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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
|
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...
|
1793224242.1754172
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1793310642.1754172
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6309
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random stuff by @lcorcione | Stardance
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lcorcione
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0
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0.0
|
0
|
[]
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[]
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Title: random stuff by @lcorcione | Stardance
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1793224243.3911383
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1793829043.3911383
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15527
|
NovaCompiler by @7ames | Stardance
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7ames
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0
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0.0
|
0
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[]
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[]
|
Title: NovaCompiler by @7ames | Stardance
|
1793224244.3020837
|
1793829044.3020837
|
|
44192
|
one-sided keyboard by @zakorm | Stardance
|
zakorm
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T23:49:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a one sided keyboard! Right now I am typing with only one hand! It helps a lot if you are moving the marker and typing something, and your right hand has to move from the keyboard to the mouse. Its also very fun to try! Now you can type in all the letters of the alphabet along with Delete and Enter. You can also type numbers, and capital letters with Shift+Caps. Very easy to use if you are on windows. It can be very useful for accessibility, like if someone only has one hand, or can’t type with the other.", "repo": "https://github.com/zakorm/one-side-keyboard", "demo": "https://drive.google.com/file/d/1JboOgAUtMJjkmE0oqGwpY8PUEebgl0qB/view?usp=sharing"}]...
|
[{"post_id": 41381, "ts": "202 [{"post_id": 41381, "ts": "2026-08-05T15:42:29Z", "hours": 1.3158, "text": "I made a macro! You only use your left hand to type and your right hand can stay on your mouse. to change mode to left hand only mode you press f9 and to shift your right hand keys to your left, hold caps lock. also capslock + g is delete and capslock + b is enter. heres it on drive: https://drive.google.com/file/d/1JboOgAUtMJjkmE0oqGwpY8PUEebgl0qB/view?usp=sharing"}]...
|
Title: one-sided keyboard by @zakorm | Stardance
Title: one-sided keyboard by @zakorm | Stardance
Devlogs:
I made a macro! You only use your left hand to type and your right hand can stay on your mouse. to change mode to left hand only mode you press f9 and to shift your right hand keys to your left, hold caps lock. also capslock + g is delete and capslock + b is enter. heres it on drive: https://drive.google.com/file/d/1JboOgAUtMJjkmE0oqGwpY8PUEebgl0qB/view?usp=sharing
Ships:
I made a one sided keyboard! Right now I am typing with only one hand! It helps a lot if you are moving the marker and typing something, and your right hand has to move from the keyboard to the mouse. Its also very fun to try! Now you can type in all the letters of the alphabet along with Delete and Enter. You can also type numbers, and capital letters with Shift+Caps. Very easy to use if you are on windows. It can be very useful for accessibility, like if someone only has one hand, or can’t type with the other....
|
1793224245.2038236
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1793310645.2038236
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22819
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My very own WebOS by @EMILIEND4C | Stardance
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EMILIEND4C
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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 @EMILIEND4C | Stardanc Title: My very own WebOS by @EMILIEND4C | Stardance...
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1793224246.1210163
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1793829046.1210163
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34906
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Untitled project by @markusss | Stardance
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markusss
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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 @markusss | Stardance
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1793224247.6588423
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1793829047.6588423
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45422
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CMIYGL by @Imtiaz | Stardance
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Imtiaz
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1
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3.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T21:14:32Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I saw a badge of Tyler, The Creator online, and it inspired to me to create my own. I could easily create it from photoshop. Then, I thought why don’t I create a fun project about it? Here we go, Call Me If You Get Lost. You can add signatures. Your own signature or handwritten font, whatever you like. you can change name, date of birth, location and your picture. there’s four types of background for an id. They are Yellow, Green, Pink or Blue, Choose whatever you like the most! Here, you can make an id just like him, or me!", "repo": "https://github.com/imtua/CMIYGL", "demo": "https://imtua.github.io/CMIYGL/"}]...
|
[{"post_id": 43534, "ts": "202 [{"post_id": 43534, "ts": "2026-08-08T21:07:31Z", "hours": 0.2881, "text": "DONE. 💯"}, {"post_id": 43516, "ts": "2026-08-08T20:45:19Z", "hours": 1.1339, "text": "Made all the css files and yes, i used AI coz whos gonna write like 20k lines of codes? not me, when AI exists!"}, {"post_id": 43463, "ts": "2026-08-08T18:54:34Z", "hours": 1.6983, "text": "So, I made the front design, but it doesn’t do anything yet. Gotta work on the other files."}]...
|
Title: CMIYGL by @Imtiaz | Stardance
Devlogs:
So, Title: CMIYGL by @Imtiaz | Stardance
Devlogs:
So, I made the front design, but it doesn’t do anything yet. Gotta work on the other files.
Made all the css files and yes, i used AI coz whos gonna write like 20k lines of codes? not me, when AI exists!
DONE. 💯
Ships:
I saw a badge of Tyler, The Creator online, and it inspired to me to create my own. I could easily create it from photoshop. Then, I thought why don’t I create a fun project about it? Here we go, Call Me If You Get Lost. You can add signatures. Your own signature or handwritten font, whatever you like. you can change name, date of birth, location and your picture. there’s four types of background for an id. They are Yellow, Green, Pink or Blue, Choose whatever you like the most! Here, you can make an id just like him, or me!...
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1793224248.55202
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1793310648.55202
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16379
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koshipad by @koshi | Stardance
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koshi
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0
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1.67
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0
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[]
|
[{"post_id": 32357, "ts": "202 [{"post_id": 32357, "ts": "2026-07-21T14:09:24Z", "hours": 0.79, "text": "Learning fusion 360 was really challenging, I took a huge break and didn’t work for days but my hackpad case is finally complete im going to work on Firmware now and ship my project."}, {"post_id": 12061, "ts": "2026-06-19T17:48:41Z", "hours": 0.5197, "text": "I’m finally done with PCB layout and routing, routing the LEDs was a tough work then right after that I got 62 errors because of LED footprint board edge clearance violation ദ്ദി╥ ᴗ ╥) I wasted a lot of time trying to figure out how to fix those when i just had to ignore those errors lol. Anyways I also realised we had to use kicad time tracker which I stared using after my pcb was done lol so yeah it took a lot more time than it shows. I also added a cute bocchi graphic there."}, {"post_id": 6738, "ts": "2026-06-11T08:51:31Z", "hours": 0.3592, "text": "Hello everyone koshi here! ( ˶ˆᗜˆ˵ ) This is my first devlog also my first hack club project. I’m making a macropad for the hackpad course and it has been really fun and exciting till now. I didn’t know anything about electronics and PCB so I spent the first two days just learning everything about it while also working on my schematic which is finally done. I ran into a small problem though, I was running short on 1 pin for the OLED display in the microcontroller so to solve that i sacrificed the push switch in the rotatory encoder now I can have everything, LEDs and OLED display along with rotatory encoder lol. Next step is working on the footprint. see you in the next Devlog!byee"}]...
|
Title: koshipad by @koshi | Stardance
Devlogs:
He Title: koshipad by @koshi | Stardance
Devlogs:
Hello everyone koshi here! ( ˶ˆᗜˆ˵ ) This is my first devlog also my first hack club project. I’m making a macropad for the hackpad course and it has been really fun and exciting till now. I didn’t know anything about electronics and PCB so I spent the first two days just learning everything about it while also working on my schematic which is finally done. I ran into a small problem though, I was running short on 1 pin for the OLED display in the microcontroller so to solve that i sacrificed the push switch in the rotatory encoder now I can have everything, LEDs and OLED display along with rotatory encoder lol. Next step is working on the footprint. see you in the next Devlog!byee
I’m finally done with PCB layout and routing, routing the LEDs was a tough work then right after that I got 62 errors because of LED footprint board edge clearance violation ദ്ദി╥ ᴗ ╥) I wasted a lot of time trying to figure out how to fix those when i just had to ignore those errors lol. Anyways I also realised we had to use kicad time tracker which I stared using after my pcb was done lol so yeah it took a lot more time than it shows. I also added a cute bocchi graphic there.
Learning fusion 360 was really challenging, I took a huge break and didn’t work for days but my hackpad case is finally complete im going to work on Firmware now and ship my project....
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1793224250.9968748
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1793829050.9968748
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18537
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My awesome macropad! by @Demee | Stardance
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Demee
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Demee | Stardance
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1793224252.0219781
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1793829052.0219781
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21508
|
My awesome macropad! by @pared | Stardance
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pared
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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 @pared | Stardance
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1793224254.0442288
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1793829054.0442288
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52563
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PersonaOS by @myxs | Stardance
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myxs
|
2
|
15.0
|
37
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T10:39:06Z", "hours": 3.0, "multiplier": 11.44, "payout": 37, "blessing": "neutral", "text": "PersonaOS just got some new updates! Features: There is now a splash screen when the webOS first boots up (aka when u open the website). Clicking on it initializes everything! The music app is now a music player! You can select and play from a selected list of music from the original persona game! All credits for all the music goes to the original artists and they’re really peak so make sure to go check them out! Name of artists and songs are mentioned in the music app itself. There is a new app! The dates app acts as a calendar plus a todo/tasks list. You can easily add and remove tasks from the app and all your tasks are saved in localstorage so you dont need to worry about losing them! There is now background music on the website Making this webOS has been really fun and a great learning experience for me personally. Along with teaching me web development it also taught me how to quickly navigate through documentation and tutorials and that will apply to more and more of the future projects i do. I didnt have any major issues this time as i was easily able to locate wtv i needed in the documentation. With greater experience comes greater reading-ability (trust fr fr).", "repo": "https://github.com/Aaryan-J/PersonaOS", "demo": "https://aaryan-j.github.io/PersonaOS/"}, {"ship_num": 2, "ts": "2026-08-31T11:05:59Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PersonaOS is a web-based OS inspired by Persona 3 Reload. It has tons of cool animations for all buttons and menus! Issues I had: Alot of mistakes were made and alot of time was spent behind the scenes just figuring out how to do something specific that I wanted to do. One of the hardest things in the making of the website was the triangle selection box that appears when you hover over the menu buttons. I couldn’t find the polygon property anywhere and when I did I had to spend alot of time seeing how exactly it works and how I can make the triangle fit the design I was going for. Next up, right before the ship i noticed that the font I chose wasn’t being displyed on the actual deployed website but was vibsible on my dev server. Though an easy fix (i switched to another font) it was still an issue I would’ve shipped if i hadn’t checked when I did. Overall I would say it was a pretty fun experience building this and I am very satisfied with the end result I got :). I hope to work on this more and make it an actual “OS” with multiple functionality and apps!", "repo": "https://github.com/Aaryan-J/PersonaOS", "demo": "https://aaryan-j.github.io/PersonaOS/"}]...
