|
24446
|
AnimalSay by @august | Stardance
|
august
|
1
|
2.33
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T05:18:09Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot to emulate the cowsay library in Python! The logic was not that tough, but making it modular was difficult because of the different imports. I’m really proud of it because this is my first ever project, and my first Github repo. If you want to test it, please read the README.md file on Github. It’s available in the project details.", "repo": "https://github.com/10la5-Veygarn/animalsay", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCR4G7ZBP"}]...
|
[{"post_id": 14907, "ts": "202 [{"post_id": 14907, "ts": "2026-06-24T06:30:29Z", "hours": 0.3264, "text": "So, I shipped my project, but a nice person reviewed it and said that I can’t host it on Render because it isn’t guaranteed to be hosted forever, and it spins down after inactivity. So, what I have done is to put it up on Hack Club Nest. Seriously, whoever came up with this and the domains is goated. What do you mean I get a perpetually running private VM and domains like *.iolas.hackclub.app for free? Anyways, just tested it, and it now works, so, I guess I’ll finally ship it. Smol update: You can play around with the bot in the #animalsay-fun channel un the Hack Club Slack workspace."}, {"post_id": 14165, "ts": "2026-06-23T04:51:58Z", "hours": 2.4278, "text": "Okay, I forgot to post devlogs while actually making it, so I’m doing it now, I guess. Welcome to Animalsay! If you’ve used Python extensively, randomly scrolled through pypi.org or taken CS50 course for Introduction to Python, you’ll probably know about cowsay, a library which takes text from you and outputs it as said by an ASCII cow. Now, I loved the idea, so I decided to make the Slack bot when I sw it was one of the suggested projects on Hack Club. SO excited was I that I did not see they have a guide for it. I wrote the basic logic in Python first, and then tested it in the terminal. Then, I moved to a local server with Flask and tested then, then with ngrok, and finally pushed it to Github and uploaded it to run on Render. It’s free, so I’m happy. The only con is that it spins down after inactivity and takes about a minute to wake up when called. Eh, still worth it. If I had read the guide, I could have uploaded it to Hack Club Nest, but it still works. The next steps are to test it in a private Slack workspace first before uploading it to Hack Club’s workspace. If you want to use it, you’re welcome to. To access it online, go to: https://animalsay.onrender.com After it wakes up, you can go here: https://animalsay.onrender.com/animalsay?text=random+hello ! This will output a random animal saying hello! to you. You can replace entire string after text with ‘help’ to see available commands, ‘list’ to know which animals are supported, ‘random’+text separated by + signs to output a random animal with said text and ‘’+text for a specific animal. Complicated, but this is the only way I can get HTTP requests to my program. Bye for now, I’ll go back and start working on more features."}]...
|
Title: AnimalSay by @august | Stardance
Devlogs:
Title: AnimalSay by @august | Stardance
Devlogs:
Okay, I forgot to post devlogs while actually making it, so I’m doing it now, I guess. Welcome to Animalsay! If you’ve used Python extensively, randomly scrolled through pypi.org or taken CS50 course for Introduction to Python, you’ll probably know about cowsay, a library which takes text from you and outputs it as said by an ASCII cow. Now, I loved the idea, so I decided to make the Slack bot when I sw it was one of the suggested projects on Hack Club. SO excited was I that I did not see they have a guide for it. I wrote the basic logic in Python first, and then tested it in the terminal. Then, I moved to a local server with Flask and tested then, then with ngrok, and finally pushed it to Github and uploaded it to run on Render. It’s free, so I’m happy. The only con is that it spins down after inactivity and takes about a minute to wake up when called. Eh, still worth it. If I had read the guide, I could have uploaded it to Hack Club Nest, but it still works. The next steps are to test it in a private Slack workspace first before uploading it to Hack Club’s workspace. If you want to use it, you’re welcome to. To access it online, go to: https://animalsay.onrender.com After it wakes up, you can go here: https://animalsay.onrender.com/animalsay?text=random+hello ! This will output a random animal saying hello! to you. You can replace entire string after text with ‘help’ to see available commands, ‘list’ to know which animals are supported, ‘random’+text separated by + signs to output a random animal with said text and ‘’+text for a specific animal. Complicated, but this is the only way I can get HTTP requests to my program. Bye for now, I’ll go back and start working on more features.
