on more consistent spacing and styling across the app. Better padding, and alignment on elements in order to improve the looks and readability. There are now borders between tab groups for better differentiating each window. Toasters are now colorful, and have a close button. Errors have been made more detailed and don’t disappear automatically (in form of toaster) In the table viewer, the pagination controls have also been made sticky. Bugs in the editor have been fixed (started in the last devlog, forgot to mention) I still have the diagnostics page to polish, docs page and home page to be more than just a hero section. Overall improvements have been made for a production ready build."}, {"post_id": 83758, "ts": "2026-10-28T15:23:11Z", "hours": 4.2411, "text": "Added a settings menu. I am also reworking the styling a bit for better spacing and visibility. There is a white theme but it’s currently just partially working since many colors are hardcoded. From the settings you can also set up your ai assistant settings like default model and api key. You can also reset your workspace layout, and set custom defaults for some things like the optimization page or when creating new agents."}, {"post_id": 40847, "ts": "2026-08-04T17:08:31Z", "hours": 3.2742, "text": "The app is now in a state ready for shipment, small UI tweaks and the possibility to easily enable and disable cloud features has been added. I borrowed an powerful AI agent from a friend to run a security audit on my website and also used it to fix them, as to assure the app is secure."}, {"post_id": 39967, "ts": "2026-08-03T09:36:09Z", "hours": 2.4158, "text": "In order to prepare my app for the ship, I decided to add some documentation and instructions about how to use the app, so there is now a docs page. Also necessary for the ship and publication, I made a Bring Your Own Key system for the AI Assistant, this way I don’t have to maintain and risk any of my own API keys. The keys are encrypted and stored in a Database, and once in said database, they only ever reach the Next.js server, no browser. The last few things I have to do for the ship are the following: -Make it easy to enable/disable cloud features (For the initial ship there will be no cloud features as I can’t pay for any uptime) -Consistent styling for the entire UI, fix any UI quirks I find, and/or redesign sections of the app. -Compile and make a release version of the desktop agent."}, {"post_id": 38340, "ts": "2026-07-31T17:52:37Z", "hours": 4.9881, "text": "I’ve made some polishing and steps towards the ship, that I want to make it happen this week. There have been a lot of bugs fixes and the addition of a new tool: The model diagnostic and retrain tool, which as it says, it helps you get metrics about a model on a specific dataset or, using a dummy input, get characteristics about the model itself. Besides that I got started on a landing page and added some flare to the login page."}, {"post_id": 34688, "ts": "2026-07-25T16:43:00Z", "hours": 2.0772, "text": "AI agent guyz!!! It uses gemini and I gave it some tools to edit and understand the model. I also added a markdown visualiser to have nice and pretty outputs from the model. It wasnt hard to implement and it’s a great addition to the app I feel."}, {"post_id": 34579, "ts": "2026-07-25T13:01:01Z", "hours": 3.2614, "text": "I’ve added cloud project saving and a project catalog! You can publish your projects/models for other to see, train and use in their own projects. It uses a simple s3 bucket for storage and handling the models, nothing too complex. The catalog has some filters and search function."}, {"post_id": 33014, "ts": "2026-07-22T15:52:39Z", "hours": 2.6136, "text": "I have added what I call an orchestrator system, you can now create a new client instance in the cloud, that can then be used for processing and editing your models, this comes as an automatic substitution to hosting your own local client. From the home page you can now click on the add new configuration button and choose the cloud option and a automatic connection will be established. The system uses docker to spin up and manage the instances, there is a service for cleanup and deleting orphan containers. The orchestrator itself doesn’t act like a proxy, all of the request go directly between the next.js server of the interface and instance."}, {"post_id": 31864, "ts": "2026-07-20T16:25:17Z", "hours": 3.5153, "text": "Okk, so there are now more tools to help you analyse your datasets, that includes charts, data quality, correlation and target analysys. Another change is to the optimization, more specifically to the optimization results. You can now clearly see what changes where made to the model, and what mutations the network suffered over time."}, {"post_id": 29086, "ts": "2026-07-15T18:59:26Z", "hours": 5.1808, "text": "What is there more to say, than the fact that there is now a working visual editor for creating your own neural networks!!!! It’s literally unreal engine blueprints but for NN’s, there is a library of nodes, from which you can choose to add, and then you connect those using handles. There is still some stuff to iron out, but this is looking good!"}, {"post_id": 26744, "ts": "2026-07-11T18:27:15Z", "hours": 4.4428, "text": "Ok you guys, we have working neural network optimization! For the moment there is only the option to optimize using a neuroevulution algorithm, but more will come in the future. You can select the input features, target one, change some settings, lay back and get back an optimized version of your neural network. This happens using pytorch models, i’m kind of moving away from .onnx, as they represent an “imovable” final version of a model to say so, and using the descriptor model me and my friend made will allow us to make visually editing models easier. Now, optimizing spits out both a .pt2 and a .onnx file, as the onnx file is directly usable. These changes required some modifications to the .mylo project file structure, but it’s not hard to add new stuff to it. Next, I will have to polish the UI, add some more animations and also handle the posibility to upload both a .pt2 for working and a .onnx for visualisation only in the same project. Besides that I also want to make like a “git” where people will be able to publish their models and stuff for you to use. I have plenty planned, i really like how this project is coming along."}, {"post_id": 24148, "ts": "2026-07-07T15:04:08Z", "hours": 2.2681, "text": "I got a friend that is more talented in working with AI to help me with this project, together, we developed a optimization tool. It’s currently not implemented in the UI, but it follows. Optimization is a huge step in the development of this app, as it incorporates, building new models, training and testing them all in one flow, so by getting this working we opened the doors to training and infering tools for the models you build using MYLO. Also, for this, my friend made a way to describe models in a json format, with the weights held in a seperate files, then, on runtime when needed, using the json, a new pytorch model will be built and the weights loaded, having it ready for any operations needed. I had also been working a lot on design in figma and from my friends computer, so sadly I am only able to count up 2 hours of work for something close to 10. Anyways, hopefully, next devlog ill have a working optimization window to show."}, {"post_id": 15694, "ts": "2026-06-25T14:50:36Z", "hours": 3.1078, "text": "Ok, we got dataset analysis tools! These first tools include a simple table viewer and a check for one-hot encoding, as in certain types of data it can cause excessive memory usage. Next I want to add graphs for data distribution, missing values, etc."}, {"post_id": 14464, "ts": "2026-06-23T16:26:14Z", "hours": 3.0642, "text": "I’ve worked on polishing what I got until now. I remade the home page to be more clean and to help you understand better what’s going on and what you have to do, basically some UX work. In the attached screenshot is the final version of the home page for now, implemented and fully reactive to the possible states."}, {"post_id": 13625, "ts": "2026-06-22T10:51:16Z", "hours": 3.5586, "text": "I got working project files. While there are still some edge cases to iron out, you can save and load projects into the interface. There is also a system, in case the connection between the client and the interface fails, the data won’t be lost, as there is a copy of the entire project stored on the client, so when the connection is reinstated all of the data can be retrieved. This project appears on a dedicated card when in the interface. Here is a small demo of the app:"}, {"post_id": 13072, "ts": "2026-06-21T11:46:57Z", "hours": 4.6014, "text": "I have spent this time integrating authentication into the app and making a small home page from which to manage client connections and projects. There has also been a structural change. Until now when loading a file into the client, on request, the client would open a file picker window using tkinter, but this caused a lot of bugs, as tkinter has to run on the main thread, and in general, blocking the entire server until you picked a file was not good, so instead I made it work more traditionally, by having a file picker open on the web interface and uploading a file there before sending it to the client, and its really much better, the client server isn’t stuck waiting for you to pick a file and also it allows for the client to be on another machine, like a powerful server and you just sending the relevant model files to it. It was still a slow crawl, I had to chew trough a lot of bugs with the authentication, as I implemented a middleware protection system, that blocks any requests that come from an unauthorized user, both for the client and webInterface, making the app fiarly secure, atleast by my standards. Now that I have client connections done with a nice UI to add new clients and stuff, I will occupy myself with loading, exporting and managing project files."}, {"post_id": 11793, "ts": "2026-06-19T05:59:06Z", "hours": 3.5428, "text": "Ok, so I started integrating the authentication into the app, this meant that now I had to make a way to tie projects and sessions to the user. To do this, I created my own project file, which is basically a disguised .zip file. When you save the project, it bundles all the necessary files into the zip, making it easy to send projects but also “tying” a project to a user is now very simple. Besides that, i began working on the Client system, basically, in the app, you will be able to have multiple clients/workers. Some may be in the local network, right on your device or there will be the option to rent out a server and use that for creating and training your neural networks. Now that there can be multiple clients, that means that can be many more errors, so I also decided to add a notification system. It was made using sonner."}, {"post_id": 9373, "ts": "2026-06-15T18:28:29Z", "hours": 4.8778, "text": "This devlog I bring you: - Authentication , made with Auth.js, it has the options to log in using github and google. For now its just the code itself for logging in, retrieving user data and checking if the user is logged in, but it doesnt serve any function. - Properties panel , now you have the option to open the properties panel. When clicking on a node it shows info about that node, like the inputs, outputs and any attributes it has. - Data processing , for now only in the API, the panel is coming too! It takes a csv file and checks it’s compatibility with One-Shot encoding, and other basic information about the data, like missing values, encoding size, etc."}, {"post_id": 7588, "ts": "2026-06-12T18:08:09Z", "hours": 4.0706, "text": "Sooo, I have been pretty efficient. We got the basic UI layout done, with the windows and tabs and everything, which have been customized. We also have a logo (sadly I couldn’t log the time working on it) and most importantly we have the first tool! The visualization tool! (now I realized I’ve misspelled visualize in the app) Which also means I got the communication between the web interface and api working. For now the visualization only works with ONNX files, but I hope to get this expanded to other formats like pytorch files. The tool works this way. You “point” to the file on your computer, the client on your laptop processes it and generates a list of edges and nodes, where each node carries specific information about itself. Then in the UI I post-process them a bit, as the names are pretty ugly like “/lstm/LSTM|/” and I just trim it. Then based on the category of node, I color it a specific color. The constant nodes are removed for clarity (although I will add a way to re-enable them). Then using ELKjs I order the nodes and then display them using react-flow. I really like how it all turned out. Some other notable things are about the meubar, it’s very easy to add buttons, and for those buttons to have nested ones, its just basically a JSON, where each button has a label, an onClick function and children. All of this setup will help me in the future. This is all for now."}, {"post_id": 6388, "ts": "2026-06-10T19:02:42Z", "hours": 1.2836, "text": "I’ve started with the scaffolding of this project. I want the UI to be IDE like, so I created a window management system using Dockview. I also made a Client class. The idea is for there to be two ways to process your neural networks, either locally or in the cloud, thus I made this client class that should make it very easy to switch between the two on the Frontend side. In the client itself, where all the processing happens, I made a very basic fastapi server and some endpoints for testing, as well as laid the brickwork to “load” local files into the client, without having them uploaded to the Website UI and then sent over to the MYLO client on the PC, basically creating a duplicate just to read from it. It works by instead of opening a file dialog in the browser, opening one from the python client installed on the computer, thus allowing me to access information such as the absolute file path, which would otherwise not be possible trough the webinterface."}]...