|
[{"post_id": 62813, "ts": "202 [{"post_id": 62813, "ts": "2026-09-06T10:29:49Z", "hours": 2.4283, "text": "ALRIGHTT IT HAS BEEN A WHILE! I have made a TON of progress tho :) Firstly new features! The website now has a dates tab which is basically a calendar that displays today’s date (MM/DD format) along with the day and it also works as a todo list/task manager! (as can be seen in the screenshot) You can add and remove tasks very easily and they’re saved in localstorage so even after you refresh the website (as long as u dont clear the data manually) your tasks will be safe and sound! Next up the music app has a huge change! its now a music player instead of just being a list. I have added persona 3 reload music (all credits to the original artists). the player lets u play any track from the track list in the side bar, pause, skip and go back to the last track! its like really cool and im proud of it fr fr. lastly there is now background music in the website that plays constantly (and u gotta listen to it cuz its peak). it only stops when u play another song in the music player lol. some issues i had were figuring out how the math would work for the seeker in the music player but when i figured it out it seemed so easy anw that was all! Thanks for reading the devlog!"}, {"post_id": 60175, "ts": "2026-09-02T12:05:01Z", "hours": 0.8456, "text": "Alright we’re finally onto web OS 2! Firstly i just wanna say that i wont be adding too many features to the website cuz ill suffer from scope creep. i have 2-3 small features planned out so look out for them! I’ve been busy these days due to exam prep so progress is slow but i have still added some new but simple things! Namely, a splash screen when u open the website (as seen in the screenshot below) and some hover and click sound effects on buttons. Thats all for today. Thanks for reading the devlog!"}, {"post_id": 58773, "ts": "2026-08-31T10:49:43Z", "hours": 1.9903, "text": "Final devlog for WebOS 1 misson! Okay so since last time a lot has changed. and by alot i mean ALOT. there are new animations for everything. I spent so so much time just figuring out what will work and what wouldnt and how to make the animations like i want them to be but i finally got it all figured out! The menu buttons have cool P3R style animations and so do the tab buttons inside the screens. I also fixed the window color themes and made them dark. Even the lists inside the windows have animations! (i think i overdid the animations a bit but who cares it looks so cool!). Animations aside you might be thinking why there isnt much content in the website (in terms of actual text) and the reason is “I feel lazy” This is the final devlog before the ship! As always thanks for reading the devlog!"}, {"post_id": 57295, "ts": "2026-08-29T12:21:51Z", "hours": 3.0339, "text": "alright chat new devlog time. i know you can only see 3 hour logged but trust me i spent like 6-7 hours (no pun intended) on this. most of the time went into learning web dev to a level where i could add animations and stuff to the website. as u can see from the pic i put, its all coming together quite well. development: i added tons of animations to almost everything. the menu buttons are animated, the buttons in the window sidebar are animated, the list is animated (when u hover over the items). i also added the background from the p3r pause menu. refactored alot of code so its kinda clean and manageable. had lots of fun learning all the new stuff that i did while making this but it also took a lot of time and energy Issues i encountered: i have completely left following the official guide they gave w the mission as of now. im doing everything on my own and learning through websites like w3schools etc to get the more advanced topics like animations which the guide for webos1 doesnt cover. secondly why is choosing colors so difficult . as u can see the windows are still not matching the actual background but that will be fixed soon. i wanted to devlog rn cuz i made alot of changes. next steps: next steps would be to make the application buttons more stylized according to the actual game menu (idk how but ill figure it out somehow). and also fixing the color scheme. i have some more ideas i wanna implement but only time will tell if i do actually get to it. along with all that i really need to add actual content in the website and stop fixating on the design itself. hopefully next time i will be shipping the website as most of the requirements for the webOS 1 mission are complete anw. lastly thanks for reading the devlog!"}, {"post_id": 54986, "ts": "2026-08-26T12:41:56Z", "hours": 2.8558, "text": "alr so some progress have been made. firstly, i have added multiple windows (finally). they can be dragged, closed, opened, they rise to the top when clicked, the content inside is scrollable and as u can see in the music window, there is now a sidebar. everything is still pretty barebones (it might be apparent from the image i attached) and im trying to finish up the basic structure and make the functions and classes more useful and dynamic so i can use them more easily and make my code cleaner. a huge(not really) refactor took place and now most of the code is cleaned up, has comments, and functions are more modular. after the basics of the webOS are done, ill move on to the eyecandy and pretty everything up. i plan on adding animations and persona style menu to the website (idk if itll be possible but we’ll be optimistic for now). the main issue im having right now is that the guide is not clear on some parts and i guess it has some bugs only a few of the images are even visible throughout the guide. ive spent more time reading the guide, articles, and posts to understand everything better than actual coding as im still relatively new to web dev. this is all for now, lets hope in the next devlog ill have something more attractive to see than just text on a blue background :P."}, {"post_id": 53702, "ts": "2026-08-24T11:39:02Z", "hours": 3.8581, "text": "Hey everyone! I’m currently working on my very own WebOS based on the game series Persona. PersonaOS is going to be themed around Persona 3 but will contain links to my favorite music, art, and media. Currently I’m working on building the basic website but progress is good and I’ll be finishing it soon. I’ve been experimenting with alot of colors and styles to go with for this website and that’s the thing taking the most time but making it personal and unique is the whole point of this so imma keep iterating until I get an acceptable result."}]...
|
Title: PersonaOS by @myxs | Stardance
Devlogs:
He Title: PersonaOS by @myxs | Stardance
Devlogs:
Hey everyone! I’m currently working on my very own WebOS based on the game series Persona. PersonaOS is going to be themed around Persona 3 but will contain links to my favorite music, art, and media. Currently I’m working on building the basic website but progress is good and I’ll be finishing it soon. I’ve been experimenting with alot of colors and styles to go with for this website and that’s the thing taking the most time but making it personal and unique is the whole point of this so imma keep iterating until I get an acceptable result.
alr so some progress have been made. firstly, i have added multiple windows (finally). they can be dragged, closed, opened, they rise to the top when clicked, the content inside is scrollable and as u can see in the music window, there is now a sidebar. everything is still pretty barebones (it might be apparent from the image i attached) and im trying to finish up the basic structure and make the functions and classes more useful and dynamic so i can use them more easily and make my code cleaner. a huge(not really) refactor took place and now most of the code is cleaned up, has comments, and functions are more modular. after the basics of the webOS are done, ill move on to the eyecandy and pretty everything up. i plan on adding animations and persona style menu to the website (idk if itll be possible but we’ll be optimistic for now). the main issue im having right now is that the guide is not clear on some parts and i guess it has some bugs only a few of the images are even visible throughout the guide. ive spent more time reading the guide, articles, and posts to understand everything better than actual coding as im still relatively new to web dev. this is all for now, lets hope in the next devlog ill have something more attractive to see than just text on a blue background :P.
alright chat new devlog time. i know you can only see 3 hour logged but trust me i spent like 6-7 hours (no pun intended) on this. most of the time went into learning web dev to a level where i could add animations and stuff to the website. as u can see from the pic i put, its all coming together quite well. development: i added tons of animations to almost everything. the menu buttons are animated, the buttons in the window sidebar are animated, the list is animated (when u hover over the items). i also added the background from the p3r pause menu. refactored alot of code so its kinda clean and manageable. had lots of fun learning all the new stuff that i did while making this but it also took a lot of time and energy Issues i encountered: i have completely left following the official guide they gave w the mission as of now. im doing everything on my own and learning through websites like w3schools etc to get the more advanced topics like animations which the guide for webos1 doesnt cover. secondly why is choosing colors so difficult . as u can see the windows are still not matching the actual background but that will be fixed soon. i wanted to devlog rn cuz i made alot of changes. next steps: next steps would be to make the application buttons more stylized according to the actual game menu (idk how but ill figure it out somehow). and also fixing the color scheme. i have some more ideas i wanna implement but only time will tell if i do actually get to it. along with all that i really need to add actual content in the website and stop fixating on the design itself. hopefully next time i will be shipping the website as most of the requirements for the webOS 1 mission are complete anw. lastly thanks for reading the devlog!
Final devlog for WebOS 1 misson! Okay so since last time a lot has changed. and by alot i mean ALOT. there are new animations for everything. I spent so so much time just figuring out what will work and what wouldnt and how to make the animations like i want them to be but i finally got it all figured out! The menu buttons have cool P3R style animations and so do the tab buttons inside the screens. I also fixed the window color themes and made them dark. Even the lists inside the windows have animations! (i think i overdid the animations a bit but who cares it looks so cool!). Animations aside you might be thinking why there isnt much content in the website (in terms of actual text) and the reason is “I feel lazy” This is the final devlog before the ship! As always thanks for reading the devlog!
Alright we’re finally onto web OS 2! Firstly i just wanna say that i wont be adding too many features to the website cuz ill suffer from scope creep. i have 2-3 small features planned out so look out for them! I’ve been busy these days due to exam prep so progress is slow but i have still added some new but simple things! Namely, a splash screen when u open the website (as seen in the screenshot below) and some hover and click sound effects on buttons. Thats all for today. Thanks for reading the devlog!
ALRIGHTT IT HAS BEEN A WHILE! I have made a TON of progress tho :) Firstly new features! The website now has a dates tab which is basically a calendar that displays today’s date (MM/DD format) along with the day and it also works as a todo list/task manager! (as can be seen in the screenshot) You can add and remove tasks very easily and they’re saved in localstorage so even after you refresh the website (as long as u dont clear the data manually) your tasks will be safe and sound! Next up the music app has a huge change! its now a music player instead of just being a list. I have added persona 3 reload music (all credits to the original artists). the player lets u play any track from the track list in the side bar, pause, skip and go back to the last track! its like really cool and im proud of it fr fr. lastly there is now background music in the website that plays constantly (and u gotta listen to it cuz its peak). it only stops when u play another song in the music player lol. some issues i had were figuring out how the math would work for the seeker in the music player but when i figured it out it seemed so easy anw that was all! Thanks for reading the devlog!
Ships:
PersonaOS is a web-based OS inspired by Persona 3 Reload. It has tons of cool animations for all buttons and menus! Issues I had: Alot of mistakes were made and alot of time was spent behind the scenes just figuring out how to do something specific that I wanted to do. One of the hardest things in the making of the website was the triangle selection box that appears when you hover over the menu buttons. I couldn’t find the polygon property anywhere and when I did I had to spend alot of time seeing how exactly it works and how I can make the triangle fit the design I was going for. Next up, right before the ship i noticed that the font I chose wasn’t being displyed on the actual deployed website but was vibsible on my dev server. Though an easy fix (i switched to another font) it was still an issue I would’ve shipped if i hadn’t checked when I did. Overall I would say it was a pretty fun experience building this and I am very satisfied with the end result I got :). I hope to work on this more and make it an actual “OS” with multiple functionality and apps!
PersonaOS just got some new updates! Features: There is now a splash screen when the webOS first boots up (aka when u open the website). Clicking on it initializes everything! The music app is now a music player! You can select and play from a selected list of music from the original persona game! All credits for all the music goes to the original artists and they’re really peak so make sure to go check them out! Name of artists and songs are mentioned in the music app itself. There is a new app! The dates app acts as a calendar plus a todo/tasks list. You can easily add and remove tasks from the app and all your tasks are saved in localstorage so you dont need to worry about losing them! There is now background music on the website Making this webOS has been really fun and a great learning experience for me personally. Along with teaching me web development it also taught me how to quickly navigate through documentation and tutorials and that will apply to more and more of the future projects i do. I didnt have any major issues this time as i was easily able to locate wtv i needed in the documentation. With greater experience comes greater reading-ability (trust fr fr)....
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1793224256.6330416
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1793310656.6330416
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14626
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Hades by @Boa_N | Stardance
|
Boa_N
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hades by @Boa_N | Stardance
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1793224257.9668987
|
1793829057.9668987
|
|
9179
|
competition dashboard by @ttiramisu | Stardance
|
ttiramisu
|
0
|
3.83
|
0
|
[]
|
[{"post_id": 4129, "ts": "2026 [{"post_id": 4129, "ts": "2026-06-07T10:10:44Z", "hours": 1.1992, "text": "added timer configs…"}, {"post_id": 3983, "ts": "2026-06-07T03:53:12Z", "hours": 2.2531, "text": "finally finished the login and added some simple add and view functions. imma have to translate the keys later cuz i wrote stuff in english instead to make it easier to read. also added firebase to this thing to allow storage to be kept consistent throughout"}, {"post_id": 3917, "ts": "2026-06-07T01:04:13Z", "hours": 0.3772, "text": "just finished working on the admin login page. im planning to finish all the basic functions first before adding styles"}]...
|
Title: competition dashboard by @ttiramisu | Stard Title: competition dashboard by @ttiramisu | Stardance
Devlogs:
just finished working on the admin login page. im planning to finish all the basic functions first before adding styles
finally finished the login and added some simple add and view functions. imma have to translate the keys later cuz i wrote stuff in english instead to make it easier to read. also added firebase to this thing to allow storage to be kept consistent throughout
added timer configs…...
|
1793224258.879268
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1793829058.879268
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|
27746
|
Handypad! by @Belal | Stardance
|
Belal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Handypad! by @Belal | Stardance
|
1793224259.7936227
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1793829059.7936227
|
|
45431
|
Conlatus : AI screening Interview by @prthm | Star Conlatus : AI screening Interview by @prthm | Stardance...