So, I shipped my project, but a nice person reviewed it and said that I can’t host it on Render because it isn’t guaranteed to be hosted forever, and it spins down after inactivity. So, what I have done is to put it up on Hack Club Nest. Seriously, whoever came up with this and the domains is goated. What do you mean I get a perpetually running private VM and domains like *.iolas.hackclub.app for free? Anyways, just tested it, and it now works, so, I guess I’ll finally ship it. Smol update: You can play around with the bot in the #animalsay-fun channel un the Hack Club Slack workspace.
Ships:
I made a bot to emulate the cowsay library in Python! The logic was not that tough, but making it modular was difficult because of the different imports. I’m really proud of it because this is my first ever project, and my first Github repo. If you want to test it, please read the README.md file on Github. It’s available in the project details....
|
1793000973.2866423
|
1793087373.2866423
|
|
18550
|
Slack Bot Icekeem by @Ankush | Stardance
|
Ankush
|
2
|
8.0
|
41
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T11:30:32Z", "hours": 3.0, "multiplier": 7.78, "payout": 26, "blessing": "neutral", "text": "IceKeem is a slack bot that helps me out with my channel! This is the 2nd ship for my bot, and is on the smaller side. This update, I added the home page for my bot, added @mention replies. There are some fun pre-determined replies for @mentions , but when none match, the input is passed down to an AI to answer. I learnt a lot while making this bot, had a lot of fun. I got to know a lot about slack bots and how slack works. I am really proud of the banner image I made! Apart from that, I am so happy to be able to bring back the chonky button that a user gets to press when they join my channel! Trying out my bot Most of the bot commands like /icekeem-ping , /icekeem-blog and /icekeem-help work from anywhere, but if you want to use @mention you have to join my channel. #ankush-loves-icecream You should defo join my channel :3 I hope you have fun with my bot! Features in a glimpse 3 commands /icekeem-ping , /icekeem-blog and /icekeem-help Personal channel join and leave triggers Button interactions Home page @mention replies", "repo": "https://github.com/aroyx/IceKeem-Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C09CT01115K"}, {"ship_num": 2, "ts": "2026-06-17T08:42:24Z", "hours": 5.0, "multiplier": 2.98, "payout": 15, "blessing": "neutral", "text": "IceKeem silly little helper for my channel in slack. It is stupidly simple and pretty (super tasty too!). After Hackclub nuked “workflows” in our slack, my beloved bot IceKeem was shot dead in the carnage. After months I got time to work on this and I had a great time reviving my friend! I am very happy with how things are and I believe the /icekeem-blog command output is very cool! Though I definitely have to polish up my blogs and remove the dummy ones. Even though slack docs are great I think I had a hard time navigating through them. Github issues and other forum posts were a life saver. Currently the three commands /icekeem-ping , /icekeem-help and /icekeem-blog work from everywhere in slack, but a there are other functionalities like “Welcome” message when people join. and a huge satisfying button to top it off. (You should definitely join my channel) There are other features that I plan on working later this week, some of them are: App page or whatever they are called @mention replies Make the bot more flexible, so others can easily use this bot for themselves. Any other suggestions I might get", "repo": "https://github.com/aroyx/IceKeem-Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C09CT01115K"}]...