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Title: MYLO by @Mihai | Stardance
Devlogs:
I’ve s Title: MYLO by @Mihai | Stardance
Devlogs:
I’ve started with the scaffolding of this project. I want the UI to be IDE like, so I created a window management system using Dockview. I also made a Client class. The idea is for there to be two ways to process your neural networks, either locally or in the cloud, thus I made this client class that should make it very easy to switch between the two on the Frontend side. In the client itself, where all the processing happens, I made a very basic fastapi server and some endpoints for testing, as well as laid the brickwork to “load” local files into the client, without having them uploaded to the Website UI and then sent over to the MYLO client on the PC, basically creating a duplicate just to read from it. It works by instead of opening a file dialog in the browser, opening one from the python client installed on the computer, thus allowing me to access information such as the absolute file path, which would otherwise not be possible trough the webinterface.
Sooo, I have been pretty efficient. We got the basic UI layout done, with the windows and tabs and everything, which have been customized. We also have a logo (sadly I couldn’t log the time working on it) and most importantly we have the first tool! The visualization tool! (now I realized I’ve misspelled visualize in the app) Which also means I got the communication between the web interface and api working. For now the visualization only works with ONNX files, but I hope to get this expanded to other formats like pytorch files. The tool works this way. You “point” to the file on your computer, the client on your laptop processes it and generates a list of edges and nodes, where each node carries specific information about itself. Then in the UI I post-process them a bit, as the names are pretty ugly like “/lstm/LSTM|/” and I just trim it. Then based on the category of node, I color it a specific color. The constant nodes are removed for clarity (although I will add a way to re-enable them). Then using ELKjs I order the nodes and then display them using react-flow. I really like how it all turned out. Some other notable things are about the meubar, it’s very easy to add buttons, and for those buttons to have nested ones, its just basically a JSON, where each button has a label, an onClick function and children. All of this setup will help me in the future. This is all for now.
This devlog I bring you: - Authentication , made with Auth.js, it has the options to log in using github and google. For now its just the code itself for logging in, retrieving user data and checking if the user is logged in, but it doesnt serve any function. - Properties panel , now you have the option to open the properties panel. When clicking on a node it shows info about that node, like the inputs, outputs and any attributes it has. - Data processing , for now only in the API, the panel is coming too! It takes a csv file and checks it’s compatibility with One-Shot encoding, and other basic information about the data, like missing values, encoding size, etc.
Ok, so I started integrating the authentication into the app, this meant that now I had to make a way to tie projects and sessions to the user. To do this, I created my own project file, which is basically a disguised .zip file. When you save the project, it bundles all the necessary files into the zip, making it easy to send projects but also “tying” a project to a user is now very simple. Besides that, i began working on the Client system, basically, in the app, you will be able to have multiple clients/workers. Some may be in the local network, right on your device or there will be the option to rent out a server and use that for creating and training your neural networks. Now that there can be multiple clients, that means that can be many more errors, so I also decided to add a notification system. It was made using sonner.
I have spent this time integrating authentication into the app and making a small home page from which to manage client connections and projects. There has also been a structural change. Until now when loading a file into the client, on request, the client would open a file picker window using tkinter, but this caused a lot of bugs, as tkinter has to run on the main thread, and in general, blocking the entire server until you picked a file was not good, so instead I made it work more traditionally, by having a file picker open on the web interface and uploading a file there before sending it to the client, and its really much better, the client server isn’t stuck waiting for you to pick a file and also it allows for the client to be on another machine, like a powerful server and you just sending the relevant model files to it. It was still a slow crawl, I had to chew trough a lot of bugs with the authentication, as I implemented a middleware protection system, that blocks any requests that come from an unauthorized user, both for the client and webInterface, making the app fiarly secure, atleast by my standards. Now that I have client connections done with a nice UI to add new clients and stuff, I will occupy myself with loading, exporting and managing project files.
I got working project files. While there are still some edge cases to iron out, you can save and load projects into the interface. There is also a system, in case the connection between the client and the interface fails, the data won’t be lost, as there is a copy of the entire project stored on the client, so when the connection is reinstated all of the data can be retrieved. This project appears on a dedicated card when in the interface. Here is a small demo of the app:
I’ve worked on polishing what I got until now. I remade the home page to be more clean and to help you understand better what’s going on and what you have to do, basically some UX work. In the attached screenshot is the final version of the home page for now, implemented and fully reactive to the possible states.
Ok, we got dataset analysis tools! These first tools include a simple table viewer and a check for one-hot encoding, as in certain types of data it can cause excessive memory usage. Next I want to add graphs for data distribution, missing values, etc.
I got a friend that is more talented in working with AI to help me with this project, together, we developed a optimization tool. It’s currently not implemented in the UI, but it follows. Optimization is a huge step in the development of this app, as it incorporates, building new models, training and testing them all in one flow, so by getting this working we opened the doors to training and infering tools for the models you build using MYLO. Also, for this, my friend made a way to describe models in a json format, with the weights held in a seperate files, then, on runtime when needed, using the json, a new pytorch model will be built and the weights loaded, having it ready for any operations needed. I had also been working a lot on design in figma and from my friends computer, so sadly I am only able to count up 2 hours of work for something close to 10. Anyways, hopefully, next devlog ill have a working optimization window to show.
Ok you guys, we have working neural network optimization! For the moment there is only the option to optimize using a neuroevulution algorithm, but more will come in the future. You can select the input features, target one, change some settings, lay back and get back an optimized version of your neural network. This happens using pytorch models, i’m kind of moving away from .onnx, as they represent an “imovable” final version of a model to say so, and using the descriptor model me and my friend made will allow us to make visually editing models easier. Now, optimizing spits out both a .pt2 and a .onnx file, as the onnx file is directly usable. These changes required some modifications to the .mylo project file structure, but it’s not hard to add new stuff to it. Next, I will have to polish the UI, add some more animations and also handle the posibility to upload both a .pt2 for working and a .onnx for visualisation only in the same project. Besides that I also want to make like a “git” where people will be able to publish their models and stuff for you to use. I have plenty planned, i really like how this project is coming along.
What is there more to say, than the fact that there is now a working visual editor for creating your own neural networks!!!! It’s literally unreal engine blueprints but for NN’s, there is a library of nodes, from which you can choose to add, and then you connect those using handles. There is still some stuff to iron out, but this is looking good!
Okk, so there are now more tools to help you analyse your datasets, that includes charts, data quality, correlation and target analysys. Another change is to the optimization, more specifically to the optimization results. You can now clearly see what changes where made to the model, and what mutations the network suffered over time.
I have added what I call an orchestrator system, you can now create a new client instance in the cloud, that can then be used for processing and editing your models, this comes as an automatic substitution to hosting your own local client. From the home page you can now click on the add new configuration button and choose the cloud option and a automatic connection will be established. The system uses docker to spin up and manage the instances, there is a service for cleanup and deleting orphan containers. The orchestrator itself doesn’t act like a proxy, all of the request go directly between the next.js server of the interface and instance.
I’ve added cloud project saving and a project catalog! You can publish your projects/models for other to see, train and use in their own projects. It uses a simple s3 bucket for storage and handling the models, nothing too complex. The catalog has some filters and search function.
AI agent guyz!!! It uses gemini and I gave it some tools to edit and understand the model. I also added a markdown visualiser to have nice and pretty outputs from the model. It wasnt hard to implement and it’s a great addition to the app I feel.
I’ve made some polishing and steps towards the ship, that I want to make it happen this week. There have been a lot of bugs fixes and the addition of a new tool: The model diagnostic and retrain tool, which as it says, it helps you get metrics about a model on a specific dataset or, using a dummy input, get characteristics about the model itself. Besides that I got started on a landing page and added some flare to the login page.
In order to prepare my app for the ship, I decided to add some documentation and instructions about how to use the app, so there is now a docs page. Also necessary for the ship and publication, I made a Bring Your Own Key system for the AI Assistant, this way I don’t have to maintain and risk any of my own API keys. The keys are encrypted and stored in a Database, and once in said database, they only ever reach the Next.js server, no browser. The last few things I have to do for the ship are the following: -Make it easy to enable/disable cloud features (For the initial ship there will be no cloud features as I can’t pay for any uptime) -Consistent styling for the entire UI, fix any UI quirks I find, and/or redesign sections of the app. -Compile and make a release version of the desktop agent.