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prthm
|
1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T05:58:19Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Conlatus : AI-powered screening interviews I built Conlatus, an AI-powered screening interview system designed to automate the repetitive first stage of candidate screening. The Idea is : Create interview -> Candidate enters -> AI conducts interview -> Responses are processed -> Recruiter reviews results. The challenge ? The hardest part wasn’t simply connecting an AI API. It was turning an LLM into an actual interview workflow. I had to figure out how to manage interview state, connect the frontend and backend, process candidate responses, and structure the system so it could grow beyond a simple chatbot. The stuff that I’m proud at… It has a working backend, frontend interfaces, AI integration, environment configuration, documentation, and a reproducible local setup. Test it.. You’ll need Python and a Groq API key (LLM Provider). git clone https://github.com/conlatus/conlatus.git cd conlatus python -m venv .venv # Windows .venv/Scripts/activate # Linux / MacOS source .venv/bin/activate pip install -r requirements.txt # Create .env from .env.example cp .env .env.example # Update your GROQ API : GROQ_API_KEY=_groq_api_key # Start the server uvicorn backend.main:app --reload The app will be runnning on http://localhost:8000/ . And access admin dashboard on http://localhost:8000/admin/ note: Conlatus was mostly developer with the help of AI coding IDEs, especially Google Antigravity. I used it extensively for implementation, debugging, refactoring, architecture exploration and UI development. What I did. Is that I directed the development process, made architectural decisions, reviewed the generated code, tested the application, and iterated on implementation. I’ve actually created a user friendly website. You can find it at : https://conlatus.github.io/", "repo": "https://github.com/conlatus/conlatus", "demo": "https://conlatus.github.io/"}]...
|
[{"post_id": 43901, "ts": "202 [{"post_id": 43901, "ts": "2026-08-09T10:52:02Z", "hours": 1.1206, "text": "Hey everyone, I just gave the Conlatus UI a massive brand makeover! :D We waved goodbye to those generic glowing dark-mode vibes and said hello to a super sharp, minimal monochrome look. The admin, candidate, and dashboard pages all got this sleek new treatment. Out with the neon colors, and in with a gorgeous off-white and near-black palette. We switched over to the Inter font so everything is wonderfully tight and readable. I also squared off those bubbly rounded corners to a crisp 2px and ditched the heavy drop shadows for elegant, subtle borders. Those old placeholder badges are finally out of here, replaced by our official SVG logo! Oh, and the candidate chat is now completely stripped of colored bubbles so you can focus entirely on the actual conversation. ;) The best part is that I pulled all of this off using just vanilla CSS and variables, without bringing in any heavy frameworks. B-) I really hope you all love this clean new aesthetic as much as I do! <3"}, {"post_id": 43124, "ts": "2026-08-08T06:51:20Z", "hours": 0.5058, "text": "As of this project sounds a bit of corporate. It isn’t.. I’m onboard this project thanks to my college’s “Micro Project”. I’m going to show this project as a “Micro Project” in my college. The status of the application so far is that only I have make it crawl (not even working as intended). You can say that current status is the MVP of MVP. I’ve only attached an LLM using the GROQ’s API (Llama’s 70b model). And I’m planning to use a smaller model (maybe: Llama 8b). Because.. I found out that GROQ only gives 500k tokens per day. And mostly that becomes half if we use bigger model like 70b or GPT OSS 120b. So, even though my application doesn’t need that much thinking power. I’ll be planning to use better context pipeline to feed it welll even in the small model. I’ll be sharing my architecture of this project soon… Happy hacking ;)"}]...
|
Title: Conlatus : AI screening Interview by @prthm Title: Conlatus : AI screening Interview by @prthm | Stardance
Devlogs:
As of this project sounds a bit of corporate. It isn’t.. I’m onboard this project thanks to my college’s “Micro Project”. I’m going to show this project as a “Micro Project” in my college. The status of the application so far is that only I have make it crawl (not even working as intended). You can say that current status is the MVP of MVP. I’ve only attached an LLM using the GROQ’s API (Llama’s 70b model). And I’m planning to use a smaller model (maybe: Llama 8b). Because.. I found out that GROQ only gives 500k tokens per day. And mostly that becomes half if we use bigger model like 70b or GPT OSS 120b. So, even though my application doesn’t need that much thinking power. I’ll be planning to use better context pipeline to feed it welll even in the small model. I’ll be sharing my architecture of this project soon… Happy hacking ;)
Hey everyone, I just gave the Conlatus UI a massive brand makeover! :D We waved goodbye to those generic glowing dark-mode vibes and said hello to a super sharp, minimal monochrome look. The admin, candidate, and dashboard pages all got this sleek new treatment. Out with the neon colors, and in with a gorgeous off-white and near-black palette. We switched over to the Inter font so everything is wonderfully tight and readable. I also squared off those bubbly rounded corners to a crisp 2px and ditched the heavy drop shadows for elegant, subtle borders. Those old placeholder badges are finally out of here, replaced by our official SVG logo! Oh, and the candidate chat is now completely stripped of colored bubbles so you can focus entirely on the actual conversation. ;) The best part is that I pulled all of this off using just vanilla CSS and variables, without bringing in any heavy frameworks. B-) I really hope you all love this clean new aesthetic as much as I do! <3
Ships:
Conlatus : AI-powered screening interviews I built Conlatus, an AI-powered screening interview system designed to automate the repetitive first stage of candidate screening. The Idea is : Create interview -> Candidate enters -> AI conducts interview -> Responses are processed -> Recruiter reviews results. The challenge ? The hardest part wasn’t simply connecting an AI API. It was turning an LLM into an actual interview workflow. I had to figure out how to manage interview state, connect the frontend and backend, process candidate responses, and structure the system so it could grow beyond a simple chatbot. The stuff that I’m proud at… It has a working backend, frontend interfaces, AI integration, environment configuration, documentation, and a reproducible local setup. Test it.. You’ll need Python and a Groq API key (LLM Provider). git clone https://github.com/conlatus/conlatus.git cd conlatus python -m venv .venv # Windows .venv/Scripts/activate # Linux / MacOS source .venv/bin/activate pip install -r requirements.txt # Create .env from .env.example cp .env .env.example # Update your GROQ API : GROQ_API_KEY=_groq_api_key # Start the server uvicorn backend.main:app --reload The app will be runnning on http://localhost:8000/ . And access admin dashboard on http://localhost:8000/admin/ note: Conlatus was mostly developer with the help of AI coding IDEs, especially Google Antigravity. I used it extensively for implementation, debugging, refactoring, architecture exploration and UI development. What I did. Is that I directed the development process, made architectural decisions, reviewed the generated code, tested the application, and iterated on implementation. I’ve actually created a user friendly website. You can find it at : https://conlatus.github.io/...
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1793224260.6790147
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1793310660.6790147
|
|
35310
|
My very own WebOS by @guibb21 | Stardance
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guibb21
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My very own WebOS by @guibb21 | Stardance
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1793224261.825164
|
1793829061.825164
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|
1984
|
Untitled project by @Nil0ft | Stardance
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Nil0ft
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Nil0ft | Stardance
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1793224262.7263498
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1793829062.7263498
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29112
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My first slack bot! by @NamanS | Stardance
|
NamanS
|
1
|
1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T16:58:43Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built F1 Pulse Bot, a Slack bot that provides live Formula 1 information using slash commands. Users can check the next race, view the current driver standings, get a random F1 driver, and verify the bot is online with a ping command. What was challenging? The biggest challenge was deployment. I had to learn how to host the bot on a Linux server using Nest, configure environment variables, register Slack slash commands correctly, and debug systemd service issues to keep the bot running reliably. What are you proud of? I’m proud that I successfully deployed the bot so it runs continuously on a real server instead of just on my computer. It also integrates with a live F1 API, so the information it provides is always up to date. What should people know so they can test your project? The bot is used entirely through Slack slash commands. Reviewers should add the app to a Slack workspace (or join the provided test workspace) and try commands like /f1-pulse-bot-next-race, /f1-pulse-bot-standings, and /f1-pulse-bot-random-driver while the bot is running.", "repo": "https://github.com/Nam2302/f1-pulse-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BEM9CFYRH"}]...
|
[{"post_id": 20893, "ts": "202 [{"post_id": 20893, "ts": "2026-07-02T16:52:51Z", "hours": 0.6594, "text": "Today I got my Slack bot fully working end-to-end on a real server instead of just local testing. I started with only the /f1-pulse-bot-ping command working, which confirmed the Slack Bolt setup was fine, but the other commands weren’t responding. I figured out the issue was in Slack’s dashboard, as slash commands need to be manually registered before Slack will actually send requests to the bot. After adding the missing commands there, everything started working. Next I worked on deployment using a Nest Linux container. I ran into several systemd issues related to working directories and startup paths, which took some debugging to understand. Once fixed, I got the bot running as a proper background service that auto-restarts and stays online. Now the bot is fully functional and uses a live F1 API to fetch next race details, driver standings, and random driver data directly inside Slack. Overall, the main takeaway was understanding how deployment and platform configuration are just as important as writing the code itself."}]...
|
Title: My first slack bot! by @NamanS | Stardance
Title: My first slack bot! by @NamanS | Stardance
Devlogs:
Today I got my Slack bot fully working end-to-end on a real server instead of just local testing. I started with only the /f1-pulse-bot-ping command working, which confirmed the Slack Bolt setup was fine, but the other commands weren’t responding. I figured out the issue was in Slack’s dashboard, as slash commands need to be manually registered before Slack will actually send requests to the bot. After adding the missing commands there, everything started working. Next I worked on deployment using a Nest Linux container. I ran into several systemd issues related to working directories and startup paths, which took some debugging to understand. Once fixed, I got the bot running as a proper background service that auto-restarts and stays online. Now the bot is fully functional and uses a live F1 API to fetch next race details, driver standings, and random driver data directly inside Slack. Overall, the main takeaway was understanding how deployment and platform configuration are just as important as writing the code itself.
Ships:
What did you make? I built F1 Pulse Bot, a Slack bot that provides live Formula 1 information using slash commands. Users can check the next race, view the current driver standings, get a random F1 driver, and verify the bot is online with a ping command. What was challenging? The biggest challenge was deployment. I had to learn how to host the bot on a Linux server using Nest, configure environment variables, register Slack slash commands correctly, and debug systemd service issues to keep the bot running reliably. What are you proud of? I’m proud that I successfully deployed the bot so it runs continuously on a real server instead of just on my computer. It also integrates with a live F1 API, so the information it provides is always up to date. What should people know so they can test your project? The bot is used entirely through Slack slash commands. Reviewers should add the app to a Slack workspace (or join the provided test workspace) and try commands like /f1-pulse-bot-next-race, /f1-pulse-bot-standings, and /f1-pulse-bot-random-driver while the bot is running....
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1793224263.6079266
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1793310663.6079266
|
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15338
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My very own WebOS by @oozgurbuyukcan26 | Stardance
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oozgurbuyukcan26
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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 @oozgurbuyukcan26 | St Title: My very own WebOS by @oozgurbuyukcan26 | Stardance...
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1793224264.5248349
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1793829064.5248349
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9654
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My first slack bot! by @lilygracebf1 | Stardance
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lilygracebf1
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0
|
0.0
|
0
|
[]
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[]
|
Title: My first slack bot! by @lilygracebf1 | Star Title: My first slack bot! by @lilygracebf1 | Stardance...
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1793224265.428807
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1793829065.428807
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54358
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Basic calculater by @vrishi | Stardance
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vrishi
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1
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2.0
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2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T03:36:40Z", "hours": 2.0, "multiplier": 1.05, "payout": 2, "blessing": "neutral", "text": "I made a basic calculator app in order to get started and to understand this entire process.", "repo": "https://github.com/Vrishicode/basic-calculater-code", "demo": "https://basic-calculater-code.vercel.app/"}]...
|
[{"post_id": 56362, "ts": "202 [{"post_id": 56362, "ts": "2026-08-28T03:31:59Z", "hours": 0.655, "text": "I was just converted my java code to a html and java script with ai to put on a webpage"}, {"post_id": 55745, "ts": "2026-08-27T18:36:00Z", "hours": 0.3358, "text": "Hi i just finished making it able to do 4 operations on two doubles if you have any suggestions on what i can add to this program before i submit it."}, {"post_id": 55077, "ts": "2026-08-26T14:50:01Z", "hours": 0.7394, "text": "Hi i am working on just a basic calculator I am currently just making it add two numbers together so then later i can do the same with the other three operators when the addition code works."}]...
|
Title: Basic calculater by @vrishi | Stardance
De Title: Basic calculater by @vrishi | Stardance
Devlogs:
Hi i am working on just a basic calculator I am currently just making it add two numbers together so then later i can do the same with the other three operators when the addition code works.
Hi i just finished making it able to do 4 operations on two doubles if you have any suggestions on what i can add to this program before i submit it.
I was just converted my java code to a html and java script with ai to put on a webpage
Ships:
I made a basic calculator app in order to get started and to understand this entire process....
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1793224266.3386793
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1793310666.3386793
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7585
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My awesome macropad! by @nanditha_shankar09 | Star My awesome macropad! by @nanditha_shankar09 | Stardance...
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nanditha_shankar09
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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 @nanditha_shankar09 Title: My awesome macropad! by @nanditha_shankar09 | Stardance...
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1793224267.2487671
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1793829067.2487671
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23447
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Focus App by @nurazizshnbaev | Stardance
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nurazizshnbaev
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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: Focus App by @nurazizshnbaev | Stardance
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1793224268.148757
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1793829068.148757
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37321
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Untitled by @Manenti | Stardance
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Manenti
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0
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1.58
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0
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[]
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[{"post_id": 31388, "ts": "202 [{"post_id": 31388, "ts": "2026-07-19T18:32:31Z", "hours": 1.5844, "text": "Future Me has officially started with a clean React 19 foundation using Vite, TypeScript, ESLint, and Tailwind CSS. The initial frontend architecture was organized around scalable folders such as app , pages , layouts , components , services , store , and the future-critical simulation domain. Global styling was also moved into Tailwind’s base layer, keeping the app dark by default while leaving the visual system flexible for upcoming futuristic interfaces. The first simulation layer was introduced by defining the core domain types for life areas, scores, user input, scenarios, and timelines. We also added the first deterministic scoring utilities and an initial score calculator, turning lifestyle answers into structured life scores such as health, knowledge, finance, career, social, happiness, and discipline. This gives the project its first real simulation foundation without mixing business logic into the UI."}]...