|
[{"post_id": 27616, "ts": "202 [{"post_id": 27616, "ts": "2026-07-13T11:12:58Z", "hours": 3.3211, "text": "Slack bot home page done! Along with that I also added tags of my blogs to my carousal . Most of the hard part was debugging why my Home page wasn’t showing up properly. It was because I forgot to add error reporting I also spent a long time trying to add images to my hope page. The images didn’t just work! After a lot of time googling, I think it is because the image block can’t render svg files Lastly, I also added @mention replies to my bot. There are a few fun pre-determined replies and when the input matches none, it passes the input to a free tier model of Gemini called Gemini Lite Flash 3.1 Some BTS I had a lot of love and passion for this bot, and such also had high expectations with the payout. But unfortunately I only got 3x multiplier . I was sad, but I was ready to improve on the mistakes I made, I wanted to know what went wrong. After I read the reviews, I was a little bit happier. They all said my bot was really good made! But unfortunately it didn’t work. I spent the next couple of hours trying to find out what I did wrong! … … … I couldn’t. I lastly resorted to asking AI, I gave it full details. And it gave me my answer… the reason my bot shut down was because I was using the --user tag while starting my bot using systemd I was devastated. I will never emotionally recover from this. But the all good reviews kept motivated to keep on working. So i kept working on my other projects with full motivation! And yesterday I took some time off to complete the final few features I planned on adding to the bot. Currently the bot is “completed” as per my book, but I will still add new features, updates when I see a interesting one! Currently this is probably the last devlog of IceKeem in Stardance."}, {"post_id": 10513, "ts": "2026-06-17T08:17:45Z", "hours": 1.2408, "text": "Made a carousal for my blogs! This was surprisingly simple due to slack block builder ! I just used the default carousal they provide and put in my data in-place of the dummy texts :) But there was a problem! If someone invocated the /icekeem-blog command from #channel123 it the msg will be sent to my personal channel! That was bad and I was having a hard time figuring out how to get the channel id where the command was invocated. The function I was using: await client . chat . postEphemeral ({ user : presser , channel : ChannelID , text : \" text \" , blocks : [...], }) I don’t know why but I was under a illusion that respond function can’t do the blocks that my carousal uses… When I tried, it worked! await respond ({ text : `text` , blocks : [...] })"}, {"post_id": 9177, "ts": "2026-06-15T12:16:33Z", "hours": 0.7717, "text": "Just as I had planned I improved the welcome thing. When ppl join my channel the bot sends a welcome msg with a big fat squishy asmr satisfying button. This time I worked on to make the button a one-time-button and only allowing the joinee to press the button… Ah yes! I also spent some time finishing up the banner image. Looks cool imo. But there are overall 3 different views I encountered in stardance.hackclub.com. And it looks bad in 2 of them due to the image being cropped…idk what I should do… the natural thing to do would be to bring everything to the center…but that’d look ugly…idk what to do. I think I’ll finish this project with this devlog. I still have to make the README, but that shouldn’t take much time, i’ll do that in github’s online editor"}, {"post_id": 9154, "ts": "2026-06-15T10:19:49Z", "hours": 1.7514, "text": "It’s been a smooth and calm day for me. So smooth that something feels off…idk but everything I had in mind worked super easily… something definitely is off… Anyway, first thing I did was make the /icekeem-help command. It was easy - just like a print statement. Also added link to the blog in /icekeem-blog command. I also made the event triggers for people joining/leaving my channel. There probably are bugs rn… but we’ll fix them when we encounter them. The slack docs is amazing! I google stuff and almost always the first thing in the slack docs has my answer, I don’t want to admit but the google ai in the search also is useful… The last thing I did before sleeping was make the sleep function work… I couldn’t, lastly had to resort to ai making the code for me. I didn’t try to partition my code in different files like I’d like to. I will, if the codebase becomes more than 500+ lines. Today morning I tried the blog command and found that the link is not working. Easy fix, I path was defined in the top layer insead of inside meta . I also added buttons for the people who join my channel. It is great you should check it out!! Making this frustrated me a little, but it worked by the end. I had to ask AI for help with making the button green like my previous workflow bot had. Fortunately a single option did the trick. After done with coding, I made the “banner”(?) for this project. It is still a wip, but it is something. I think I’ll change the bg for the screenshots of the bot working. But that is a task for future me. My next steps will be to make the button one time use and the “ping me” message be sent in thread."}, {"post_id": 8754, "ts": "2026-06-14T15:46:09Z", "hours": 1.23, "text": "The bot setup and a basic Ping/fetch function to my own blogs! There is not much to say about my progress since things aren’t going very complex rn. I made a ping command that takes a int for timeout/sleeping (which doesn’t work rn…sob) While following the tutorial I saw them using the Cat Facts API, and I remembered that I also made an API for my blogs! So I used that to fetch the latest BLOG that I have updated. Currently the site of blogs and the blogs aren’t really finished either…so we’ll just have to work with what crap had the last time I worked on it The one thing that took some time was figuring out how the arguments work. Another thing that took some time is FIGURING OUT HOW TO USE A FUNCTION DEFINED IN ANOTHER FILE 😭 I couldn’t figure that out…probably will ask my friends for help. I plan on adding triggers for when ppl join my channel…also is buttons available now? Those chonky buttons were great, I hope they are available to use in a bot"}]...