The app is now in a state ready for shipment, small UI tweaks and the possibility to easily enable and disable cloud features has been added. I borrowed an powerful AI agent from a friend to run a security audit on my website and also used it to fix them, as to assure the app is secure.
Added a settings menu. I am also reworking the styling a bit for better spacing and visibility. There is a white theme but it’s currently just partially working since many colors are hardcoded. From the settings you can also set up your ai assistant settings like default model and api key. You can also reset your workspace layout, and set custom defaults for some things like the optimization page or when creating new agents.
I ve been working on more consistent spacing and styling across the app. Better padding, and alignment on elements in order to improve the looks and readability. There are now borders between tab groups for better differentiating each window. Toasters are now colorful, and have a close button. Errors have been made more detailed and don’t disappear automatically (in form of toaster) In the table viewer, the pagination controls have also been made sticky. Bugs in the editor have been fixed (started in the last devlog, forgot to mention) I still have the diagnostics page to polish, docs page and home page to be more than just a hero section. Overall improvements have been made for a production ready build.
Ships:
MYLO is a portable integrated neural network development IDE. Currently, building neural networks for your projects is a hassle, you have to write code, change apps for different tools and they are resource hungry. MYLO is here to change that! MYLO is split between 3 components, all with a different purpose: The Web interface It handles the entire user experience, it’s made to be lightweight, as no actual ML processing is happening on it, thus making it easy to host and usable on many low end devices. Its made using Next.js, and its the gateway to using the powerful tools MYLO provides, tools like: Visual neural network editor, just like any other visual editor, inspired by unreal engine blueprints, you right click to add new nodes and connect them in order to build your own neural network. Model Optimization, it uses a custom Neural-Genetic algorithm that applies mutations to the model, retrains it and then, the better performing models get their attributes passed on to the next generation and so on… Model diagnosis, can either be run using a dummy input or have your model retrained on the dataset itself for better info Dataset analasys tools, to see data distribution and outliers, together with per column information and encoding suggestions Neural network visualization, with in depth info about each node Ai assistant with a BYOK system, that can use tool calling to actually modify the model itself Customizable interface, with window system similar to visual studio code Model catalog where people can upload and share their models/projects Agent connection system, that allows you to use agents running in your local network/machine Now while these are the enabled and visible tools, also implemented are cloud tools that are currently disabled because it’s costly to host them: An agent orchestrator that using docker spins up agent instances on demand and routes them to your app Cloud storage system for projects and models Behind the scenes there is a lot more going on, there is a full documentation document linked in the repo readMe, which I encourage you to read, even tho its in romanian, you can easily translate it. The only thing is it that it doesn’t include more info about the BYOK system and security updates that where made after the documentation was written. The processing Agent It handles all of the ML processing Because of the way it’s implemented, it allows it to run on dedicated machines while the interface just connects to it It features the implementation of the descriptor system, a way to represent models while allowing them to be easily editable, while also having transferable weights and parameters. It sits at the base of the entire editor and optimization system. all of the features mentioned in the interface are run on the agent itself and not on the interface. For a more in depth analasys consult the documentation Orchestrator It handles the creation and destruction of the cloud instances, using a custom docker image and container handling, nothing fancy The biggest challenge… was the descriptor system, as an app made only by me and my friend, it was very hard to implement a robust system, and for the moment it’s quite unfeasable to extend the system further, as currently for each high level node its necessary to create connection templates manually, so thats why the node selection is currently smaller. Also it has to be easily compiled and almost ready for runtime while still being maleable enough for editing. Thankfully all of these hard systems I was able to build with help of a friend who is much more informed when it comes to AI. For any issues please write on my email ( [email protected] ) or on slack (altough im not so active)...
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Paperclip by @Damola | Stardance
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Damola
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Title: Paperclip by @Damola | Stardance
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1793224208.3818963
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My first slack bot! by @FaresAbdelsalam | Stardanc My first slack bot! by @FaresAbdelsalam | Stardance...
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Title: My first slack bot! by @FaresAbdelsalam | S Title: My first slack bot! by @FaresAbdelsalam | Stardance...
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NOVA Club by @Mflash77 | Stardance
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Mflash77
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T14:50:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a portfolio for my club that I started, NOVA (Navigational Operations Vehicle Autonomy), to showcase my projects that I have spent time on and enjoyed working on. The website talks about 3 of my main projects: the NOVA Rover (autonomous Traxxas Bronco with LiDAR and a Raspberry Pi 4), my CyberPatriot bash hardening scripts, and the designs for our satellites in Stellar Xplorers. The website has an About Me section, contact info, and a blog section where I will post devlogs to update about my projects and progress with images! The hardest part for me to build was understanding how to link the images and styling with CSS, because the HTML code was mostly easy due to the simple format and repetitive nature you have to follow, but with the CSS I had to use trial and error many times to figure out how to actually make my website look presentable. I also had to figure out how to flip my project cards on the website from vertical to horizontal so it would be more readable to someone accessing my website.My goal with the website is to add way more images and videos about my projects, make it so I can link all my accounts, and also share it with my club members so they can also add their achievements on different pages. One of the things I was most proud of is the way I turned the basic broken page I started yesterday into an actual website, which is hosted and not local anymore, as well as the achievement of the bash script. which has helped over 80 teams and gotten my CyberPatriot team 20th in the nation out of 400 teams! To access the website, all you have to do is just click on the GitHub link @: https://mflash777.github.io/Website/", "repo": "https://github.com/Mflash777/Website", "demo": "https://mflash777.github.io/Website/"}]...
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[{"post_id": 40505, "ts": "202 [{"post_id": 40505, "ts": "2026-08-04T02:31:55Z", "hours": 0.8425, "text": "So I’m basically going to reship my portfolio website after I was informed that my Cybersecurity and AI buttons weren’t working on the main tab page. So I changed the layout and added the AI page with more info about my projects like NOVA and using Claude and AI to help local businesses. I also improved the layout for the favorite / showcase project section to make it easier to read. I added a couple more images to give the website more of a personal touch to show my projects. I then added links to the Stellar Xplorers website (soon to my other portfolio website) and then added to my daily log on my website."}, {"post_id": 38197, "ts": "2026-07-31T14:16:14Z", "hours": 1.7378, "text": "From the original website I had yesterday, which was just the title and one line about me, I’ve added a lot of amazing stuff and learned many new things, like adding images, links, rows of text, hyperlinking parts of the page, and creating a space-themed background that turned out great! I added an about me section that talks about my experience, a section about my projects for NOVA, CyberPatriot, and StellarXplorers, and my favorite GitHub project on bash commands. I especially loved writing about the bash commands because they’ve helped over 80 teams across the nation and got us to 20th place out of over 400 teams by saving time on hardening systems in windows and Linux. Below that, I added a project updates section to post devlogs and updates on my work, plus a contact area where you can email me and see my GitHub page. I also discovered you can post pages on GitHub, which I’d never tried before but will definitely use in the future, and I loved working on the mission. Contact me if you guys have any questions! :)"}, {"post_id": 37979, "ts": "2026-07-31T02:04:41Z", "hours": 0.6658, "text": "So, I just started working on my basic HTML site, I was able to code the basic layout and text at first which is in the 4th image. Then after going over the basics of CSS I was able to add some detail and some colors to it to make it pop out a bit. After that I played around with eh fonts and the sizes to find an optimal for the home page which is the screen shot that says, “Welcome to NOVA(Navigational Operations Vehicle Autonomy)!” I also have included the CSS code I used so far with the HTML code Aswell. My next update will be adding photos and links, as well as pages which I started working on my HTML and is seen in the screenshot. Let me know if you guys have any questions about my club or project? :)"}]...
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Title: NOVA Club by @Mflash77 | Stardance
Devlogs Title: NOVA Club by @Mflash77 | Stardance
Devlogs:
So, I just started working on my basic HTML site, I was able to code the basic layout and text at first which is in the 4th image. Then after going over the basics of CSS I was able to add some detail and some colors to it to make it pop out a bit. After that I played around with eh fonts and the sizes to find an optimal for the home page which is the screen shot that says, “Welcome to NOVA(Navigational Operations Vehicle Autonomy)!” I also have included the CSS code I used so far with the HTML code Aswell. My next update will be adding photos and links, as well as pages which I started working on my HTML and is seen in the screenshot. Let me know if you guys have any questions about my club or project? :)
From the original website I had yesterday, which was just the title and one line about me, I’ve added a lot of amazing stuff and learned many new things, like adding images, links, rows of text, hyperlinking parts of the page, and creating a space-themed background that turned out great! I added an about me section that talks about my experience, a section about my projects for NOVA, CyberPatriot, and StellarXplorers, and my favorite GitHub project on bash commands. I especially loved writing about the bash commands because they’ve helped over 80 teams across the nation and got us to 20th place out of over 400 teams by saving time on hardening systems in windows and Linux. Below that, I added a project updates section to post devlogs and updates on my work, plus a contact area where you can email me and see my GitHub page. I also discovered you can post pages on GitHub, which I’d never tried before but will definitely use in the future, and I loved working on the mission. Contact me if you guys have any questions! :)
So I’m basically going to reship my portfolio website after I was informed that my Cybersecurity and AI buttons weren’t working on the main tab page. So I changed the layout and added the AI page with more info about my projects like NOVA and using Claude and AI to help local businesses. I also improved the layout for the favorite / showcase project section to make it easier to read. I added a couple more images to give the website more of a personal touch to show my projects. I then added links to the Stellar Xplorers website (soon to my other portfolio website) and then added to my daily log on my website.