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Title: Untitled by @Manenti | Stardance
Devlogs:
Title: Untitled by @Manenti | Stardance
Devlogs:
Future Me has officially started with a clean React 19 foundation using Vite, TypeScript, ESLint, and Tailwind CSS. The initial frontend architecture was organized around scalable folders such as app , pages , layouts , components , services , store , and the future-critical simulation domain. Global styling was also moved into Tailwind’s base layer, keeping the app dark by default while leaving the visual system flexible for upcoming futuristic interfaces. The first simulation layer was introduced by defining the core domain types for life areas, scores, user input, scenarios, and timelines. We also added the first deterministic scoring utilities and an initial score calculator, turning lifestyle answers into structured life scores such as health, knowledge, finance, career, social, happiness, and discipline. This gives the project its first real simulation foundation without mixing business logic into the UI....
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1793224269.064792
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1793829069.064792
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36618
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ProjectPacket by @oliverueno38 | Stardance
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oliverueno38
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1
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6.0
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14
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T23:51:13Z", "hours": 6.0, "multiplier": 2.4, "payout": 14, "blessing": "neutral", "text": "I built ProjectPacket, a simple way for freelancers to collect files, text, links, brand colors, and approvals from clients without chasing everything through email. The hardest part was keeping the freelancer dashboard and client upload page in sync while making the experience easy to use. I also added secure packet links, optional passcodes and expiration dates, reusable templates, color previews, and review actions. I’m proud that it now feels like a real product I could send to a client. To test it, sign up, create a packet, and open the client link in another tab. Submit a file, some text, a link, or an approval. Then return to the packet dashboard and try approving it or requesting changes.", "repo": "https://github.com/olinho11/ProjectPacket", "demo": "https://www.projectpacket.site"}]...
|
[{"post_id": 30424, "ts": "202 [{"post_id": 30424, "ts": "2026-07-17T23:17:11Z", "hours": 5.9492, "text": "Hi! I’m working on ProjectPacket, a simple tool that helps freelancers collect everything they need from clients without chasing them through email. They can create a checklist for things like logos, copy, photos, links, brand colors, and approvals, then send the client one upload link. I’ve got the main flow working now, including creating packets, submitting files, tracking what is missing, and reviewing items. Right now I’m improving the design and making the client upload page feel clearer and more trustworthy, especially on mobile. Some parts are still rough, but it is starting to feel like a real product."}]...
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Title: ProjectPacket by @oliverueno38 | Stardance
Title: ProjectPacket by @oliverueno38 | Stardance
Devlogs:
Hi! I’m working on ProjectPacket, a simple tool that helps freelancers collect everything they need from clients without chasing them through email. They can create a checklist for things like logos, copy, photos, links, brand colors, and approvals, then send the client one upload link. I’ve got the main flow working now, including creating packets, submitting files, tracking what is missing, and reviewing items. Right now I’m improving the design and making the client upload page feel clearer and more trustworthy, especially on mobile. Some parts are still rough, but it is starting to feel like a real product.
Ships:
I built ProjectPacket, a simple way for freelancers to collect files, text, links, brand colors, and approvals from clients without chasing everything through email. The hardest part was keeping the freelancer dashboard and client upload page in sync while making the experience easy to use. I also added secure packet links, optional passcodes and expiration dates, reusable templates, color previews, and review actions. I’m proud that it now feels like a real product I could send to a client. To test it, sign up, create a packet, and open the client link in another tab. Submit a file, some text, a link, or an approval. Then return to the packet dashboard and try approving it or requesting changes....
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1793224269.9598174
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1793310669.9598174
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24483
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My first slack bot! by @xaviers | Stardance
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xaviers
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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 @xaviers | Stardance
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1793224270.8588107
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1793829070.8588107
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36076
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A soundpad/external keyboard for pc by @egoodnoe09 A soundpad/external keyboard for pc by @egoodnoe09 | Stardance...
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egoodnoe09
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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: A soundpad/external keyboard for pc by @ego Title: A soundpad/external keyboard for pc by @egoodnoe09 | Stardance...
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1793224271.7471688
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1793829071.7471688
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23505
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Meteor Dance by @floren_duerinck | Stardance
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floren_duerinck
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2
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8.0
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89
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T10:11:13Z", "hours": 2.0, "multiplier": 12.9, "payout": 21, "blessing": "neutral", "text": "I made Meteor Dance, a space arcade game where you dodge a meteor shower using star warnings. The stars light up before a meteor falls. I’m most proud of how the difficulty scaling feels — it starts calm and slowly builds into chaos as more and more meteors rain down. This is my second ship for Stardance, and I feel like I’ve learned a lot as this was my first game. I also tried to get the game running in the browser via HTML5 export, but ran into some technical issues with GameMaker’s HTML5 target, so for now it’s Windows only!", "repo": "https://github.com/Fooofooojooo/Stardance", "demo": "https://fooofooojooo.itch.io/meteor-dance"}, {"ship_num": 2, "ts": "2026-06-25T20:33:41Z", "hours": 6.0, "multiplier": 10.69, "payout": 68, "blessing": "neutral", "text": "Meteor Dance is a space arcade game, inspired by ‘‘stardance’’, where a meteor shower is approaching your spacecraft. Stars light up to warn you where the next meteor will fall , follow their rhythm to survive! Built in GameMaker from scratch over 5 devlogs. The trickiest part was getting the warning system working so the detector and meteor follow the exact same path since i’m new to coding. I’m most proud of the difficulty scaling and ice physics which make dodging feel really satisfying. Download it on itch.io for Windows!", "repo": "https://github.com/Fooofooojooo/Stardance", "demo": "https://fooofooojooo.itch.io/meteor-dance"}]...
|
[{"post_id": 24821, "ts": "202 [{"post_id": 24821, "ts": "2026-07-08T17:08:55Z", "hours": 0.8333, "text": "7: Particles & Scripts! I wrote my first standalone script in GameMaker, separate from any object event. I used it to handle particle effects for the player’s engine trail, which trails behind the ship as you move. Writing reusable scripts is a big step up from putting everything in object events, and it took some figuring out to get the particle system set up correctly. Really happy with how the engine trail turned out!"}, {"post_id": 23561, "ts": "2026-07-06T16:29:26Z", "hours": 0.8333, "text": "6: Transitions & Textures! Small but satisfying session today. I added smooth fade transitions between rooms, giving Meteor Dance a much more polished feel when moving between the title screen, game and game over screen. I also went back and tweaked some textures. Sometimes it’s the little things that make a game feel finished. I’m so happy that I’m almost done with my first game!"}, {"post_id": 15656, "ts": "2026-06-25T13:44:22Z", "hours": 0.8867, "text": "5: Polish & Sounds! LAST DEVLOG BEFORE SHIP I added a theme song that loops throughout the game, giving Meteor Dance a proper atmosphere. I also went back and polished all the sprites, the player and stars all look a lot cleaner now. On the sound side I added sound effects to bring the game to life, every meteor and star interaction now has audio feedback which makes the whole thing feel much more satisfying to play. Finally I added a bunch of quality of life improvements to smooth out the experience."}, {"post_id": 14958, "ts": "2026-06-24T09:16:18Z", "hours": 1.5806, "text": "4: Game & Over! This session I tried giving Meteor Dance a proper game loop. I started with a title screen to give the game a real entry point, then tackled difficulty scaling, the plan was to spawn more meteor spawners as the score increases, hitting thresholds at 10, 30, 50 and beyond. It took a while to get working, and after a lot of head scratching I realised I’d simply forgotten to add the difficulty object to the room. Classic. I also built out a full game over screen that shows your final score and tracks your all time high score using a save file, so there’s now a real reason to keep playing and push for a better run."}, {"post_id": 13883, "ts": "2026-06-22T19:08:13Z", "hours": 1.7089, "text": "3: Textures and Fonts! This session was all about making Meteor Dance feel alive. I added sprites for the player, meteors and stars, giving everything a proper look instead of a placeholder. The player got an animation too, which makes movement feel a lot more dynamic. I also added a score system that ticks up every time a meteor passes, simple but it works. On the visual side, all the background stars now pulse gently in and out, which not only looks great but adds a subtle challenge: it’s harder to spot which stars are lighting up to warn you of incoming meteors. A small detail that makes the core mechanic more interesting. Finally I brought in a proper font to make the UI feel polished. Starting to look like a real game"}, {"post_id": 13613, "ts": "2026-06-22T09:52:10Z", "hours": 1.5936, "text": "2: Stars and Bugs! Fixed a bug where a spawner spawned a meteor and a detector (I forgot to remove old code). There are now stars that spawn randomly! There’s 5 different sprites for the stars and every one has a bright and a base mode. The textures are placeholders. Added randomly sized meteors and increased their speed. And I had to choose between making the detectors the sames size as the meteors (more stars light up) or keeping them all the same size. Chose the latter because it adds a litle suprise when a big meteor falls. Stars light up when they collide with a detector and the meteors follow the path of the detectors."}, {"post_id": 13124, "ts": "2026-06-21T13:48:35Z", "hours": 0.5694, "text": "1: Movement and Meteors! This is the first devlog of my project “Meteor Dance”! The concept is that you are a spaceship traveling through a meteor storm. To know what space to avoid in order to not get hit by a meteor, the stars will twinkle where they will pass. I added objects that spawn meteors and warnings, the warnings will tell the stars when to light up and the meteors are obstacles you have to avoid. I also made player movement, but I accidentally deleted that timelapse… For now there are no stars, but I added little circles that show where a meteor will fall."}]...
|
Title: Meteor Dance by @floren_duerinck | Stardanc Title: Meteor Dance by @floren_duerinck | Stardance
Devlogs:
1: Movement and Meteors! This is the first devlog of my project “Meteor Dance”! The concept is that you are a spaceship traveling through a meteor storm. To know what space to avoid in order to not get hit by a meteor, the stars will twinkle where they will pass. I added objects that spawn meteors and warnings, the warnings will tell the stars when to light up and the meteors are obstacles you have to avoid. I also made player movement, but I accidentally deleted that timelapse… For now there are no stars, but I added little circles that show where a meteor will fall.
2: Stars and Bugs! Fixed a bug where a spawner spawned a meteor and a detector (I forgot to remove old code). There are now stars that spawn randomly! There’s 5 different sprites for the stars and every one has a bright and a base mode. The textures are placeholders. Added randomly sized meteors and increased their speed. And I had to choose between making the detectors the sames size as the meteors (more stars light up) or keeping them all the same size. Chose the latter because it adds a litle suprise when a big meteor falls. Stars light up when they collide with a detector and the meteors follow the path of the detectors.
3: Textures and Fonts! This session was all about making Meteor Dance feel alive. I added sprites for the player, meteors and stars, giving everything a proper look instead of a placeholder. The player got an animation too, which makes movement feel a lot more dynamic. I also added a score system that ticks up every time a meteor passes, simple but it works. On the visual side, all the background stars now pulse gently in and out, which not only looks great but adds a subtle challenge: it’s harder to spot which stars are lighting up to warn you of incoming meteors. A small detail that makes the core mechanic more interesting. Finally I brought in a proper font to make the UI feel polished. Starting to look like a real game
4: Game & Over! This session I tried giving Meteor Dance a proper game loop. I started with a title screen to give the game a real entry point, then tackled difficulty scaling, the plan was to spawn more meteor spawners as the score increases, hitting thresholds at 10, 30, 50 and beyond. It took a while to get working, and after a lot of head scratching I realised I’d simply forgotten to add the difficulty object to the room. Classic. I also built out a full game over screen that shows your final score and tracks your all time high score using a save file, so there’s now a real reason to keep playing and push for a better run.
5: Polish & Sounds! LAST DEVLOG BEFORE SHIP I added a theme song that loops throughout the game, giving Meteor Dance a proper atmosphere. I also went back and polished all the sprites, the player and stars all look a lot cleaner now. On the sound side I added sound effects to bring the game to life, every meteor and star interaction now has audio feedback which makes the whole thing feel much more satisfying to play. Finally I added a bunch of quality of life improvements to smooth out the experience.
6: Transitions & Textures! Small but satisfying session today. I added smooth fade transitions between rooms, giving Meteor Dance a much more polished feel when moving between the title screen, game and game over screen. I also went back and tweaked some textures. Sometimes it’s the little things that make a game feel finished. I’m so happy that I’m almost done with my first game!
7: Particles & Scripts! I wrote my first standalone script in GameMaker, separate from any object event. I used it to handle particle effects for the player’s engine trail, which trails behind the ship as you move. Writing reusable scripts is a big step up from putting everything in object events, and it took some figuring out to get the particle system set up correctly. Really happy with how the engine trail turned out!
Ships:
Meteor Dance is a space arcade game, inspired by ‘‘stardance’’, where a meteor shower is approaching your spacecraft. Stars light up to warn you where the next meteor will fall , follow their rhythm to survive! Built in GameMaker from scratch over 5 devlogs. The trickiest part was getting the warning system working so the detector and meteor follow the exact same path since i’m new to coding. I’m most proud of the difficulty scaling and ice physics which make dodging feel really satisfying. Download it on itch.io for Windows!