|
Title: Slack Bot Icekeem by @Ankush | Stardance
D Title: Slack Bot Icekeem by @Ankush | Stardance
Devlogs:
The bot setup and a basic Ping/fetch function to my own blogs! There is not much to say about my progress since things aren’t going very complex rn. I made a ping command that takes a int for timeout/sleeping (which doesn’t work rn…sob) While following the tutorial I saw them using the Cat Facts API, and I remembered that I also made an API for my blogs! So I used that to fetch the latest BLOG that I have updated. Currently the site of blogs and the blogs aren’t really finished either…so we’ll just have to work with what crap had the last time I worked on it The one thing that took some time was figuring out how the arguments work. Another thing that took some time is FIGURING OUT HOW TO USE A FUNCTION DEFINED IN ANOTHER FILE 😭 I couldn’t figure that out…probably will ask my friends for help. I plan on adding triggers for when ppl join my channel…also is buttons available now? Those chonky buttons were great, I hope they are available to use in a bot
It’s been a smooth and calm day for me. So smooth that something feels off…idk but everything I had in mind worked super easily… something definitely is off… Anyway, first thing I did was make the /icekeem-help command. It was easy - just like a print statement. Also added link to the blog in /icekeem-blog command. I also made the event triggers for people joining/leaving my channel. There probably are bugs rn… but we’ll fix them when we encounter them. The slack docs is amazing! I google stuff and almost always the first thing in the slack docs has my answer, I don’t want to admit but the google ai in the search also is useful… The last thing I did before sleeping was make the sleep function work… I couldn’t, lastly had to resort to ai making the code for me. I didn’t try to partition my code in different files like I’d like to. I will, if the codebase becomes more than 500+ lines. Today morning I tried the blog command and found that the link is not working. Easy fix, I path was defined in the top layer insead of inside meta . I also added buttons for the people who join my channel. It is great you should check it out!! Making this frustrated me a little, but it worked by the end. I had to ask AI for help with making the button green like my previous workflow bot had. Fortunately a single option did the trick. After done with coding, I made the “banner”(?) for this project. It is still a wip, but it is something. I think I’ll change the bg for the screenshots of the bot working. But that is a task for future me. My next steps will be to make the button one time use and the “ping me” message be sent in thread.
Just as I had planned I improved the welcome thing. When ppl join my channel the bot sends a welcome msg with a big fat squishy asmr satisfying button. This time I worked on to make the button a one-time-button and only allowing the joinee to press the button… Ah yes! I also spent some time finishing up the banner image. Looks cool imo. But there are overall 3 different views I encountered in stardance.hackclub.com. And it looks bad in 2 of them due to the image being cropped…idk what I should do… the natural thing to do would be to bring everything to the center…but that’d look ugly…idk what to do. I think I’ll finish this project with this devlog. I still have to make the README, but that shouldn’t take much time, i’ll do that in github’s online editor
Made a carousal for my blogs! This was surprisingly simple due to slack block builder ! I just used the default carousal they provide and put in my data in-place of the dummy texts :) But there was a problem! If someone invocated the /icekeem-blog command from #channel123 it the msg will be sent to my personal channel! That was bad and I was having a hard time figuring out how to get the channel id where the command was invocated. The function I was using: await client . chat . postEphemeral ({ user : presser , channel : ChannelID , text : " text " , blocks : [...], }) I don’t know why but I was under a illusion that respond function can’t do the blocks that my carousal uses… When I tried, it worked! await respond ({ text : `text` , blocks : [...] })