Ships:
I made a portfolio for my club that I started, NOVA (Navigational Operations Vehicle Autonomy), to showcase my projects that I have spent time on and enjoyed working on. The website talks about 3 of my main projects: the NOVA Rover (autonomous Traxxas Bronco with LiDAR and a Raspberry Pi 4), my CyberPatriot bash hardening scripts, and the designs for our satellites in Stellar Xplorers. The website has an About Me section, contact info, and a blog section where I will post devlogs to update about my projects and progress with images! The hardest part for me to build was understanding how to link the images and styling with CSS, because the HTML code was mostly easy due to the simple format and repetitive nature you have to follow, but with the CSS I had to use trial and error many times to figure out how to actually make my website look presentable. I also had to figure out how to flip my project cards on the website from vertical to horizontal so it would be more readable to someone accessing my website.My goal with the website is to add way more images and videos about my projects, make it so I can link all my accounts, and also share it with my club members so they can also add their achievements on different pages. One of the things I was most proud of is the way I turned the basic broken page I started yesterday into an actual website, which is hosted and not local anymore, as well as the achievement of the bash script. which has helped over 80 teams and gotten my CyberPatriot team 20th in the nation out of 400 teams! To access the website, all you have to do is just click on the GitHub link @: https://mflash777.github.io/Website/...
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1793224210.1444037
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1793310610.1444037
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17256
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My first slack bot! by @suryak | Stardance
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suryak
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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 @suryak | Stardance
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1793224211.298624
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1793829011.298624
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4909
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Hack Piano by @sjpark01 | Stardance
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sjpark01
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0
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37.07
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0
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[]
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[{"post_id": 39596, "ts": "202 [{"post_id": 39596, "ts": "2026-08-02T18:01:11Z", "hours": 1.6133, "text": "Fancy Keys! I added piano keys! also fixed the mounting holes. custom knob next??? (actually I should fix the firmware first…)"}, {"post_id": 18486, "ts": "2026-06-29T17:25:19Z", "hours": 0.7111, "text": "Firmware done… so I rushed out some quick firmware to get the sticker. I’m definitally gonna have to redo it lol hey, first ship soon though"}, {"post_id": 18197, "ts": "2026-06-29T08:18:47Z", "hours": 1.8042, "text": "Firmware time Omg the firmware is so much harder than I hoped I have no idea what I’m doing, I’m already tired and stressed, and the resources haven’t helped much so far. This feels like trying to piece together a program from someone else’s random programming language. At least it has ok documentation (for what I’m trying to do), but it’s just so confusing omg I’m like entering crash-out territory on this project Need help!"}, {"post_id": 16894, "ts": "2026-06-27T12:51:58Z", "hours": 10.385, "text": "Bro I just want to be done with this project hsit just keeps getting fuffufd bro so heres an updated list knob (might just grab a model off the internet keycaps (might just buy some) color (different print filament?) holes (why is this explained so vaugely in the guide bro im gonna crash out over this these stupid freaking holes omg) firmware, still gotta do that so uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh yeah, not goin great rn. Maybe I should have just made a 3 key rectangle… srry no new pic this time, im just too tired rn"}, {"post_id": 13125, "ts": "2026-06-21T13:49:16Z", "hours": 6.2731, "text": "CASE DONE WOWOWOWOWOWOWOW this took way longer that I thought… looks pretty sweet though now i’ve just got knob keys color? holes for case firmware left to do and then I can finally ship this 20+ hr project! Yippee!"}, {"post_id": 11855, "ts": "2026-06-19T09:26:00Z", "hours": 4.9244, "text": "Been working on the details of the case. I’m really pulling out all of the stops (that I am aware of) for this project. Here’s the rough sketch!"}, {"post_id": 10081, "ts": "2026-06-16T17:38:42Z", "hours": 4.6008, "text": "Man I wish I made the case together with the pcb. having to go back and edit the pcb because something didn’t turn out quite right on the case is such a pain"}, {"post_id": 8240, "ts": "2026-06-13T18:19:40Z", "hours": 1.8097, "text": "Lapse ate 2hrs of work today, turns out I’m not supposed to pause the recording and then turn the computer off or else the recording corrupts silently. if anyone knows where I can find the 3d models to the components, please tell me!"}, {"post_id": 4911, "ts": "2026-06-08T14:26:32Z", "hours": 3.7994, "text": "New pcb design, hopefully it’s good! kudos to Anicetus on slack for the idea"}, {"post_id": 4002, "ts": "2026-06-07T04:37:04Z", "hours": 1.145, "text": "BIG problem, pcb too big. need help!"}]...
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Title: Hack Piano by @sjpark01 | Stardance
Devlog Title: Hack Piano by @sjpark01 | Stardance
Devlogs:
BIG problem, pcb too big. need help!
New pcb design, hopefully it’s good! kudos to Anicetus on slack for the idea
Lapse ate 2hrs of work today, turns out I’m not supposed to pause the recording and then turn the computer off or else the recording corrupts silently. if anyone knows where I can find the 3d models to the components, please tell me!
Man I wish I made the case together with the pcb. having to go back and edit the pcb because something didn’t turn out quite right on the case is such a pain
Been working on the details of the case. I’m really pulling out all of the stops (that I am aware of) for this project. Here’s the rough sketch!
CASE DONE WOWOWOWOWOWOWOW this took way longer that I thought… looks pretty sweet though now i’ve just got knob keys color? holes for case firmware left to do and then I can finally ship this 20+ hr project! Yippee!
Bro I just want to be done with this project hsit just keeps getting fuffufd bro so heres an updated list knob (might just grab a model off the internet keycaps (might just buy some) color (different print filament?) holes (why is this explained so vaugely in the guide bro im gonna crash out over this these stupid freaking holes omg) firmware, still gotta do that so uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh yeah, not goin great rn. Maybe I should have just made a 3 key rectangle… srry no new pic this time, im just too tired rn
Firmware time Omg the firmware is so much harder than I hoped I have no idea what I’m doing, I’m already tired and stressed, and the resources haven’t helped much so far. This feels like trying to piece together a program from someone else’s random programming language. At least it has ok documentation (for what I’m trying to do), but it’s just so confusing omg I’m like entering crash-out territory on this project Need help!
Firmware done… so I rushed out some quick firmware to get the sticker. I’m definitally gonna have to redo it lol hey, first ship soon though
Fancy Keys! I added piano keys! also fixed the mounting holes. custom knob next??? (actually I should fix the firmware first…)...
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1793224212.1905558
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1793829012.1905558
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1588
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My first slack bot! by @Boody | Stardance
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Boody
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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 @Boody | Stardance
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1793224213.4399858
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1793829013.4399858
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41640
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CTF Replay Lab by @V01d_404 | Stardance
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V01d_404
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1
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9.52
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T08:00:44Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and deployed the first complete version of CTF Replay Lab, a local-first browser workspace that helps CTF players understand how an investigation is solved instead of simply copying a finished writeup. The problem I wanted to solve is that beginners often have to switch between several unfamiliar tools, manually track evidence, and guess whether a discovered flag-shaped string is real or just a decoy. CTF Replay Lab brings that workflow into one guided interface while keeping the uploaded artifact inside the browser. I implemented magic-byte file detection, SHA-256 hashing, Shannon entropy analysis, printable-text statistics, metadata parsing, ASCII and UTF-16LE string extraction, an offset-aware hex viewer, file carving, and appended or embedded ZIP detection. It supports analysis of formats including PNG, JPEG, PDF, ZIP, ELF, PE, WAV, PCAP, and text artifacts. I also built a multi-stage decoder workbench for Base64, hex, ROT13, Caesar cipher, URL decoding, reversed text, and repeating-key XOR. Users can pass one decoder’s output directly into the next operation, preserve findings in an evidence ledger, write investigation notes, replay their actions, follow progressive hints, and export Markdown reports or JSON evidence. The three biggest quality-of-life improvements are: No setup or artifact uploading: analysis runs locally in the browser, files are not sent to a backend, and uploaded executables are never run. A guided investigation workflow: the timeline, progressive hints, evidence ledger, and built-in demo make the reasoning process easier to follow. Reliable flag verification: discovered flag-shaped strings remain unverified until a trusted challenge manifest confirms their SHA-256 hash. The hardest part was preventing every flag-looking string from being treated as the correct answer. I solved this with provenance tracking, manifest-backed verification, and optional artifact hashes so a flag cannot be verified against the wrong challenge file. I also added archive safety controls, including upload and extraction limits, compression-ratio checks, safe filenames, and rejection of unsupported compression methods. I am most proud that the project does not only show analysis results—it preserves the steps that produced them, helping newer players learn a repeatable investigation process. Please test the built-in demo or upload authorized CTF artifacts, especially files with misleading extensions, appended archives, encoded payloads, or multiple flag-shaped decoys. I would especially appreciate feedback about false detections, confusing hints, broken extraction or decoder workflows, browser performance, and mobile responsiveness. Next, I plan to test more malformed files and complete challenge flows, fix remaining bugs, improve the mobile experience, and record a short demonstration video. Github: https://github.com/FluxKnight/CTF-Replay-Lab", "repo": "https://github.com/FluxKnight/CTF-Replay-Lab-02", "demo": "https://fluxknight.github.io/CTF-Replay-Lab-02/"}]...