I made Meteor Dance, a space arcade game where you dodge a meteor shower using star warnings. The stars light up before a meteor falls. I’m most proud of how the difficulty scaling feels — it starts calm and slowly builds into chaos as more and more meteors rain down. This is my second ship for Stardance, and I feel like I’ve learned a lot as this was my first game. I also tried to get the game running in the browser via HTML5 export, but ran into some technical issues with GameMaker’s HTML5 target, so for now it’s Windows only!...
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1793224272.6290693
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1793310672.6290693
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10551
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My first slack bot! by @sanyammadan | Stardance
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sanyammadan
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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 @sanyammadan | Stard Title: My first slack bot! by @sanyammadan | Stardance...
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1793224273.8552063
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1793829073.8552063
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35680
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Untitled by @LadiesMan225 | Stardance
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LadiesMan225
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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 @LadiesMan225 | Stardance
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1793224274.7319827
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1793829074.7319827
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5691
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ULTRAROUGE (roblox game) by @GuyWithPizza1 | Stard ULTRAROUGE (roblox game) by @GuyWithPizza1 | Stardance...
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GuyWithPizza1
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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: ULTRAROUGE (roblox game) by @GuyWithPizza1 Title: ULTRAROUGE (roblox game) by @GuyWithPizza1 | Stardance...
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1793224275.6147428
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1793829075.6147428
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18791
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NemOS (ARG) by @Nemo_Donut | Stardance
|
Nemo_Donut
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1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T21:59:50Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made NemOS , a browser-based operating system experience built with HTML, CSS, and JavaScript. It starts as a retro desktop environment with draggable windows, a boot sequence, desktop icons, and a file explorer, but it’s also the beginning of a narrative horror project. Players explore recovered files belonging to a person known as Nemo and slowly uncover the story behind Project NULL, a mysterious subject called 13, and a corrupted archive full of missing memories. Lore incomplete right now will come back in webOS part 2! What was challenging? The most challenging part was creating a desktop environment from scratch without using any frameworks. I had to build window dragging, resizing, focus management, icon selection, application launching, file viewing, and the boot sequence myself. I also spent a lot of time making the UI behave like a real operating system while keeping everything inside a web browser. Designing a system that could later support a branching story and unlockable files was another challenge. What are you proud of? I’m proud that I turned a simple webOS project into something with its own identity and story. Instead of making only a desktop simulator, I built a frikin lore lmao this for an interactive archive where the operating system itself becomes part of the narrative. I’m also proud that most of the functionality was built from scratch, including the window system, archive explorer, boot loader, and lore-driven interface. What should people know so they can test your project? When the website loads, wait for the boot sequence to finish and respond to the access prompt. After entering the desktop, open README_FIRST.txt by double-clicking it. Reading and closing that file unlocks ARCHIVE_EXPLORER.exe , which contains the recovered archive records. The current build is Part 1 of a larger project, so it focuses on the desktop environment, archive system, and the beginning of the story rather than the complete narrative.", "repo": "https://github.com/adonutartist/NemOS", "demo": "https://nemos-rose.vercel.app/"}]...
|
[{"post_id": 12167, "ts": "202 [{"post_id": 12167, "ts": "2026-06-19T21:33:05Z", "hours": 4.4411, "text": "DEVLOG #5 Hello ya’ll I am back with good new and well a smol bad news ;-; So first good news is that i am done with part 1 of the webOS so I will ship this project today! Bad news is that the lore is very incomplete right now ;-; I plan to continue this in the webOS part 2!! Today i polished the file explorer kind of app added all necessary functions too… edited the not files too for more lore immersion… I hope it gets reviewed soon so that I can start working on part 2 of this project! Cyaaa Goooodnight!"}, {"post_id": 11608, "ts": "2026-06-18T22:02:56Z", "hours": 4.6942, "text": "DEVLOG #4 Hello everyone!! I am back again with a crazy idea!!!! So I saw so many people creating webOS its just sooo common so I added a twisterrrr to my one!! I added a lore to the webOS yep yep you heard that right a frikin lore to a WebOS!!!! So I have this oc of mine I created he has a pretty disturbing backstory and so I am gonna integrate that into the webOS not gonna spoil any story elements here so that you try it out yourself when I release it! I added bootscreen too to make it looks so daaammmm cooolio! I changed the welcome message and also added new app which is a file explorer still needs more work but yeh its in development!! I am thinking to ship it as my submission for webOS 1 with like half of the lore and then in webOS 2 imma ship it with the other half combined! Pretty excited with this idea lmao!!!! Cyaaaa! Goooodnight!!!"}, {"post_id": 10920, "ts": "2026-06-17T21:53:42Z", "hours": 4.8289, "text": "DEVLOG #3 Hello y’all! I am back again with yet another devlog and again laaaaats of progress which included first app making and some quality of life feature :3! So firstly I have completed part 4 of the WebOS 1 guide and hence tomorrow I may ship this project lmao xD I feel like I am speedrunning this xDDD I created a note taking app called txt.nemo it has a icon which u can single click to select and double click to open, it also has local storage so if u close the app or refresh browser or reopen browser then it will still save your notes. I also made a selection box for single click. I added dragging boundaries so that the windows can’t be dragged out of the screen, this also solves the bug of window being stuck if under top bar. I added resize feature to the windows too and also min height and width for each window! I am really happy with what i have till now xD I never knew I could HTML and css and javascript stuff so easily lol xD its so fun!!!! Cyaaaaa!! Gooooodnight!!"}, {"post_id": 10237, "ts": "2026-06-16T21:21:57Z", "hours": 4.2569, "text": "DEVLOG #2 Hello y’all! I am back with yet another devlog and lots of progress which included bug fixing some pixel art making etc etc! So first I downloaded VS code for windows then I cloned the NemOS repo to my computer and started working on it through VS code because this feels much easier! I can easily see preview of my webOS anytime I want and I don’t need to bash my brain over a silly lil bug of codespace lol xD I completed part 3 of the WebOS 1 guide! Now i have a draggable window, close and open buttons and both have cool pixel art I made for them on piskel :3 I am trying to figure out how to add minimize and resize features as they’re not given on the guide… hopefully I am able to implement those features tomorrow :p Now enjoy this screenshot of my webOS it features my best background art!!! Cyaaaa!! Gooooodnight!!!!"}, {"post_id": 9509, "ts": "2026-06-15T21:29:07Z", "hours": 4.4247, "text": "DEVLOG #1 Hello y’all!! I am back lol yeh I didn’t take even a single day of break after shipping DONUT PAD and started working on this new project called the NemOS :] I am following the WebOS 1 guide and I am done with the first 2 sections but sadly had to stop there because of this frikin big error which didn’t come from the code but the extension itself ;-; So basically I was using github codespace to make this and if you know about it even a lil bit then you would know that you need to preview your website after every smoool change. For this I was using the live preview extension made by microsoft but after like using it for like 3 hours it crashed or whatever you wanna call it ;-; it kept showing me some typo error and IP address when i tried to preview my website which was so dayummm annoying I searched google reddit etc etc no cure people have reported such problems before but no cure available ;-; I don’t know what to do now I really wanted to show y’all my cool art pieces I added as wallpaper and stuff but this frikin errror ruined my day xd Imma try to come back to this tomorrow with a fresh mind ;-; so cya for now ;-; Gudnight!"}]...
|
Title: NemOS (ARG) by @Nemo_Donut | Stardance
Dev Title: NemOS (ARG) by @Nemo_Donut | Stardance
Devlogs:
DEVLOG #1 Hello y’all!! I am back lol yeh I didn’t take even a single day of break after shipping DONUT PAD and started working on this new project called the NemOS :] I am following the WebOS 1 guide and I am done with the first 2 sections but sadly had to stop there because of this frikin big error which didn’t come from the code but the extension itself ;-; So basically I was using github codespace to make this and if you know about it even a lil bit then you would know that you need to preview your website after every smoool change. For this I was using the live preview extension made by microsoft but after like using it for like 3 hours it crashed or whatever you wanna call it ;-; it kept showing me some typo error and IP address when i tried to preview my website which was so dayummm annoying I searched google reddit etc etc no cure people have reported such problems before but no cure available ;-; I don’t know what to do now I really wanted to show y’all my cool art pieces I added as wallpaper and stuff but this frikin errror ruined my day xd Imma try to come back to this tomorrow with a fresh mind ;-; so cya for now ;-; Gudnight!
DEVLOG #2 Hello y’all! I am back with yet another devlog and lots of progress which included bug fixing some pixel art making etc etc! So first I downloaded VS code for windows then I cloned the NemOS repo to my computer and started working on it through VS code because this feels much easier! I can easily see preview of my webOS anytime I want and I don’t need to bash my brain over a silly lil bug of codespace lol xD I completed part 3 of the WebOS 1 guide! Now i have a draggable window, close and open buttons and both have cool pixel art I made for them on piskel :3 I am trying to figure out how to add minimize and resize features as they’re not given on the guide… hopefully I am able to implement those features tomorrow :p Now enjoy this screenshot of my webOS it features my best background art!!! Cyaaaa!! Gooooodnight!!!!
DEVLOG #3 Hello y’all! I am back again with yet another devlog and again laaaaats of progress which included first app making and some quality of life feature :3! So firstly I have completed part 4 of the WebOS 1 guide and hence tomorrow I may ship this project lmao xD I feel like I am speedrunning this xDDD I created a note taking app called txt.nemo it has a icon which u can single click to select and double click to open, it also has local storage so if u close the app or refresh browser or reopen browser then it will still save your notes. I also made a selection box for single click. I added dragging boundaries so that the windows can’t be dragged out of the screen, this also solves the bug of window being stuck if under top bar. I added resize feature to the windows too and also min height and width for each window! I am really happy with what i have till now xD I never knew I could HTML and css and javascript stuff so easily lol xD its so fun!!!! Cyaaaaa!! Gooooodnight!!
DEVLOG #4 Hello everyone!! I am back again with a crazy idea!!!! So I saw so many people creating webOS its just sooo common so I added a twisterrrr to my one!! I added a lore to the webOS yep yep you heard that right a frikin lore to a WebOS!!!! So I have this oc of mine I created he has a pretty disturbing backstory and so I am gonna integrate that into the webOS not gonna spoil any story elements here so that you try it out yourself when I release it! I added bootscreen too to make it looks so daaammmm cooolio! I changed the welcome message and also added new app which is a file explorer still needs more work but yeh its in development!! I am thinking to ship it as my submission for webOS 1 with like half of the lore and then in webOS 2 imma ship it with the other half combined! Pretty excited with this idea lmao!!!! Cyaaaa! Goooodnight!!!
DEVLOG #5 Hello ya’ll I am back with good new and well a smol bad news ;-; So first good news is that i am done with part 1 of the webOS so I will ship this project today! Bad news is that the lore is very incomplete right now ;-; I plan to continue this in the webOS part 2!! Today i polished the file explorer kind of app added all necessary functions too… edited the not files too for more lore immersion… I hope it gets reviewed soon so that I can start working on part 2 of this project! Cyaaa Goooodnight!
Ships:
What did you make? I made NemOS , a browser-based operating system experience built with HTML, CSS, and JavaScript. It starts as a retro desktop environment with draggable windows, a boot sequence, desktop icons, and a file explorer, but it’s also the beginning of a narrative horror project. Players explore recovered files belonging to a person known as Nemo and slowly uncover the story behind Project NULL, a mysterious subject called 13, and a corrupted archive full of missing memories. Lore incomplete right now will come back in webOS part 2! What was challenging? The most challenging part was creating a desktop environment from scratch without using any frameworks. I had to build window dragging, resizing, focus management, icon selection, application launching, file viewing, and the boot sequence myself. I also spent a lot of time making the UI behave like a real operating system while keeping everything inside a web browser. Designing a system that could later support a branching story and unlockable files was another challenge. What are you proud of? I’m proud that I turned a simple webOS project into something with its own identity and story. Instead of making only a desktop simulator, I built a frikin lore lmao this for an interactive archive where the operating system itself becomes part of the narrative. I’m also proud that most of the functionality was built from scratch, including the window system, archive explorer, boot loader, and lore-driven interface. What should people know so they can test your project? When the website loads, wait for the boot sequence to finish and respond to the access prompt. After entering the desktop, open README_FIRST.txt by double-clicking it. Reading and closing that file unlocks ARCHIVE_EXPLORER.exe , which contains the recovered archive records. The current build is Part 1 of a larger project, so it focuses on the desktop environment, archive system, and the beginning of the story rather than the complete narrative....
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1793224276.4774845
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1793310676.4774845
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37008
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Synthesizer by @Lemonade28 | Stardance
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Lemonade28
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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: Synthesizer by @Lemonade28 | Stardance
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1793224277.6803284
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1793829077.6803284
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32727
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Mini local weather station by @brookinsryan10 | St Mini local weather station by @brookinsryan10 | Stardance...