Slack bot home page done! Along with that I also added tags of my blogs to my carousal . Most of the hard part was debugging why my Home page wasn’t showing up properly. It was because I forgot to add error reporting I also spent a long time trying to add images to my hope page. The images didn’t just work! After a lot of time googling, I think it is because the image block can’t render svg files Lastly, I also added @mention replies to my bot. There are a few fun pre-determined replies and when the input matches none, it passes the input to a free tier model of Gemini called Gemini Lite Flash 3.1 Some BTS I had a lot of love and passion for this bot, and such also had high expectations with the payout. But unfortunately I only got 3x multiplier . I was sad, but I was ready to improve on the mistakes I made, I wanted to know what went wrong. After I read the reviews, I was a little bit happier. They all said my bot was really good made! But unfortunately it didn’t work. I spent the next couple of hours trying to find out what I did wrong! … … … I couldn’t. I lastly resorted to asking AI, I gave it full details. And it gave me my answer… the reason my bot shut down was because I was using the --user tag while starting my bot using systemd I was devastated. I will never emotionally recover from this. But the all good reviews kept motivated to keep on working. So i kept working on my other projects with full motivation! And yesterday I took some time off to complete the final few features I planned on adding to the bot. Currently the bot is “completed” as per my book, but I will still add new features, updates when I see a interesting one! Currently this is probably the last devlog of IceKeem in Stardance.
Ships:
IceKeem silly little helper for my channel in slack. It is stupidly simple and pretty (super tasty too!). After Hackclub nuked “workflows” in our slack, my beloved bot IceKeem was shot dead in the carnage. After months I got time to work on this and I had a great time reviving my friend! I am very happy with how things are and I believe the /icekeem-blog command output is very cool! Though I definitely have to polish up my blogs and remove the dummy ones. Even though slack docs are great I think I had a hard time navigating through them. Github issues and other forum posts were a life saver. Currently the three commands /icekeem-ping , /icekeem-help and /icekeem-blog work from everywhere in slack, but a there are other functionalities like “Welcome” message when people join. and a huge satisfying button to top it off. (You should definitely join my channel) There are other features that I plan on working later this week, some of them are: App page or whatever they are called @mention replies Make the bot more flexible, so others can easily use this bot for themselves. Any other suggestions I might get
IceKeem is a slack bot that helps me out with my channel! This is the 2nd ship for my bot, and is on the smaller side. This update, I added the home page for my bot, added @mention replies. There are some fun pre-determined replies for @mentions , but when none match, the input is passed down to an AI to answer. I learnt a lot while making this bot, had a lot of fun. I got to know a lot about slack bots and how slack works. I am really proud of the banner image I made! Apart from that, I am so happy to be able to bring back the chonky button that a user gets to press when they join my channel! Trying out my bot Most of the bot commands like /icekeem-ping , /icekeem-blog and /icekeem-help work from anywhere, but if you want to use @mention you have to join my channel. #ankush-loves-icecream You should defo join my channel :3 I hope you have fun with my bot! Features in a glimpse 3 commands /icekeem-ping , /icekeem-blog and /icekeem-help Personal channel join and leave triggers Button interactions Home page @mention replies...
|
1793000974.4047267
|
1793087374.4047267
|
|
18323
|
Appick by @vrplays | Stardance
|
vrplays
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T16:05:13Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Appick is a four key macropad that can launch apps for you instantly. Currently, it can open Brave, Discord, Steam, and Spotify, but with some modifications it can open any app! This took a long time to create, but eventually I was able to finish this and created a good product.", "repo": "https://github.com/VR2011/Appick", "demo": ""}]...