|
[{"post_id": 37801, "ts": "202 [{"post_id": 37801, "ts": "2026-07-30T18:56:05Z", "hours": 0.5161, "text": "I’m building CTF Replay Lab, an interactive browser-based workspace that turns CTF artifacts into guided investigations instead of just giving players a terminal and expecting them to figure everything out alone. The idea is simple: beginners often get stuck because they don’t know what to look at next or why a certain command matters. So this project helps users analyze files, inspect metadata, extract hidden clues, and move through replayable checkpoints while learning the reasoning behind each step. It supports common CTF workflows like hashing, entropy checks, string extraction, hex inspection, Base64/ROT/Caesar/XOR-style decoding, and evidence tracking — all in one place. I’m also making it privacy-friendly by keeping the analysis local in the browser whenever possible. My goal is to make CTFs feel less intimidating, more educational, and much more accessible for newcomers. Github : https://github.com/FluxKnight/CTF-Replay-Lab-02 Live URL : https://fluxknight.github.io/CTF-Replay-Lab-02/"}, {"post_id": 37472, "ts": "2026-07-30T07:41:17Z", "hours": 9.1364, "text": "I built and deployed the first complete version of CTF Replay Lab, a local-first browser workspace that helps CTF players understand how an investigation is solved instead of simply copying a finished writeup. The problem I wanted to solve is that beginners often have to switch between several unfamiliar tools, manually track evidence, and guess whether a discovered flag-shaped string is real or just a decoy. CTF Replay Lab brings that workflow into one guided interface while keeping the uploaded artifact inside the browser. I implemented magic-byte file detection, SHA-256 hashing, Shannon entropy analysis, printable-text statistics, metadata parsing, ASCII and UTF-16LE string extraction, an offset-aware hex viewer, file carving, and appended or embedded ZIP detection. It supports analysis of formats including PNG, JPEG, PDF, ZIP, ELF, PE, WAV, PCAP, and text artifacts. I also built a multi-stage decoder workbench for Base64, hex, ROT13, Caesar cipher, URL decoding, reversed text, and repeating-key XOR. Users can pass one decoder’s output directly into the next operation, preserve findings in an evidence ledger, write investigation notes, replay their actions, follow progressive hints, and export Markdown reports or JSON evidence. The three biggest quality-of-life improvements are: No setup or artifact uploading: analysis runs locally in the browser, files are not sent to a backend, and uploaded executables are never run. A guided investigation workflow: the timeline, progressive hints, evidence ledger, and built-in demo make the reasoning process easier to follow. Reliable flag verification: discovered flag-shaped strings remain unverified until a trusted challenge manifest confirms their SHA-256 hash. The hardest part was preventing every flag-looking string from being treated as the correct answer. I solved this with provenance tracking, manifest-backed verification, and optional artifact hashes so a flag cannot be verified against the wrong challenge file. I also added archive safety controls, including upload and extraction limits, compression-ratio checks, safe filenames, and rejection of unsupported compression methods. I am most proud that the project does not only show analysis results—it preserves the steps that produced them, helping newer players learn a repeatable investigation process. Please test the built-in demo or upload authorized CTF artifacts, especially files with misleading extensions, appended archives, encoded payloads, or multiple flag-shaped decoys. I would especially appreciate feedback about false detections, confusing hints, broken extraction or decoder workflows, browser performance, and mobile responsiveness. Next, I plan to test more malformed files and complete challenge flows, fix remaining bugs, improve the mobile experience, and record a short demonstration video. Github: https://github.com/FluxKnight/CTF-Replay-Lab Live demo: https://fluxknight.github.io/CTF-Replay-Lab/"}]...
|
Title: CTF Replay Lab by @V01d_404 | Stardance
De Title: CTF Replay Lab by @V01d_404 | Stardance
Devlogs:
I built and deployed the first complete version of CTF Replay Lab, a local-first browser workspace that helps CTF players understand how an investigation is solved instead of simply copying a finished writeup. The problem I wanted to solve is that beginners often have to switch between several unfamiliar tools, manually track evidence, and guess whether a discovered flag-shaped string is real or just a decoy. CTF Replay Lab brings that workflow into one guided interface while keeping the uploaded artifact inside the browser. I implemented magic-byte file detection, SHA-256 hashing, Shannon entropy analysis, printable-text statistics, metadata parsing, ASCII and UTF-16LE string extraction, an offset-aware hex viewer, file carving, and appended or embedded ZIP detection. It supports analysis of formats including PNG, JPEG, PDF, ZIP, ELF, PE, WAV, PCAP, and text artifacts. I also built a multi-stage decoder workbench for Base64, hex, ROT13, Caesar cipher, URL decoding, reversed text, and repeating-key XOR. Users can pass one decoder’s output directly into the next operation, preserve findings in an evidence ledger, write investigation notes, replay their actions, follow progressive hints, and export Markdown reports or JSON evidence. The three biggest quality-of-life improvements are: No setup or artifact uploading: analysis runs locally in the browser, files are not sent to a backend, and uploaded executables are never run. A guided investigation workflow: the timeline, progressive hints, evidence ledger, and built-in demo make the reasoning process easier to follow. Reliable flag verification: discovered flag-shaped strings remain unverified until a trusted challenge manifest confirms their SHA-256 hash. The hardest part was preventing every flag-looking string from being treated as the correct answer. I solved this with provenance tracking, manifest-backed verification, and optional artifact hashes so a flag cannot be verified against the wrong challenge file. I also added archive safety controls, including upload and extraction limits, compression-ratio checks, safe filenames, and rejection of unsupported compression methods. I am most proud that the project does not only show analysis results—it preserves the steps that produced them, helping newer players learn a repeatable investigation process. Please test the built-in demo or upload authorized CTF artifacts, especially files with misleading extensions, appended archives, encoded payloads, or multiple flag-shaped decoys. I would especially appreciate feedback about false detections, confusing hints, broken extraction or decoder workflows, browser performance, and mobile responsiveness. Next, I plan to test more malformed files and complete challenge flows, fix remaining bugs, improve the mobile experience, and record a short demonstration video. Github: https://github.com/FluxKnight/CTF-Replay-Lab Live demo: https://fluxknight.github.io/CTF-Replay-Lab/
I’m building CTF Replay Lab, an interactive browser-based workspace that turns CTF artifacts into guided investigations instead of just giving players a terminal and expecting them to figure everything out alone. The idea is simple: beginners often get stuck because they don’t know what to look at next or why a certain command matters. So this project helps users analyze files, inspect metadata, extract hidden clues, and move through replayable checkpoints while learning the reasoning behind each step. It supports common CTF workflows like hashing, entropy checks, string extraction, hex inspection, Base64/ROT/Caesar/XOR-style decoding, and evidence tracking — all in one place. I’m also making it privacy-friendly by keeping the analysis local in the browser whenever possible. My goal is to make CTFs feel less intimidating, more educational, and much more accessible for newcomers. Github : https://github.com/FluxKnight/CTF-Replay-Lab-02 Live URL : https://fluxknight.github.io/CTF-Replay-Lab-02/
Ships:
I built and deployed the first complete version of CTF Replay Lab, a local-first browser workspace that helps CTF players understand how an investigation is solved instead of simply copying a finished writeup. The problem I wanted to solve is that beginners often have to switch between several unfamiliar tools, manually track evidence, and guess whether a discovered flag-shaped string is real or just a decoy. CTF Replay Lab brings that workflow into one guided interface while keeping the uploaded artifact inside the browser. I implemented magic-byte file detection, SHA-256 hashing, Shannon entropy analysis, printable-text statistics, metadata parsing, ASCII and UTF-16LE string extraction, an offset-aware hex viewer, file carving, and appended or embedded ZIP detection. It supports analysis of formats including PNG, JPEG, PDF, ZIP, ELF, PE, WAV, PCAP, and text artifacts. I also built a multi-stage decoder workbench for Base64, hex, ROT13, Caesar cipher, URL decoding, reversed text, and repeating-key XOR. Users can pass one decoder’s output directly into the next operation, preserve findings in an evidence ledger, write investigation notes, replay their actions, follow progressive hints, and export Markdown reports or JSON evidence. The three biggest quality-of-life improvements are: No setup or artifact uploading: analysis runs locally in the browser, files are not sent to a backend, and uploaded executables are never run. A guided investigation workflow: the timeline, progressive hints, evidence ledger, and built-in demo make the reasoning process easier to follow. Reliable flag verification: discovered flag-shaped strings remain unverified until a trusted challenge manifest confirms their SHA-256 hash. The hardest part was preventing every flag-looking string from being treated as the correct answer. I solved this with provenance tracking, manifest-backed verification, and optional artifact hashes so a flag cannot be verified against the wrong challenge file. I also added archive safety controls, including upload and extraction limits, compression-ratio checks, safe filenames, and rejection of unsupported compression methods. I am most proud that the project does not only show analysis results—it preserves the steps that produced them, helping newer players learn a repeatable investigation process. Please test the built-in demo or upload authorized CTF artifacts, especially files with misleading extensions, appended archives, encoded payloads, or multiple flag-shaped decoys. I would especially appreciate feedback about false detections, confusing hints, broken extraction or decoder workflows, browser performance, and mobile responsiveness. Next, I plan to test more malformed files and complete challenge flows, fix remaining bugs, improve the mobile experience, and record a short demonstration video. Github: https://github.com/FluxKnight/CTF-Replay-Lab...
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1793224218.6965268
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1793310618.6965268
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30145
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My awesome macropad! by @jmantheman30 | Stardance
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jmantheman30
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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 @jmantheman30 | Sta Title: My awesome macropad! by @jmantheman30 | Stardance...
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1793224221.4694614
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1793829021.4694614
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21542
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My awesome macropad! by @FF | Stardance
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FF
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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 @FF | Stardance
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1793224222.3366156
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1793829022.3366156
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15528
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My very own WebOS by @ansinfg | Stardance
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ansinfg
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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 @ansinfg | Stardance
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1793224223.2361965
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1793829023.2361965
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42907
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LifeTab by @CadenO | Stardance
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CadenO
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T22:19:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a new tab webpage with Conway’s game of life running in the background. It can search google, follow web addresses, and look satisfying! I had the most trouble with using CSS to lay things out, as I haven’t done a lot of frontend in a while, but I am content with how it looks.", "repo": "https://github.com/Cesium72/LifeTab", "demo": "https://cesium72.github.io/LifeTab/"}]...
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[{"post_id": 41455, "ts": "202 [{"post_id": 41455, "ts": "2026-08-05T17:47:33Z", "hours": 1.9761, "text": "I’ve been making LifeTab, a new tab page with John Conway’s game of life running in the background. So far, the image basically shows it all, as I haven’t done frontend in a while."}]...