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brookinsryan10
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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: Mini local weather station by @brookinsryan Title: Mini local weather station by @brookinsryan10 | Stardance...
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1793224278.5539594
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1793829078.5539594
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23506
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rock-paper-scissors by @CLK | Stardance
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CLK
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1
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3.44
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T11:31:51Z", "hours": 2.0, "multiplier": 1.48, "payout": 2, "blessing": "neutral", "text": "I made a rock paper scissors website, go to https://nivlacvt.github.io/rock-paper-scissors/ to test the project, I hope you like it", "repo": "https://github.com/NIVLACvt/rock-paper-scissors", "demo": "https://nivlacvt.github.io/rock-paper-scissors/"}]...
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[{"post_id": 32591, "ts": "202 [{"post_id": 32591, "ts": "2026-07-21T21:23:16Z", "hours": 1.4406, "text": "added a main page to choose your game mode, added 2 new game modes to choose from including AI vs AI and human vs human!!!"}, {"post_id": 19162, "ts": "2026-06-30T12:33:59Z", "hours": 0.5181, "text": "changed back to completely random rock paper or scissors added wins and losses counter at the bottom and color"}, {"post_id": 18316, "ts": "2026-06-29T12:51:31Z", "hours": 0.5267, "text": "just finished butter logic"}, {"post_id": 17768, "ts": "2026-06-28T18:16:31Z", "hours": 0.5667, "text": "finished this project in thirty minutes just a fun little game of rock paper scissors there are still a few bugs though anyway I hope you like it"}]...
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Title: rock-paper-scissors by @CLK | Stardance
De Title: rock-paper-scissors by @CLK | Stardance
Devlogs:
finished this project in thirty minutes just a fun little game of rock paper scissors there are still a few bugs though anyway I hope you like it
just finished butter logic
changed back to completely random rock paper or scissors added wins and losses counter at the bottom and color
added a main page to choose your game mode, added 2 new game modes to choose from including AI vs AI and human vs human!!!
Ships:
I made a rock paper scissors website, go to https://nivlacvt.github.io/rock-paper-scissors/ to test the project, I hope you like it...
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1793224279.4303012
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1793310679.4303012
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18765
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Cosmoscope by @naviAtHackClub | Stardance
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naviAtHackClub
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0
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3.34
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0
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[]
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[{"post_id": 27296, "ts": "202 [{"post_id": 27296, "ts": "2026-07-12T19:13:16Z", "hours": 3.3369, "text": "My Backend is Finallyyy Coming Together The biggest milestone I’ve reached since starting this project is getting the backend fully working . For this project, instead of one large file, I split each feature into its own module, so the app can independently fetch NASA’s Astronomy Picture of the Day, ISS coordinates, upcoming rocket launches, and more. I would say that writing the features was actually one of the easier parts of my project. On the other hand, parsing through what the API requests returned and seeing the data I wanted was sooooo tedious . I probably spent a good hour just doing that. I also had a lot of trouble getting everything to communicate properly. I spent much longer than I thought I would tracking down import errors, reorganizing project structure, and adjusting each and every module to make sure it returned data in a consistent format . It definitely wasn’t the most fun , but it was definitely satisfying seeing a clean codebase that is a lot cleaner and easier to build upon . A decision I’m particularly happy about was calculating the moon phase locally instead of relying on another API. It not only tested my math skills , but it also saved API requests , meaning this feature will always work without worrying about rate limits . The next stage of my project is moving to the frontend . Right now the page has all the possibility for function , but I want to turn into something that’s actually fun to explore with smooth transitions, full screen sections, and interactive animations instead of just a long page of text . In all honesty, I completely forgot about devlogs, which is partly why this one was so long. In the future I will be updating more regularly. See you guys later! P.S. I would really appreciate any tips you guys have for me :D"}]...
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Title: Cosmoscope by @naviAtHackClub | Stardance
Title: Cosmoscope by @naviAtHackClub | Stardance
Devlogs:
My Backend is Finallyyy Coming Together The biggest milestone I’ve reached since starting this project is getting the backend fully working . For this project, instead of one large file, I split each feature into its own module, so the app can independently fetch NASA’s Astronomy Picture of the Day, ISS coordinates, upcoming rocket launches, and more. I would say that writing the features was actually one of the easier parts of my project. On the other hand, parsing through what the API requests returned and seeing the data I wanted was sooooo tedious . I probably spent a good hour just doing that. I also had a lot of trouble getting everything to communicate properly. I spent much longer than I thought I would tracking down import errors, reorganizing project structure, and adjusting each and every module to make sure it returned data in a consistent format . It definitely wasn’t the most fun , but it was definitely satisfying seeing a clean codebase that is a lot cleaner and easier to build upon . A decision I’m particularly happy about was calculating the moon phase locally instead of relying on another API. It not only tested my math skills , but it also saved API requests , meaning this feature will always work without worrying about rate limits . The next stage of my project is moving to the frontend . Right now the page has all the possibility for function , but I want to turn into something that’s actually fun to explore with smooth transitions, full screen sections, and interactive animations instead of just a long page of text . In all honesty, I completely forgot about devlogs, which is partly why this one was so long. In the future I will be updating more regularly. See you guys later! P.S. I would really appreciate any tips you guys have for me :D...
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1793224280.6088767
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1793829080.6088767
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3575
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My awesome macropad! by @Atreyu08 | Stardance
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Atreyu08
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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 @Atreyu08 | Stardan Title: My awesome macropad! by @Atreyu08 | Stardance...
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1793224281.5067859
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1793829081.5067859
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28587
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Aerovision by @DanielRosales | Stardance
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DanielRosales
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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": "2026-07-06T17:39:09Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website for my drone video business, it was really challenging beacus i had to do a lot of design for it, also it was hard to make the whatsapp funcionablilty,", "repo": "https://github.com/DaniePRO93/aereovision", "demo": "https://www.aerovision.gt"}]...
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[{"post_id": 23600, "ts": "202 [{"post_id": 23600, "ts": "2026-07-06T17:36:21Z", "hours": 3.0408, "text": "website redesign"}]...
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Title: Aerovision by @DanielRosales | Stardance
D Title: Aerovision by @DanielRosales | Stardance
Devlogs:
website redesign
Ships:
I made a website for my drone video business, it was really challenging beacus i had to do a lot of design for it, also it was hard to make the whatsapp funcionablilty,...
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1793224283.5516999
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1793310683.5516999
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53500
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StudyForge by @ArmanMalik | Stardance
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ArmanMalik
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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": "2026-08-24T15:59:33Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a project called StudyForge which is supposed to help students and i hope it will help them.", "repo": "", "demo": ""}]...
|
[{"post_id": 53869, "ts": "202 [{"post_id": 53869, "ts": "2026-08-24T15:58:43Z", "hours": 2.0433, "text": "I ran across many errors while making it and it was confusing so i made it as simple as possible, and its something that the students will love to use."}, {"post_id": 53394, "ts": "2026-08-23T22:28:42Z", "hours": 0.9142, "text": "Just finished writing the Flask things and now its time for the part where html will show its magic."}]...
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Title: StudyForge by @ArmanMalik | Stardance
Devl Title: StudyForge by @ArmanMalik | Stardance
Devlogs:
Just finished writing the Flask things and now its time for the part where html will show its magic.
I ran across many errors while making it and it was confusing so i made it as simple as possible, and its something that the students will love to use.
Ships:
I made a project called StudyForge which is supposed to help students and i hope it will help them....
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1793224284.4699197
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1793310684.4699197
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38369
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My own site! by @mustofakm99 | Stardance
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mustofakm99
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @mustofakm99 | Stardance
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1793224285.3888013
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1793829085.3888013
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17028
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MacroBar by @mixue | Stardance
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mixue
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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: MacroBar by @mixue | Stardance
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1793224286.2921631
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1793829086.2921631
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38675
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WarioWare Game by @Tanmayg1801 | Stardance
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Tanmayg1801
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0
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0.0
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0
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[]
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[]
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Title: WarioWare Game by @Tanmayg1801 | Stardance
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1793224287.2019715
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1793829087.2019715
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54380
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Space Simulator by @Coverst_dev | Stardance
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Coverst_dev
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1
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19.69
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T19:11:08Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an interactive pulsar simulation with 3D magnetic field lines, rotating polar beams, adjustable rotation speed/tilt, camera controls and a few live values. The most annoying part was probably getting the field lines, depth and render order to stop looking weird together, but I got it into a state I’m actually happy with. The physics side is handled through my C++ backend and the rendering is done in Python/Pygame. For testing: arrow keys rotate the camera, scroll zooms, A/D changes rotation speed, W/S changes the magnetic tilt and Space pauses it. I also packaged it into a Windows .exe so you can just download it and try it This is the github release, the website is just for documentation and research purposes, a fancy README https://github.com/Coverst-ux/space-sim/releases/tag/v1.0.0", "repo": "https://github.com/Coverst-ux/space-sim", "demo": "https://coverst-ux.github.io/space-sim-site/"}]...
|
[{"post_id": 76236, "ts": "202 [{"post_id": 76236, "ts": "2026-10-02T19:53:22Z", "hours": 1.0089, "text": "README rework I did a MAJOR readme overhaul by restructuring it into like one continuous story while also making it sound less like a research paper (although the research paper vibe was my goal at the start) Before, my readme was messy with no structure and just mixed into each other My cleanup was mainly just reordering it and changing a few paragraphs to sound less research-y and more fun/story vibe Most of the info was already previously there from the first version of the readme so this session was just about presentation"}, {"post_id": 70686, "ts": "2026-09-19T16:21:18Z", "hours": 2.6603, "text": "Energy loss Normally, a pulsar loses energy when the magnetic field rotates. My simulation previously didn’t account for that. So that brought me to the idea of making the pulsar more realistic by implementing an energy loss system that causes the pulsar to slow down over time New physics that was implemented Magnetic field radiation power: Calculated how much rotational energy the pulsar loses Spin down: Using that energy loss to calculate how quickly the velocity decreases Sneak peek into the actual physics behind this : P = -I × Ω × Ω̇ Where: P is the power radiated by the pulsar, measured in watts. I is the pulsar’s moment of inertia, which describes how difficult it is to change its rotation. Ω is its angular velocity, measured in radians per second. Ω̇ is the rate of change of angular velocity, measured in radians per second squared. The negative sign is for the loss of rotational energy. Since the pulsar is slowing down, its spin down rate is negative, while the pulsar’s radiated power is positive Lastly, connecting everything I updated my pybind11 bindings to integrate the new C++ code into my pygame visualization. I also made sure that rotation speed doesn’t cause the magnetic axis to jump and that everything works as intended https://github.com/Coverst-ux/Space-sim-Cpp-Port"}, {"post_id": 68154, "ts": "2026-09-14T16:36:48Z", "hours": 3.0175, "text": "I spent most of my time today polishing up my README for the stardance so I can actually reship the project I really just broke down the details of the stardance/pulsar work with a little more explanation so the reader knows what’s going on such as rotation period, light cylinder, magnetic dipole field, etc… Finally, I updated the demo website on my github to have the github icon actually point to the source code instead of just pointing to my general github profile Probably not my most productive/impressive session but definitely was needed Any feedback or suggestions is greatly appreciated!"}, {"post_id": 59804, "ts": "2026-09-01T19:06:45Z", "hours": 0.9639, "text": "I just finished the final touches on the pulsar visualization. I changed the beams to be more cone-like for visualization purposes, added control panel functionality and packaged it all into a .exe for you guys to try I’ll try to create alternative for the goated non-Windows users https://github.com/Coverst-ux/space-sim/releases/tag/v1.0.0 <- .exe file https://github.com/Coverst-ux/space-sim <- github repo/readme"}, {"post_id": 59062, "ts": "2026-08-31T17:33:54Z", "hours": 2.1881, "text": "I thought the hardest part would be the pulsar physics, turns out it was the rendering that was a genuine pain I reworked the field lines into 3D instead of the ugly previous 2D, added rotation, added a beam that you see in pulsars, and basic camera controls. I’m quite happy with how its all coming together."}, {"post_id": 57528, "ts": "2026-08-29T18:16:30Z", "hours": 1.4236, "text": "Devlog 3 The pulsar is finally starting to look 3D Today I connected it to the camera system from the rest of the simulator, so I can rotate and zoom around it properly now. I also added a 3D background starfield, which surprisingly helped a lot because you can actually between the front and the back of the simulation The magnetic field lines were also moved from 2D plane into a 3D plane around the neutron star. I added some glow to them and worked on a feature where the lines that go behind it just disappear instead of awkwardly just being in the background There were a couple annoying bugs with lines randomly disappearing and even entering the star itself, but those are fixed now It still has a LONG way to go visually, but I think it’s starting to resemble the kind of pulsar simulation I had in mind"}, {"post_id": 57147, "ts": "2026-08-29T07:51:10Z", "hours": 2.9142, "text": "Devlog 2 I finally got the rendering to an (Okay?) place. Most of my work was on the physics side of the pulsar. Which isn’t exactly the “most exciting” per se. So I decided to get the visualization and get it looking like an actual simulation instead of a bunch of nerdy physics. The big blue ball in the middle is the neutron star ofc. And those lines are the magnetic field lines that surround the star. Tracing them was quite the pain. I had to trace the magnetic field from all the different points around the star. Then, figure out how to like follow it in both directions and have a copy of each field line on each side as you can see. It is DEFINITELY not staying like this. I wanna get it up to par with the rest of my work which is in the README (go check it out 😊). Although, not having models/assets is a big obstacle so I’m forced to draw everything with Pygame. Currently, the physics is simplified so I can get a minimum viable product of the simulation. So now I’m stuck between two choices: A) Get the simulator to look significantly better or B) Unsimplify the physics and make it technically impressive I’ll go start figuring out that one next"}, {"post_id": 56261, "ts": "2026-08-27T23:15:52Z", "hours": 5.8097, "text": "Researched and wrote notes for the simplified pulsar physics. Implemented the 3D magnetic field calculation. Tested the logic, scaling, and guards for invalid behavior. Compiled the pulsar module and confirmed that all tests passed. My next course of action would probably be connecting the C++ physics engine to python for visualization."}]...
|
Title: Space Simulator by @Coverst_dev | Stardance Title: Space Simulator by @Coverst_dev | Stardance
Devlogs:
Researched and wrote notes for the simplified pulsar physics. Implemented the 3D magnetic field calculation. Tested the logic, scaling, and guards for invalid behavior. Compiled the pulsar module and confirmed that all tests passed. My next course of action would probably be connecting the C++ physics engine to python for visualization.