|
[{"post_id": 14448, "ts": "202 [{"post_id": 14448, "ts": "2026-06-23T16:02:02Z", "hours": 0.3356, "text": "Devlog #3 - Firmware complete! With that done, my Hackpad is finally complete! I thought that I wouldn’t even be able to complete this, but with lots of perseverance (nasa reference lol) I was able to create full projects in applications I’ve NEVER used before. Seriously, I’ve never used Fusion 360 or KiCad before, but with help from a lot of resources (and a little bit of AI), I’ve created working projects. Hopefully this is everything I need to do, because this took a very long time."}, {"post_id": 13939, "ts": "2026-06-22T21:33:52Z", "hours": 2.5164, "text": "Devlog #2 - CAD and PCB FINISHED! This took way too long to complete. I had to remake the CAD project maybe 4 times because of random issues, and had to rewire my PCB many, many times thanks to the fact that the wires wouldn’t move with the objects. Anyway, I also added the components to my PCB and made a final, full CAD project. IF ANYONE IS SEEING THIS, PLEASE GIVE ME FEEDBACK!!!!!!"}, {"post_id": 13520, "ts": "2026-06-22T04:00:44Z", "hours": 0.9594, "text": "Devlog #1 - CAD and PCB Took a bit of time (unfortunately I didn’t log some of the time I spent on the CAD,) but I finished the base of the CAD, along with the PCB. What do you guys think?"}]...
|
Title: Appick by @vrplays | Stardance
Devlogs:
De Title: Appick by @vrplays | Stardance
Devlogs:
Devlog #1 - CAD and PCB Took a bit of time (unfortunately I didn’t log some of the time I spent on the CAD,) but I finished the base of the CAD, along with the PCB. What do you guys think?
Devlog #2 - CAD and PCB FINISHED! This took way too long to complete. I had to remake the CAD project maybe 4 times because of random issues, and had to rewire my PCB many, many times thanks to the fact that the wires wouldn’t move with the objects. Anyway, I also added the components to my PCB and made a final, full CAD project. IF ANYONE IS SEEING THIS, PLEASE GIVE ME FEEDBACK!!!!!!
Devlog #3 - Firmware complete! With that done, my Hackpad is finally complete! I thought that I wouldn’t even be able to complete this, but with lots of perseverance (nasa reference lol) I was able to create full projects in applications I’ve NEVER used before. Seriously, I’ve never used Fusion 360 or KiCad before, but with help from a lot of resources (and a little bit of AI), I’ve created working projects. Hopefully this is everything I need to do, because this took a very long time.
Ships:
Appick is a four key macropad that can launch apps for you instantly. Currently, it can open Brave, Discord, Steam, and Spotify, but with some modifications it can open any app! This took a long time to create, but eventually I was able to finish this and created a good product....
|
1793000975.5735195
|
1793087375.5735195
|
|
32630
|
gnex_cli by @lin3598197 | Stardance
|
lin3598197
|
1
|
5.92
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T15:41:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My First Ship!! The new version is in progress", "repo": "https://github.com/lin3598197/gnex_cli", "demo": "https://github.com/lin3598197/gnex_cli/releases/"}]...
|
[{"post_id": 30791, "ts": "202 [{"post_id": 30791, "ts": "2026-07-18T17:59:14Z", "hours": 0.3689, "text": "We have a realese version of project now! I pack it to an appimage file so we can run it more easily"}, {"post_id": 28750, "ts": "2026-07-15T06:41:29Z", "hours": 0.9808, "text": "Finally!!! Web install tab complete!"}, {"post_id": 27669, "ts": "2026-07-13T13:19:56Z", "hours": 1.2419, "text": "Add a detail page about online extensions, but i’m thinking how to solve aout the install button, it doesn’t work:("}, {"post_id": 27087, "ts": "2026-07-12T10:31:51Z", "hours": 0.9756, "text": "add a web search tab, but it doesn’t have install button or show the info about the extension that i seleted, maybe i can add this feature and post in next devlog"}, {"post_id": 26586, "ts": "2026-07-11T14:33:40Z", "hours": 0.5372, "text": "Oh god, I didn’t see my CSS is in the wrong place so this is the CSS included version and I also add a search block to search extensions if you have too much ><"}, {"post_id": 25990, "ts": "2026-07-10T15:21:02Z", "hours": 0.8136, "text": "Some error happend when i select extensions fix bug and push again"}, {"post_id": 25260, "ts": "2026-07-09T12:46:01Z", "hours": 0.6308, "text": "Finish first version of app!!"}, {"post_id": 24809, "ts": "2026-07-08T16:42:42Z", "hours": 0.7956, "text": "Create a Repo,update file,and here we go write app.py but the main function isn’t done yet"}]...
|
Title: gnex_cli by @lin3598197 | Stardance
Devlog Title: gnex_cli by @lin3598197 | Stardance
Devlogs:
Create a Repo,update file,and here we go write app.py but the main function isn’t done yet
Finish first version of app!!