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Title: LifeTab by @CadenO | Stardance
Devlogs:
I’ Title: LifeTab by @CadenO | Stardance
Devlogs:
I’ve been making LifeTab, a new tab page with John Conway’s game of life running in the background. So far, the image basically shows it all, as I haven’t done frontend in a while.
Ships:
I made a new tab webpage with Conway’s game of life running in the background. It can search google, follow web addresses, and look satisfying! I had the most trouble with using CSS to lay things out, as I haven’t done a lot of frontend in a while, but I am content with how it looks....
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1793224224.1188917
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1793310624.1188917
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42909
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Patio Light Hooks by @cadencrouch88 | Stardance
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cadencrouch88
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T06:55:48Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made patio light hooks that don’t require any drilling to attach. The design came after a problem I had with adhesive strip clips not holding well due to the tension in the string lights. With this clip, it should be able to bear the tension and hold up the string lights. The most difficult thing about this project was setting up GitHub for the first time and learning how to reference images and screenshots. This is my first ship, so I know that there will be problems that will need fixing. However, I’m glad that I was able to post a simple project that introduced me to the process of building on stardance and hopefully will lead to more complex projects. In the off-chance that someone wants to use this project, it should just be known that the dimensions will probably have to change for each component that you have (patio plank width and wire diameter). I found that a tolerance of 5 thou was about right for me and led to a near press fit for both the wire and the patio plank.", "repo": "https://github.com/CCrouch88/Patio-Light-Hooks", "demo": ""}]...
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[{"post_id": 40571, "ts": "202 [{"post_id": 40571, "ts": "2026-08-04T06:47:38Z", "hours": 0.3067, "text": "First V1 test successful, the print failed about 75% through because of a spool error, but it didn’t affect the usability. Possible iterations for V2 might include tighter tolerance or shortening the clip width."}, {"post_id": 39259, "ts": "2026-08-02T03:37:19Z", "hours": 0.4744, "text": "Patio Light Hooks - In this devlog, being my first, I wanted to test out the lapse recording feature as well as make an initial design sketch and 3D CAD model. The sketch features some of the necessary dimensions I needed to consider when making the hook, and the CAD model reflects the design decisions. I accidentally recorded the wrong tab for the CAD model and couldn’t find a way to edit the footage or rerecord. So I’ll attach the progress I made so far and fix the error during the rest of the process."}]...
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Title: Patio Light Hooks by @cadencrouch88 | Stard Title: Patio Light Hooks by @cadencrouch88 | Stardance
Devlogs:
Patio Light Hooks - In this devlog, being my first, I wanted to test out the lapse recording feature as well as make an initial design sketch and 3D CAD model. The sketch features some of the necessary dimensions I needed to consider when making the hook, and the CAD model reflects the design decisions. I accidentally recorded the wrong tab for the CAD model and couldn’t find a way to edit the footage or rerecord. So I’ll attach the progress I made so far and fix the error during the rest of the process.
First V1 test successful, the print failed about 75% through because of a spool error, but it didn’t affect the usability. Possible iterations for V2 might include tighter tolerance or shortening the clip width.
Ships:
I made patio light hooks that don’t require any drilling to attach. The design came after a problem I had with adhesive strip clips not holding well due to the tension in the string lights. With this clip, it should be able to bear the tension and hold up the string lights. The most difficult thing about this project was setting up GitHub for the first time and learning how to reference images and screenshots. This is my first ship, so I know that there will be problems that will need fixing. However, I’m glad that I was able to post a simple project that introduced me to the process of building on stardance and hopefully will lead to more complex projects. In the off-chance that someone wants to use this project, it should just be known that the dimensions will probably have to change for each component that you have (patio plank width and wire diameter). I found that a tolerance of 5 thou was about right for me and led to a near press fit for both the wire and the patio plank....
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1793224225.034542
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1793310625.034542
|
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42931
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inspireFlow by @Cret | Stardance
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Cret
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1
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20.0
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74
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T03:40:35Z", "hours": 20.0, "multiplier": 5.89, "payout": 74, "blessing": "neutral", "text": "Thank you to visit here. I am the frontend developer You can create a new account or use our demo account demo account: pawntest2026 password: test123456789abc", "repo": "https://github.com/AdvxPlora2026/inspire-flow-frontend", "demo": "https://testflight.apple.com/join/ezvT3SN9"}]...
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[{"post_id": 42419, "ts": "202 [{"post_id": 42419, "ts": "2026-08-07T03:34:32Z", "hours": 0.4786, "text": "I want to add English support first. And then I give up"}, {"post_id": 40600, "ts": "2026-08-04T07:55:13Z", "hours": 19.1381, "text": "InspireFlow An AI-powered creative workflow assistant for creators. InspireFlow (升变) is a project built by a team of high school students during AdventureX 2026. It explores how AI can help creators manage the journey from an initial idea to a finished piece of content, while keeping their creative assets organized and under their control. What are we building? Creating content often involves scattered ideas, unfinished drafts, collaboration messages, brand requirements, and production plans across different tools. InspireFlow aims to provide a unified workflow where creators can: Capture and organize creative ideas Transform rough thoughts into structured content plans Assist with outlines, scripts, and production workflows using AI Keep track of creative assets and collaboration history Create verifiable records for important creative materials The goal is to make the creative process more organized, transparent, and easier to manage. Why InspireFlow? Many creators spend significant time developing ideas, writing drafts, and communicating with collaborators. However, these valuable creative assets are often stored across disconnected platforms, making it difficult to track ownership, changes, and the evolution of an idea. InspireFlow explores a different approach: creators should have better visibility and control over the creative process behind their work. How it works InspireFlow combines several technologies: AI assistance — helping creators structure ideas and improve workflows On-device processing — designed to keep sensitive creative information local whenever possible iOS application — providing a native experience for creators Hardware interaction — integrating with devices such as smart rings for easier idea capture Blockchain-based records — exploring ways to create verifiable records for creative assets Current Status InspireFlow is currently a prototype/demo developed during AdventureX 2026. The project was built within a short hackathon timeframe, including: A complete iOS demo application AI-assisted creative workflows Hardware integration experiments A prototype for creative asset verification There is still a lot to improve, and we are continuing to explore how AI can better support creators. Vision From the first spark of an idea to the final delivery, creators should have a clearer and more connected workflow. InspireFlow is an experiment toward building tools that help creators focus on creativity while maintaining better control over their creative process."}]...
|
Title: inspireFlow by @Cret | Stardance
Devlogs:
Title: inspireFlow by @Cret | Stardance
Devlogs:
InspireFlow An AI-powered creative workflow assistant for creators. InspireFlow (升变) is a project built by a team of high school students during AdventureX 2026. It explores how AI can help creators manage the journey from an initial idea to a finished piece of content, while keeping their creative assets organized and under their control. What are we building? Creating content often involves scattered ideas, unfinished drafts, collaboration messages, brand requirements, and production plans across different tools. InspireFlow aims to provide a unified workflow where creators can: Capture and organize creative ideas Transform rough thoughts into structured content plans Assist with outlines, scripts, and production workflows using AI Keep track of creative assets and collaboration history Create verifiable records for important creative materials The goal is to make the creative process more organized, transparent, and easier to manage. Why InspireFlow? Many creators spend significant time developing ideas, writing drafts, and communicating with collaborators. However, these valuable creative assets are often stored across disconnected platforms, making it difficult to track ownership, changes, and the evolution of an idea. InspireFlow explores a different approach: creators should have better visibility and control over the creative process behind their work. How it works InspireFlow combines several technologies: AI assistance — helping creators structure ideas and improve workflows On-device processing — designed to keep sensitive creative information local whenever possible iOS application — providing a native experience for creators Hardware interaction — integrating with devices such as smart rings for easier idea capture Blockchain-based records — exploring ways to create verifiable records for creative assets Current Status InspireFlow is currently a prototype/demo developed during AdventureX 2026. The project was built within a short hackathon timeframe, including: A complete iOS demo application AI-assisted creative workflows Hardware integration experiments A prototype for creative asset verification There is still a lot to improve, and we are continuing to explore how AI can better support creators. Vision From the first spark of an idea to the final delivery, creators should have a clearer and more connected workflow. InspireFlow is an experiment toward building tools that help creators focus on creativity while maintaining better control over their creative process.
I want to add English support first. And then I give up
Ships:
Thank you to visit here. I am the frontend developer You can create a new account or use our demo account demo account: pawntest2026 password: test123456789abc...
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1793224225.937398
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1793310625.937398
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12245
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My awesome macropad! by @shawonhossain | Stardance
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shawonhossain
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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 @shawonhossain | St Title: My awesome macropad! by @shawonhossain | Stardance...
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1793224227.1067863
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1793829027.1067863
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29740
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My awesome macropad! by @aiden_depalma | Stardance
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aiden_depalma
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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 @aiden_depalma | St Title: My awesome macropad! by @aiden_depalma | Stardance...
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1793224228.0270448
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1793829028.0270448
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35683
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pro gym manager by @youssefmotaouakil | Stardance
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youssefmotaouakil
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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: pro gym manager by @youssefmotaouakil | Sta Title: pro gym manager by @youssefmotaouakil | Stardance...