Devlog 2 I finally got the rendering to an (Okay?) place. Most of my work was on the physics side of the pulsar. Which isn’t exactly the “most exciting” per se. So I decided to get the visualization and get it looking like an actual simulation instead of a bunch of nerdy physics. The big blue ball in the middle is the neutron star ofc. And those lines are the magnetic field lines that surround the star. Tracing them was quite the pain. I had to trace the magnetic field from all the different points around the star. Then, figure out how to like follow it in both directions and have a copy of each field line on each side as you can see. It is DEFINITELY not staying like this. I wanna get it up to par with the rest of my work which is in the README (go check it out 😊). Although, not having models/assets is a big obstacle so I’m forced to draw everything with Pygame. Currently, the physics is simplified so I can get a minimum viable product of the simulation. So now I’m stuck between two choices: A) Get the simulator to look significantly better or B) Unsimplify the physics and make it technically impressive I’ll go start figuring out that one next
Devlog 3 The pulsar is finally starting to look 3D Today I connected it to the camera system from the rest of the simulator, so I can rotate and zoom around it properly now. I also added a 3D background starfield, which surprisingly helped a lot because you can actually between the front and the back of the simulation The magnetic field lines were also moved from 2D plane into a 3D plane around the neutron star. I added some glow to them and worked on a feature where the lines that go behind it just disappear instead of awkwardly just being in the background There were a couple annoying bugs with lines randomly disappearing and even entering the star itself, but those are fixed now It still has a LONG way to go visually, but I think it’s starting to resemble the kind of pulsar simulation I had in mind
I thought the hardest part would be the pulsar physics, turns out it was the rendering that was a genuine pain I reworked the field lines into 3D instead of the ugly previous 2D, added rotation, added a beam that you see in pulsars, and basic camera controls. I’m quite happy with how its all coming together.
I just finished the final touches on the pulsar visualization. I changed the beams to be more cone-like for visualization purposes, added control panel functionality and packaged it all into a .exe for you guys to try I’ll try to create alternative for the goated non-Windows users https://github.com/Coverst-ux/space-sim/releases/tag/v1.0.0 <- .exe file https://github.com/Coverst-ux/space-sim <- github repo/readme
I spent most of my time today polishing up my README for the stardance so I can actually reship the project I really just broke down the details of the stardance/pulsar work with a little more explanation so the reader knows what’s going on such as rotation period, light cylinder, magnetic dipole field, etc… Finally, I updated the demo website on my github to have the github icon actually point to the source code instead of just pointing to my general github profile Probably not my most productive/impressive session but definitely was needed Any feedback or suggestions is greatly appreciated!
Energy loss Normally, a pulsar loses energy when the magnetic field rotates. My simulation previously didn’t account for that. So that brought me to the idea of making the pulsar more realistic by implementing an energy loss system that causes the pulsar to slow down over time New physics that was implemented Magnetic field radiation power: Calculated how much rotational energy the pulsar loses Spin down: Using that energy loss to calculate how quickly the velocity decreases Sneak peek into the actual physics behind this : P = -I × Ω × Ω̇ Where: P is the power radiated by the pulsar, measured in watts. I is the pulsar’s moment of inertia, which describes how difficult it is to change its rotation. Ω is its angular velocity, measured in radians per second. Ω̇ is the rate of change of angular velocity, measured in radians per second squared. The negative sign is for the loss of rotational energy. Since the pulsar is slowing down, its spin down rate is negative, while the pulsar’s radiated power is positive Lastly, connecting everything I updated my pybind11 bindings to integrate the new C++ code into my pygame visualization. I also made sure that rotation speed doesn’t cause the magnetic axis to jump and that everything works as intended https://github.com/Coverst-ux/Space-sim-Cpp-Port
README rework I did a MAJOR readme overhaul by restructuring it into like one continuous story while also making it sound less like a research paper (although the research paper vibe was my goal at the start) Before, my readme was messy with no structure and just mixed into each other My cleanup was mainly just reordering it and changing a few paragraphs to sound less research-y and more fun/story vibe Most of the info was already previously there from the first version of the readme so this session was just about presentation
Ships:
I made an interactive pulsar simulation with 3D magnetic field lines, rotating polar beams, adjustable rotation speed/tilt, camera controls and a few live values. The most annoying part was probably getting the field lines, depth and render order to stop looking weird together, but I got it into a state I’m actually happy with. The physics side is handled through my C++ backend and the rendering is done in Python/Pygame. For testing: arrow keys rotate the camera, scroll zooms, A/D changes rotation speed, W/S changes the magnetic tilt and Space pauses it. I also packaged it into a Windows .exe so you can just download it and try it This is the github release, the website is just for documentation and research purposes, a fancy README https://github.com/Coverst-ux/space-sim/releases/tag/v1.0.0...
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1793224288.1247134
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1793310688.1247134
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14509
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My first slack bot! by @pablovalerialima | Stardan My first slack bot! by @pablovalerialima | Stardance...
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pablovalerialima
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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 @pablovalerialima | Title: My first slack bot! by @pablovalerialima | Stardance...
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1793224289.6529052
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1793829089.6529052
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34556
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AI Projects by @th3rryan | Stardance
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th3rryan
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0
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1.57
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0
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[]
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[{"post_id": 27796, "ts": "202 [{"post_id": 27796, "ts": "2026-07-13T17:46:28Z", "hours": 1.5672, "text": "Finished coding a MNIST-12 processor using back propagation Pillow (to process) and SKlearn"}]...
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Title: AI Projects by @th3rryan | Stardance
Devlo Title: AI Projects by @th3rryan | Stardance
Devlogs:
Finished coding a MNIST-12 processor using back propagation Pillow (to process) and SKlearn...
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1793224292.5162961
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1793829092.5162961
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29006
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My own site! by @Alex_geggi | Stardance
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Alex_geggi
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Alex_geggi | Stardance
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1793224293.8303325
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1793829093.8303325
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23130
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Space cleaner robot by @romaysa_k | Stardance
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romaysa_k
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0
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Title: Space cleaner robot by @romaysa_k | Stardan Title: Space cleaner robot by @romaysa_k | Stardance...
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1793224294.729739
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1793829094.729739
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15426
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Exoplanet Hunter V1 by @Kiviee | Stardance
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Kiviee
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1
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11.05
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T16:22:19Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "what i made: exoplanet hunter v1 — pretty much a web app where you give it a telescope data file and it figures out whether there is likely an exoplanet around that particular star. it imports FITS files (which is what astronomers use), extracts the light curve, does all sorts of signal processing, and spits out transit candidates with a level of confidence and even a nice plot for you. what was hard: doing it on free hosting was hellish. the algorithm requires processing large data files, but i have only 512 mb of memory available to me on the free tier of render. had to do some refactoring of the file import module to avoid loading everything to memory at once, some garbage collection midway through the pipeline so it doesn’t run out, and scaled down the periodogram calculations according to the size of the input data set. also wasted way too much time trying to figure out what caused the crash of the whole thing which turned out to be the period search trying to find periods longer than the minimum period which is….. not how it works!! what i’m proud of: that it actually works. really works. you upload a file and 2 seconds later you have real transits with false positive flags and everything. maximum memory consumption is 36.7mb on a 46mb file which means that it runs on free hosting. i’ve done that because i was interested in the way exoplanets are detected rather than just learning about that and now i can say that i made the whole pipeline. what people should know: go to exoplanet-hunter-v1.onrender.com — initial loading takes around 50 seconds because render sleeps the server when it’s on the free tier but after that it’s fast. you need a FITS file to run tests. the easiest way is to visit mast.stsci.edu, find a star (e.g. WASP-18), download the TPF FITS file and upload it.", "repo": "https://github.com/Kavishomg/Exoplanet-Hunter-V1", "demo": "https://exoplanet-hunter-v1.kavish.hackclub.app/"}]...