Some error happend when i select extensions fix bug and push again
Oh god, I didn’t see my CSS is in the wrong place so this is the CSS included version and I also add a search block to search extensions if you have too much ><
add a web search tab, but it doesn’t have install button or show the info about the extension that i seleted, maybe i can add this feature and post in next devlog
Add a detail page about online extensions, but i’m thinking how to solve aout the install button, it doesn’t work:(
Finally!!! Web install tab complete!
We have a realese version of project now! I pack it to an appimage file so we can run it more easily
Ships:
My First Ship!! The new version is in progress...
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1793000976.7125025
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1793087376.7125025
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5365
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Pokemon WebOS by @Sahild | Stardance
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Sahild
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2
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14.0
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60
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T20:13:30Z", "hours": 4.0, "multiplier": 6.6, "payout": 14, "blessing": "neutral", "text": "shipped pokéOS v2, a pokémon themed web desktop OS with a real macos style dock now. there are new apps like a coin flip that has a chance to yeet a random desktop icon if you land heads, a video player for the theme video, and an image carousel for pokémon art. pokeRecords also got a plus button so you’re not stuck with just the 3 records i hardcoded in, and the top bar has a proper play pause button for the theme song now instead of just play. the challenging part was the play pause button. it was rebuilding the whole button element every time the state changed which quietly killed the click listener after the first press, so pause just stopped working. took a minute to realize the button node itself was getting replaced instead of just its text, fixed it by keeping one button and only swapping the label. to test it just open it and click through the dock icons at the bottom, flip the coin a few times and see if you lose an icon, and hit the yellow button up top for a surprise. cdn.hackclub.com/019f4883-10a2-7c73-87e0-1aa0e5dafc79/Video%20Project%201.mp4", "repo": "https://github.com/sahilchess/Pokemon-Web-OS", "demo": "https://sahilchess.github.io/Pokemon-Web-OS/"}, {"ship_num": 2, "ts": "2026-06-19T01:13:48Z", "hours": 10.0, "multiplier": 4.87, "payout": 46, "blessing": "neutral", "text": "shipped pokéOS v0.1.0, a pokémon themed web desktop OS. there are draggable windows, a top bar with a live clock, a button that plays the pokémon theme song, and pokéRecords as the first app where you can keep notes on your team and moves with a sidebar that swaps content dynamically. the challenging part was getting the window z index stuff working and figuring out why drag was broken (one missing dash in an id lol). pretty proud of how the whole thing looks and feels, the glassmorphism windows over the pokémon background art goes hard. to test it just open it and drag the windows around, click the pokédex icon to open pokéRecords and click the sidebar entries to switch between records. *hit the button at the top for a surprise *", "repo": "https://github.com/sahilchess/Pokemon-Web-OS", "demo": "https://sahilchess.github.io/Pokemon-Web-OS/"}]...