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1793224228.9551764
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1793829028.9551764
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47146
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10-Second Madness by @SCAMMARAS | Stardance
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SCAMMARAS
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2
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9.0
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49
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T00:01:46Z", "hours": 4.0, "multiplier": 12.8, "payout": 49, "blessing": "neutral", "text": "Hello again this is my second ship for this project as i had said and before this whole mission is amazing and i really liked following the guide and making the game even when i have made so more advanced godot projects before. Anyway that’s enough about me let’s talk about the game. So what changed, i added 3 new minigames and sfx with bg music. I made some small cutscenes they came out rough but still i like it qs i think it’s more of an assets problem that animation and i tried making my own assets , i did but you can see the difference between the ones i found and the ones i made", "repo": "https://github.com/Nikolaossamaras/10-Second-Madness", "demo": "https://scammaras.itch.io/10-second-madness"}, {"ship_num": 2, "ts": "2026-08-14T12:30:27Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s time for the Ship!!! I started this mission 2 days ago and found it pretty intresting and beginner friendly as the guide explains every step tbf though i would like if the code parts of the guide had more explanation in them so the one reading it can understand how his code works , also personally as i already know a little of godot i made some changes to the code as i found some lines of it unnecessary for my version of the game . This is my first mission here on stardance and it was amazing i hope that part 2 is the same if not more amazing that this was.", "repo": "https://github.com/Nikolaossamaras/10-Second-Madness", "demo": "https://scammaras.itch.io/10-second-madness"}]...
|
[{"post_id": 54743, "ts": "202 [{"post_id": 54743, "ts": "2026-08-25T20:29:45Z", "hours": 1.5342, "text": "Devlog 4| Today i added 1 minigame , sfx and music which i found on internet. In this minigame you need to avoid falling anvils"}, {"post_id": 54194, "ts": "2026-08-25T02:09:32Z", "hours": 2.2867, "text": "Devlog 3 | Today i added 2 diffrent minigame. 1 a flappy bird minigame and 2 a connect the wires minigame."}, {"post_id": 46612, "ts": "2026-08-13T23:35:29Z", "hours": 3.0311, "text": "Devlog 2 | This is my final devlog for the Warioware part 1 mission for my 10-Second Madness game , today or tommorow i will sumbit for review the game and start working on the Marioware part 2 mission. Today i finished the game added the victory screen and 3 minigames ."}, {"post_id": 45955, "ts": "2026-08-12T19:32:00Z", "hours": 1.5439, "text": "Devlog 1 | Even though i am not a beginner in Godot i wanted to do this WarioWare mission here on stardance , so i started today. What i have made until now: 1.Made the title screen 2.Made the level scene 3.Made the art 4.Started on the first minigame That’s all for today . See you next time"}]...
|
Title: 10-Second Madness by @SCAMMARAS | Stardance Title: 10-Second Madness by @SCAMMARAS | Stardance
Devlogs:
Devlog 1 | Even though i am not a beginner in Godot i wanted to do this WarioWare mission here on stardance , so i started today. What i have made until now: 1.Made the title screen 2.Made the level scene 3.Made the art 4.Started on the first minigame That’s all for today . See you next time
Devlog 2 | This is my final devlog for the Warioware part 1 mission for my 10-Second Madness game , today or tommorow i will sumbit for review the game and start working on the Marioware part 2 mission. Today i finished the game added the victory screen and 3 minigames .
Devlog 3 | Today i added 2 diffrent minigame. 1 a flappy bird minigame and 2 a connect the wires minigame.
Devlog 4| Today i added 1 minigame , sfx and music which i found on internet. In this minigame you need to avoid falling anvils
Ships:
It’s time for the Ship!!! I started this mission 2 days ago and found it pretty intresting and beginner friendly as the guide explains every step tbf though i would like if the code parts of the guide had more explanation in them so the one reading it can understand how his code works , also personally as i already know a little of godot i made some changes to the code as i found some lines of it unnecessary for my version of the game . This is my first mission here on stardance and it was amazing i hope that part 2 is the same if not more amazing that this was.
Hello again this is my second ship for this project as i had said and before this whole mission is amazing and i really liked following the guide and making the game even when i have made so more advanced godot projects before. Anyway that’s enough about me let’s talk about the game. So what changed, i added 3 new minigames and sfx with bg music. I made some small cutscenes they came out rough but still i like it qs i think it’s more of an assets problem that animation and i tried making my own assets , i did but you can see the difference between the ones i found and the ones i made...
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1793224229.8452628
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1793310629.8452628
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27722
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Untitled by @lohithC | Stardance
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lohithC
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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 @lohithC | Stardance
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1793224231.0045393
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1793829031.0045393
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31007
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My awesome macropad! by @Samsungfanboy | Stardance
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Samsungfanboy
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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 @Samsungfanboy | St Title: My awesome macropad! by @Samsungfanboy | Stardance...
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1793224231.906892
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1793829031.906892
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34035
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Untitled project by @saraswatutkarsh49 | Stardance
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saraswatutkarsh49
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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 @saraswatutkarsh49 | St Title: Untitled project by @saraswatutkarsh49 | Stardance...
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1793224232.8218443
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1793829032.8218443
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54757
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Latch by @NerdyItachi | Stardance
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NerdyItachi
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T21:31:56Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Latch which is a custom engineered utility tool to help developers finish any roadblocks or friction from their workspace.I’m really proud of the UI and my codes functionality although it was a bit hard to make it from scratch but i did it.To test my project just clone the repository from my project details and run it locally.", "repo": "https://github.com/Ayaan-dev21/LATCH", "demo": "https://github.com/Ayaan-dev21/LATCH/tree/main#latch-workflow-streamliner"}]...
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[{"post_id": 56196, "ts": "202 [{"post_id": 56196, "ts": "2026-08-27T20:50:39Z", "hours": 0.8136, "text": "Just some final touches remaining xD this is how it looks and will look"}, {"post_id": 55767, "ts": "2026-08-27T19:15:03Z", "hours": 0.5317, "text": "I’m working on yk to make the code look a little better :D"}, {"post_id": 55735, "ts": "2026-08-27T18:28:43Z", "hours": 1.4525, "text": "I’m making Latch it’s basically a personal command centre instead of wasting time doing repetitive tasks like opening a port restarting it just to find an error Latch replaces that with just a click not only that instead of typing multiple commands for Git like git add etc it replaces that for just a click of a Button."}]...
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Title: Latch by @NerdyItachi | Stardance
Devlogs: Title: Latch by @NerdyItachi | Stardance
Devlogs:
I’m making Latch it’s basically a personal command centre instead of wasting time doing repetitive tasks like opening a port restarting it just to find an error Latch replaces that with just a click not only that instead of typing multiple commands for Git like git add etc it replaces that for just a click of a Button.
I’m working on yk to make the code look a little better :D
Just some final touches remaining xD this is how it looks and will look
Ships:
I made Latch which is a custom engineered utility tool to help developers finish any roadblocks or friction from their workspace.I’m really proud of the UI and my codes functionality although it was a bit hard to make it from scratch but i did it.To test my project just clone the repository from my project details and run it locally....
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1793224233.7013433
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1793310633.7013433
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37711
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Untitled project by @addie_cole | Stardance
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addie_cole
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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 @addie_cole | Stardance
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1793224234.865123
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1793829034.865123
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30983
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The Leibniz calculator by @michal_brinza | Stardan The Leibniz calculator by @michal_brinza | Stardance...
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michal_brinza
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0
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0.28
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0
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[]
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[{"post_id": 22838, "ts": "202 [{"post_id": 22838, "ts": "2026-07-05T13:34:47Z", "hours": 0.2836, "text": "Made the stand and the main wheel still need to do some calculations to place the pegs"}]...
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Title: The Leibniz calculator by @michal_brinza | Title: The Leibniz calculator by @michal_brinza | Stardance
Devlogs:
Made the stand and the main wheel still need to do some calculations to place the pegs...
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1793224235.7493823
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1793829035.7493823
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17986
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Untitled project by @Magnum | Stardance
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Magnum
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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 @Magnum | Stardance
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1793224236.6216583
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1793829036.6216583
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18095
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3D Printed NAS Enclosure by @RaghuSauce | Stardanc 3D Printed NAS Enclosure by @RaghuSauce | Stardance...
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RaghuSauce
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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: 3D Printed NAS Enclosure by @RaghuSauce | S Title: 3D Printed NAS Enclosure by @RaghuSauce | Stardance...
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1793224237.5081046
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1793829037.5081046
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44160
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Voxlord by @Praknoor | Stardance
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Praknoor
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1
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36.04
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20
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T14:37:51Z", "hours": 16.0, "multiplier": 1.96, "payout": 20, "blessing": "neutral", "text": "so this is a game i made for fun, custum engine, made it by myself😭, it was made only for fun, hope u like it…. rn now the character selection doesn’t work, but u can skip it by just pressing enter", "repo": "https://github.com/GurnoorLog/Voxelord", "demo": "https://github.com/GurnoorLog/Voxelord/releases/tag/voxlord"}]...
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[{"post_id": 65005, "ts": "202 [{"post_id": 65005, "ts": "2026-09-09T19:45:42Z", "hours": 4.8894, "text": "yoo gng improved the world, and the sky, added also a launch screen"}, {"post_id": 60324, "ts": "2026-09-02T16:35:46Z", "hours": 3.3658, "text": "improved the world and also added an mcp so u can play with ure llm(why did i add that? idk just for fun 😭😭😭😭😭😭)"}, {"post_id": 49771, "ts": "2026-08-18T18:10:35Z", "hours": 3.0428, "text": "yoo gng i have just added the the clouds, improved the sky, and the water , i am now working on the multiplayer side"}, {"post_id": 48375, "ts": "2026-08-16T18:13:24Z", "hours": 8.7394, "text": "yop gng jsut made improvmnet…made it more optimized, also improved the world lighthingh"}, {"post_id": 41251, "ts": "2026-08-05T10:49:28Z", "hours": 15.6686, "text": "yoo gng….so i made this game just for fun, maybe i will add also some backgroud track"}]...
|
Title: Voxlord by @Praknoor | Stardance
Devlogs:
Title: Voxlord by @Praknoor | Stardance
Devlogs:
yoo gng….so i made this game just for fun, maybe i will add also some backgroud track
yop gng jsut made improvmnet…made it more optimized, also improved the world lighthingh
yoo gng i have just added the the clouds, improved the sky, and the water , i am now working on the multiplayer side
improved the world and also added an mcp so u can play with ure llm(why did i add that? idk just for fun 😭😭😭😭😭😭)
yoo gng improved the world, and the sky, added also a launch screen
Ships:
so this is a game i made for fun, custum engine, made it by myself😭, it was made only for fun, hope u like it…. rn now the character selection doesn’t work, but u can skip it by just pressing enter...