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[{"post_id": 22078, "ts": "202 [{"post_id": 22078, "ts": "2026-07-04T10:25:05Z", "hours": 1.1653, "text": "I had to rewrite my css… sooo my reviewer left a comment that the css looks ai and doesnt feel personalized. i spent like 30-40mins fixing it, rewriting parts of css. and as for the personalization, i had already added my stuff into the site that i liked like the retro pixel theme, space art and background, some effects and all and also added a hidden feature (try konami code 🤫) biggest drama of the day though - i accidentally deleted the async function checkBackend() line when i was reformatting the code. just that one line. and because of that the entire JavaScript died silently. no mouse effect, no easter egg, no backend connection, nothing. took me way too long to figure out what happened. the function was being called but never defined so it threw a ReferenceError and everything after it in the script just… didnt run. then i just fixed that, redeployed and everything worked. also spent a lotttt of time rewriting readme. i had to draft plans and all for a readme i am proud of. go read it 😉 i wanted to add images in there too but i am kinda lazy rn, i will do that later. anyway the site is live and working. backend connects, all the effects are back, analysis works. one step closer to shipping this thing."}, {"post_id": 17686, "ts": "2026-06-28T16:15:30Z", "hours": 0.7608, "text": "Today, i did the THING!! I redesigned my entire UI and it was very fun! THE PROBLEM: the old ui was very robotic, artificial, too formal and… not fun really. THE FIX: a whole ui redesignnnn as per my taste updated the theme to retro-pixel-space type added better fonts changed the color theme added some effects that make it 10x better added live effects that make the dashboard look ‘alive’ used some space related elements in the site (you might see a planet or telescope etc!) added cursor effects added a footer of my name for personalization Even programmed a hidden easter egg that… turns out even i am unable to access 😭(i will try to make it work and fix it real soon) CURRENT SITUATION: turns out, the ui is really awesome now (according to me atleast), and i am really happy about this new makeover thing on the old design. The site feels alive with better colors and fonts. i am really happy and excited anddd want you guys to try it out and give me some feedback! i will reward myself with an ice cream now for all this hardwork and a design that actually turned out to be amazing 😋 took me an entire afternoon to fix my wifi! because for some reason, my wifi became very slow and i couldn’t work on the web or try my own thing out! my afternoon spent in this scorching heat! huhhh (its 40°C out here 🥲)"}, {"post_id": 16361, "ts": "2026-06-26T16:49:12Z", "hours": 0.5647, "text": "soo today got to know that fits are very confusing, not just for me.. but for everybody. so, i have added a link to the MAST archive which is the OG place for finding astronomical data, right in the dashboard itself. people can search for stars with exoplanets or whatever they like and start examining the lightcurves!!! PRETYY COOL For everybody: There are multiple kinds of fits files but this project only deals with tpf (Target Pixel Files) and lightcurve files. TPF : a small image(s) of the target star with some of its neighbors. it is a collection of images taken periodically over time so that we can examine the changes in brightness of the star to detect for exoplanets. Lightcuves : These are just the metadata of the star’s brightness values corresponding with time, package again as….. you guessed it… fits. it does not contain any image. it is just the metadata. basically, someone already did the thing for you! took the raw data of a star over time and just took the light and time values and saved them in a fits file. that is your lightcurve file. you can plot them with various styles and get the graphs. which again, takes a lot of time and has a high learning curve! and… that entire process is what my project automates :) EDIT: added support for more file formats. the project now supports .fits, .fit, .fz, .tpf, and .fits.gz files!!!"}, {"post_id": 15473, "ts": "2026-06-25T05:00:01Z", "hours": 0.5583, "text": "Moved exoplanet hunter off render and onto hack club’s nest today. honestly it was way smoother than i expected! then nested my ssh key, waited a couple hours for approval, then ssh’d in and just… ran the thing. (Though my app is still available on render because when shipping the project, i mentioned render there and unfortunately, i cant find the edit option of shipping documentation 😭😭) Had to install python and git manually since the container comes bare bones but after that it was just cloning the repo, setting up a venv, and running uvicorn. threw it behind a systemd service so it auto-restarts if it crashes and now its sitting at exoplanet-hunter-v1.kavish.hackclub.app, eating 200mb of ram on a 2gb box. the whole process from “i have nothing” to “its live on the internet” took maybe 20 minutes. Nest is actually goated for giving teenagers free linux vps with no credit card required. only thing that tripped me up was being logged in as root and trying to use sudo which… doesnt exist when youre already root. heheee"}, {"post_id": 13598, "ts": "2026-06-22T08:53:58Z", "hours": 0.8617, "text": "added a clear README.md used hackclub nest to host and go live now the project is available to everybody at https://exoplanet-hunter-v1.kavish.hackclub.app/ (Loading may take a minute cus i am on the free tier obv) I AM VERYY HAPPYY"}, {"post_id": 13129, "ts": "2026-06-21T13:59:46Z", "hours": 4.6322, "text": "So, yesterday and today were actually really cool for this project! Created a Frontend Dashboard and the Backend all in a day!! Made the dashboard display: TPF plot Raw Light Curve, Flattened Light Curve & more Periodogram Folded Light Curve A Score System that predicts if there is a planet or not using condition based uproach & more stuff Found a nasty bug where the periodogram would just crash if the fits file had a short baseline! So, i went up to codex to help me fix it just to soon find out that i somehow had used up a month worth of credits! (i didnt even do anything 😭😭) LITERALLY TOOK ME SOOOO MUCH TIME TO FIX THE BUG!!! (i fixed the bug by capping the max duration down at 90% of the minimum period) Then i went full deployment mode 😎 dockerised the whole thing, added stuff like requirements.txt, .gitignore (the essential stuff) Added rate limiting, 120 sec timeout and a LOTT of memory optimization so that it doesnt load the entire fits into RAM. Cleaned up the repo, moved all the old notebooks that i had been using for testing and experimenting plus a random csv file to a seperate ‘notebooks’ branch. Everything is now working hopefully 🤞"}, {"post_id": 11795, "ts": "2026-06-19T06:04:15Z", "hours": 2.5922, "text": "Working on a pipeline to detect exoplanets and other stuff from Roman Space Telescope Data. hi, this is my first devlog!!! I am currently designing a pipeline for the roman space telescope that automatically detects celestial stuff using standard algorithms and machine learning based approach. This pipeline will be created not in a single project, rather a series of projects (Exoplanet Hunter V1,V2,V3…. etc because this is a challenging task) For v1, i am learning theory, concepts and use of python libraries used for astronomy. i have come across lightkurve, astropy and many more. its day 3 of working on the project (v1) and i can only spend around an hour or so daily (due to studies 😭😭😭😭). Day 1: was all about learning about exoplanets, how they transit and how we detect them. i also came across the libraries i mentioned earlier. i spent most of the time figuring out how they work and all. Day 2: was quite interesting, it was the day i learned how to properly use FITS (or FIT or fts) files and their types. (tpf, lightcurves and single image files) and how to properly use them to plot graphs. again, i spent a lot of time searching for files here and there on the web. then i got to know that we can easily download files using lightkurve library. 🥲🥲 then, i selected a few stars with known exoplanets or some anomalies and began plotting their fits files to graphs and saw some transits, stellar flares and a supposidely binary star system. Day 3: continued plotting more graphs of known targets to understand what those graphs mean and how to calculate various metrics of the targets via graphs. (in the upcoming versions, i will explore adding ml to my pipeline, and instead of downloading fits of known planets, i will myself run and test algorithms that can detect explanatory transits via custom thresholds and using machine learning approaches. i have planned a lot for the future. this is just a starting point and every project in this series will assemble to create the final working pipeline! stay tuned!!!)"}]...
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Title: Exoplanet Hunter V1 by @Kiviee | Stardance
Title: Exoplanet Hunter V1 by @Kiviee | Stardance
Devlogs:
Working on a pipeline to detect exoplanets and other stuff from Roman Space Telescope Data. hi, this is my first devlog!!! I am currently designing a pipeline for the roman space telescope that automatically detects celestial stuff using standard algorithms and machine learning based approach. This pipeline will be created not in a single project, rather a series of projects (Exoplanet Hunter V1,V2,V3…. etc because this is a challenging task) For v1, i am learning theory, concepts and use of python libraries used for astronomy. i have come across lightkurve, astropy and many more. its day 3 of working on the project (v1) and i can only spend around an hour or so daily (due to studies 😭😭😭😭). Day 1: was all about learning about exoplanets, how they transit and how we detect them. i also came across the libraries i mentioned earlier. i spent most of the time figuring out how they work and all. Day 2: was quite interesting, it was the day i learned how to properly use FITS (or FIT or fts) files and their types. (tpf, lightcurves and single image files) and how to properly use them to plot graphs. again, i spent a lot of time searching for files here and there on the web. then i got to know that we can easily download files using lightkurve library. 🥲🥲 then, i selected a few stars with known exoplanets or some anomalies and began plotting their fits files to graphs and saw some transits, stellar flares and a supposidely binary star system. Day 3: continued plotting more graphs of known targets to understand what those graphs mean and how to calculate various metrics of the targets via graphs. (in the upcoming versions, i will explore adding ml to my pipeline, and instead of downloading fits of known planets, i will myself run and test algorithms that can detect explanatory transits via custom thresholds and using machine learning approaches. i have planned a lot for the future. this is just a starting point and every project in this series will assemble to create the final working pipeline! stay tuned!!!)
So, yesterday and today were actually really cool for this project! Created a Frontend Dashboard and the Backend all in a day!! Made the dashboard display: TPF plot Raw Light Curve, Flattened Light Curve & more Periodogram Folded Light Curve A Score System that predicts if there is a planet or not using condition based uproach & more stuff Found a nasty bug where the periodogram would just crash if the fits file had a short baseline! So, i went up to codex to help me fix it just to soon find out that i somehow had used up a month worth of credits! (i didnt even do anything 😭😭) LITERALLY TOOK ME SOOOO MUCH TIME TO FIX THE BUG!!! (i fixed the bug by capping the max duration down at 90% of the minimum period) Then i went full deployment mode 😎 dockerised the whole thing, added stuff like requirements.txt, .gitignore (the essential stuff) Added rate limiting, 120 sec timeout and a LOTT of memory optimization so that it doesnt load the entire fits into RAM. Cleaned up the repo, moved all the old notebooks that i had been using for testing and experimenting plus a random csv file to a seperate ‘notebooks’ branch. Everything is now working hopefully 🤞
added a clear README.md used hackclub nest to host and go live now the project is available to everybody at https://exoplanet-hunter-v1.kavish.hackclub.app/ (Loading may take a minute cus i am on the free tier obv) I AM VERYY HAPPYY
Moved exoplanet hunter off render and onto hack club’s nest today. honestly it was way smoother than i expected! then nested my ssh key, waited a couple hours for approval, then ssh’d in and just… ran the thing. (Though my app is still available on render because when shipping the project, i mentioned render there and unfortunately, i cant find the edit option of shipping documentation 😭😭) Had to install python and git manually since the container comes bare bones but after that it was just cloning the repo, setting up a venv, and running uvicorn. threw it behind a systemd service so it auto-restarts if it crashes and now its sitting at exoplanet-hunter-v1.kavish.hackclub.app, eating 200mb of ram on a 2gb box. the whole process from “i have nothing” to “its live on the internet” took maybe 20 minutes. Nest is actually goated for giving teenagers free linux vps with no credit card required. only thing that tripped me up was being logged in as root and trying to use sudo which… doesnt exist when youre already root. heheee
soo today got to know that fits are very confusing, not just for me.. but for everybody. so, i have added a link to the MAST archive which is the OG place for finding astronomical data, right in the dashboard itself. people can search for stars with exoplanets or whatever they like and start examining the lightcurves!!! PRETYY COOL For everybody: There are multiple kinds of fits files but this project only deals with tpf (Target Pixel Files) and lightcurve files. TPF : a small image(s) of the target star with some of its neighbors. it is a collection of images taken periodically over time so that we can examine the changes in brightness of the star to detect for exoplanets. Lightcuves : These are just the metadata of the star’s brightness values corresponding with time, package again as….. you guessed it… fits. it does not contain any image. it is just the metadata. basically, someone already did the thing for you! took the raw data of a star over time and just took the light and time values and saved them in a fits file. that is your lightcurve file. you can plot them with various styles and get the graphs. which again, takes a lot of time and has a high learning curve! and… that entire process is what my project automates :) EDIT: added support for more file formats. the project now supports .fits, .fit, .fz, .tpf, and .fits.gz files!!!
Today, i did the THING!! I redesigned my entire UI and it was very fun! THE PROBLEM: the old ui was very robotic, artificial, too formal and… not fun really. THE FIX: a whole ui redesignnnn as per my taste updated the theme to retro-pixel-space type added better fonts changed the color theme added some effects that make it 10x better added live effects that make the dashboard look ‘alive’ used some space related elements in the site (you might see a planet or telescope etc!) added cursor effects added a footer of my name for personalization Even programmed a hidden easter egg that… turns out even i am unable to access 😭(i will try to make it work and fix it real soon) CURRENT SITUATION: turns out, the ui is really awesome now (according to me atleast), and i am really happy about this new makeover thing on the old design. The site feels alive with better colors and fonts. i am really happy and excited anddd want you guys to try it out and give me some feedback! i will reward myself with an ice cream now for all this hardwork and a design that actually turned out to be amazing 😋 took me an entire afternoon to fix my wifi! because for some reason, my wifi became very slow and i couldn’t work on the web or try my own thing out! my afternoon spent in this scorching heat! huhhh (its 40°C out here 🥲)
I had to rewrite my css… sooo my reviewer left a comment that the css looks ai and doesnt feel personalized. i spent like 30-40mins fixing it, rewriting parts of css. and as for the personalization, i had already added my stuff into the site that i liked like the retro pixel theme, space art and background, some effects and all and also added a hidden feature (try konami code 🤫) biggest drama of the day though - i accidentally deleted the async function checkBackend() line when i was reformatting the code. just that one line. and because of that the entire JavaScript died silently. no mouse effect, no easter egg, no backend connection, nothing. took me way too long to figure out what happened. the function was being called but never defined so it threw a ReferenceError and everything after it in the script just… didnt run. then i just fixed that, redeployed and everything worked. also spent a lotttt of time rewriting readme. i had to draft plans and all for a readme i am proud of. go read it 😉 i wanted to add images in there too but i am kinda lazy rn, i will do that later. anyway the site is live and working. backend connects, all the effects are back, analysis works. one step closer to shipping this thing.
Ships:
what i made: exoplanet hunter v1 — pretty much a web app where you give it a telescope data file and it figures out whether there is likely an exoplanet around that particular star. it imports FITS files (which is what astronomers use), extracts the light curve, does all sorts of signal processing, and spits out transit candidates with a level of confidence and even a nice plot for you. what was hard: doing it on free hosting was hellish. the algorithm requires processing large data files, but i have only 512 mb of memory available to me on the free tier of render. had to do some refactoring of the file import module to avoid loading everything to memory at once, some garbage collection midway through the pipeline so it doesn’t run out, and scaled down the periodogram calculations according to the size of the input data set. also wasted way too much time trying to figure out what caused the crash of the whole thing which turned out to be the period search trying to find periods longer than the minimum period which is….. not how it works!! what i’m proud of: that it actually works. really works. you upload a file and 2 seconds later you have real transits with false positive flags and everything. maximum memory consumption is 36.7mb on a 46mb file which means that it runs on free hosting. i’ve done that because i was interested in the way exoplanets are detected rather than just learning about that and now i can say that i made the whole pipeline. what people should know: go to exoplanet-hunter-v1.onrender.com — initial loading takes around 50 seconds because render sleeps the server when it’s on the free tier but after that it’s fast. you need a FITS file to run tests. the easiest way is to visit mast.stsci.edu, find a star (e.g. WASP-18), download the TPF FITS file and upload it....
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1793224295.6194704
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1793310695.6194704
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6741
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BASICS OF CODING by @GhostToast | Stardance
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GhostToast
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0
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0.0
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0
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[]
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Title: BASICS OF CODING by @GhostToast | Stardance
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1793224296.826162
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1793829096.826162
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