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1793224238.4013517
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1793310638.4013517
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25733
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ImoleOS by @Imole | Stardance
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Imole
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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: ImoleOS by @Imole | Stardance
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1793224239.5745757
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1794088239.5745757
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24206
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Untitled by @kavyasharma | Stardance
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kavyasharma
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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 @kavyasharma | Stardance
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1793224240.4247017
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1793829040.4247017
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18413
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Frictionless by @neevshrivastava | Stardance
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neevshrivastava
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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: Frictionless by @neevshrivastava | Stardanc Title: Frictionless by @neevshrivastava | Stardance...
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1793224241.285384
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1793829041.285384
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44169
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5-Second Panic by @Marinho | Stardance
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Marinho
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3
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11.24
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18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T12:35:00Z", "hours": 1.0, "multiplier": 12.82, "payout": 15, "blessing": "neutral", "text": "Built 5-second panic was a really fun experience where I learned a lot(mainly about Godot which is awsome) I hope u guys enjoy the game, I very proud with all four minigames, my favourites are: Smash the Mosquito, Unclog the Toilet and Smash Squash About the art I tried to make it look a bit funky, funny and exaggerated but I not so good at drawing IMPORTANT: the songs are not mine I got them on opengameart.org it was made by SubspaceAudio heres is the link: https://opengameart.org/content/4-chiptunes-adventure My record is 63 points try to beat it and have fun", "repo": "https://github.com/danielmcneto/WarioWareGame", "demo": "https://ehodan.itch.io/5-second-panic"}, {"ship_num": 2, "ts": "2026-08-08T11:37:12Z", "hours": 0.0, "multiplier": 8.67, "payout": 3, "blessing": "neutral", "text": "5-Second Panic is a high-tempo, WarioWare-inspired arcade microgame built using Godot 4. Players are thrown into a rapid-fire sequence of randomized 5-second challenges with zero instructions. What I built: 3 Distinct Microgames: Precision swatting (Smash the Mosquito), vertical dragging (Unclog the Toilet), and multi-target clicking (Bomb Squad). Adaptive Audio Engine: Dynamic track switching between the main menu, gameplay and the game over screen using AudioStreamSynchronized to dont cutting music abruptly. Non-Repeating Randomizer: Custom logic built into a Global variable to dont repeate the previous minigame. What I learned: This was my first project using Godot Engine! So I learned how to move around Godot’s UI, node tree workflow(idk if i liked it lol), scene management, and web/HTML5 export quirks (like case-sensitive file paths and audio looping). Now with the win screen when you win a minigame Also a basic setting scene(withou any settings to change lol)", "repo": "https://github.com/danielmcneto/WarioWareGame", "demo": "https://ehodan.itch.io/5-second-panic"}, {"ship_num": 3, "ts": "2026-08-07T14:02:28Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "5-Second Panic is a high-tempo, WarioWare-inspired arcade microgame built using Godot 4. Players are thrown into a rapid-fire sequence of randomized 5-second challenges with zero instructions. What I built: 3 Distinct Microgames: Precision swatting (Smash the Mosquito), vertical dragging (Unclog the Toilet), and multi-target clicking (Bomb Squad). Adaptive Audio Engine: Dynamic track switching between the main menu, gameplay and the game over screen using AudioStreamSynchronized to dont cutting music abruptly. Non-Repeating Randomizer: Custom logic built into a Global variable to dont repeate the previous minigame. What I learned: This was my first project using Godot Engine! So I learned how to move around Godot’s UI, node tree workflow(idk if i liked it lol), scene management, and web/HTML5 export quirks (like case-sensitive file paths and audio looping).", "repo": "https://github.com/danielmcneto/WarioWareGame", "demo": "https://ehodan.itch.io/5-second-panic"}]...
|
[{"post_id": 67600, "ts": "202 [{"post_id": 67600, "ts": "2026-09-13T19:01:09Z", "hours": 1.3461, "text": "NEWs Added a full new minigame called board driving Changes SFX bugs were fixed(hopefully) Troubles Actually none(weird) In depth The new minigame was pretty simple to code, there is a node with a code that spaw the cars prefabs after a node timer hits zero, the car prefab is just the math for set it’s velocity and going down and the skate board is a simple area 2D that checks if the player hit something(AKA car) and plays the sfx and shows the explosion sprite."}, {"post_id": 64135, "ts": "2026-09-08T10:29:25Z", "hours": 0.8931, "text": "For this devlog I didnt add anything new I just fixed some bugs and change some minigames after reading the feedbacks Fixs Capped the mosquito speed after it gets higher then 2000 Adjusted the unclog toilet minigame dificult to better match the players actual skill level Changes Changed the bomb minigame logic where now it spawns more bombs as you go trhough levels Wanna add 3 new minigames That’s it for now"}, {"post_id": 44125, "ts": "2026-08-09T18:05:12Z", "hours": 1.1447, "text": "News: -A brand new minigame where you have to smash your mouse button as much as you can -A volume settings so your hears dont explode while playing"}, {"post_id": 43233, "ts": "2026-08-08T11:35:34Z", "hours": 0.3411, "text": "Added the win scene between minigames(i forget about it gng lol)"}, {"post_id": 42640, "ts": "2026-08-07T13:57:58Z", "hours": 2.3361, "text": "Upload the game to itch.io(ik looks crap) Finish the project with three distinct minigames I really enjoy making it and learning a new game engine maybe i will continue to improve the game and add more minigames"}, {"post_id": 42332, "ts": "2026-08-07T00:30:37Z", "hours": 5.3669, "text": "I forgot to post a devlog so here we go into the 5 hours spend on the project I started following the guide step by step(skipped the plataformer minigame) I added two originals minigames: Kill the mosquito(move and click mouse) Plunger(drag mouse) I also added sound effects made on BFXF and make the game over screen To do: Add music Show score at the end Public on Itch.io"}]...
|
Title: 5-Second Panic by @Marinho | Stardance
Dev Title: 5-Second Panic by @Marinho | Stardance
Devlogs:
I forgot to post a devlog so here we go into the 5 hours spend on the project I started following the guide step by step(skipped the plataformer minigame) I added two originals minigames: Kill the mosquito(move and click mouse) Plunger(drag mouse) I also added sound effects made on BFXF and make the game over screen To do: Add music Show score at the end Public on Itch.io
Upload the game to itch.io(ik looks crap) Finish the project with three distinct minigames I really enjoy making it and learning a new game engine maybe i will continue to improve the game and add more minigames
Added the win scene between minigames(i forget about it gng lol)
News: -A brand new minigame where you have to smash your mouse button as much as you can -A volume settings so your hears dont explode while playing
For this devlog I didnt add anything new I just fixed some bugs and change some minigames after reading the feedbacks Fixs Capped the mosquito speed after it gets higher then 2000 Adjusted the unclog toilet minigame dificult to better match the players actual skill level Changes Changed the bomb minigame logic where now it spawns more bombs as you go trhough levels Wanna add 3 new minigames That’s it for now
NEWs Added a full new minigame called board driving Changes SFX bugs were fixed(hopefully) Troubles Actually none(weird) In depth The new minigame was pretty simple to code, there is a node with a code that spaw the cars prefabs after a node timer hits zero, the car prefab is just the math for set it’s velocity and going down and the skate board is a simple area 2D that checks if the player hit something(AKA car) and plays the sfx and shows the explosion sprite.
Ships:
5-Second Panic is a high-tempo, WarioWare-inspired arcade microgame built using Godot 4. Players are thrown into a rapid-fire sequence of randomized 5-second challenges with zero instructions. What I built: 3 Distinct Microgames: Precision swatting (Smash the Mosquito), vertical dragging (Unclog the Toilet), and multi-target clicking (Bomb Squad). Adaptive Audio Engine: Dynamic track switching between the main menu, gameplay and the game over screen using AudioStreamSynchronized to dont cutting music abruptly. Non-Repeating Randomizer: Custom logic built into a Global variable to dont repeate the previous minigame. What I learned: This was my first project using Godot Engine! So I learned how to move around Godot’s UI, node tree workflow(idk if i liked it lol), scene management, and web/HTML5 export quirks (like case-sensitive file paths and audio looping).
5-Second Panic is a high-tempo, WarioWare-inspired arcade microgame built using Godot 4. Players are thrown into a rapid-fire sequence of randomized 5-second challenges with zero instructions. What I built: 3 Distinct Microgames: Precision swatting (Smash the Mosquito), vertical dragging (Unclog the Toilet), and multi-target clicking (Bomb Squad). Adaptive Audio Engine: Dynamic track switching between the main menu, gameplay and the game over screen using AudioStreamSynchronized to dont cutting music abruptly. Non-Repeating Randomizer: Custom logic built into a Global variable to dont repeate the previous minigame. What I learned: This was my first project using Godot Engine! So I learned how to move around Godot’s UI, node tree workflow(idk if i liked it lol), scene management, and web/HTML5 export quirks (like case-sensitive file paths and audio looping). Now with the win screen when you win a minigame Also a basic setting scene(withou any settings to change lol)
Built 5-second panic was a really fun experience where I learned a lot(mainly about Godot which is awsome) I hope u guys enjoy the game, I very proud with all four minigames, my favourites are: Smash the Mosquito, Unclog the Toilet and Smash Squash About the art I tried to make it look a bit funky, funny and exaggerated but I not so good at drawing IMPORTANT: the songs are not mine I got them on opengameart.org it was made by SubspaceAudio heres is the link: https://opengameart.org/content/4-chiptunes-adventure My record is 63 points try to beat it and have fun...
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