|
[{"post_id": 25479, "ts": "202 [{"post_id": 25479, "ts": "2026-07-09T19:37:19Z", "hours": 1.8644, "text": "v2.1 added a plus for the pokerecords so youcan add mroe records added a feature so that you can play pause athe song, but the thign is all in one button instaead of 2 added a dock like macos added better styling"}, {"post_id": 16420, "ts": "2026-06-26T18:28:56Z", "hours": 2.4406, "text": "version 2 i added some stuff imma just list it im too lazy to give any paragraph a coin flip that removess a random desktop app if the coin is heads a video player an image carousel added a favicon the file was too large https://cdn.hackclub.com/019f052f-c148-7c51-916c-bdd13bb43783/Screen%20Recording%202026-06-26%20142254.mp4"}, {"post_id": 11682, "ts": "2026-06-19T01:11:31Z", "hours": 2.1872, "text": "shipped pokéOS v0.1.0-beta!! its a pokémon themed web desktop OS. draggable windows, a top bar with a live clock and a button that plays the pokémon theme, and pokéRecords as the first app which lets you keep notes on your pokémon team and moves. sidebar with dynamic entries, content panel on the right, fully editable text. built with just html css and js, no frameworks. had to debug a ton of stuff to get here like windows not rising to the top when clicked and the drag being broken because of one missing dash in an id. live: here foreseeable future: ship on stardance webOS 2 sometime more apps (maybe a pokedex lookup?)"}, {"post_id": 11022, "ts": "2026-06-18T01:29:04Z", "hours": 0.9222, "text": "Update 3 ig im starting to now put devlog numbers….. here is the rendown of what happened. i restarted the pokerecords app and have an idea for what to do. i drew it out and attached the image. next is to how my mistakes. i was tryig to figure out how to make the window rise when it was tapped, but couldnt figure out why. i realized i need this code: addWindowTapHandling ( welcomeScreen ) addWindowTapHandling ( prScreen ) tasks to get done for next devlog: finish poke records app ship on stardance next in the forseeable future: start webOS 2 make more apps"}, {"post_id": 10166, "ts": "2026-06-16T19:40:20Z", "hours": 4.4494, "text": "I made somthign!!!! i made a first welcome screen and also a records app that will be my first app. It is still in progress i also removed the changing bg because i want less AI made onmy site"}, {"post_id": 6407, "ts": "2026-06-10T19:35:58Z", "hours": 2.0156, "text": "The Start of stmg So i kinda realized that a pokemonOS is already sorta a thing…. BUT THAT WONT STOP ME! Imma make it better that that website! (idk if that is possible bc that is really well made so who knows. i followed the tutorial and added some of my own stuff like custom fonts and a button that plays the theme song of pokemon. I also ai-genned the pokemon-font, where there is padding on the font that is a different color making it look like a pokemon font."}]...
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Title: Pokemon WebOS by @Sahild | Stardance
Devlo Title: Pokemon WebOS by @Sahild | Stardance
Devlogs:
The Start of stmg So i kinda realized that a pokemonOS is already sorta a thing…. BUT THAT WONT STOP ME! Imma make it better that that website! (idk if that is possible bc that is really well made so who knows. i followed the tutorial and added some of my own stuff like custom fonts and a button that plays the theme song of pokemon. I also ai-genned the pokemon-font, where there is padding on the font that is a different color making it look like a pokemon font.
I made somthign!!!! i made a first welcome screen and also a records app that will be my first app. It is still in progress i also removed the changing bg because i want less AI made onmy site
Update 3 ig im starting to now put devlog numbers….. here is the rendown of what happened. i restarted the pokerecords app and have an idea for what to do. i drew it out and attached the image. next is to how my mistakes. i was tryig to figure out how to make the window rise when it was tapped, but couldnt figure out why. i realized i need this code: addWindowTapHandling ( welcomeScreen ) addWindowTapHandling ( prScreen ) tasks to get done for next devlog: finish poke records app ship on stardance next in the forseeable future: start webOS 2 make more apps
shipped pokéOS v0.1.0-beta!! its a pokémon themed web desktop OS. draggable windows, a top bar with a live clock and a button that plays the pokémon theme, and pokéRecords as the first app which lets you keep notes on your pokémon team and moves. sidebar with dynamic entries, content panel on the right, fully editable text. built with just html css and js, no frameworks. had to debug a ton of stuff to get here like windows not rising to the top when clicked and the drag being broken because of one missing dash in an id. live: here foreseeable future: ship on stardance webOS 2 sometime more apps (maybe a pokedex lookup?)
version 2 i added some stuff imma just list it im too lazy to give any paragraph a coin flip that removess a random desktop app if the coin is heads a video player an image carousel added a favicon the file was too large https://cdn.hackclub.com/019f052f-c148-7c51-916c-bdd13bb43783/Screen%20Recording%202026-06-26%20142254.mp4
v2.1 added a plus for the pokerecords so youcan add mroe records added a feature so that you can play pause athe song, but the thign is all in one button instaead of 2 added a dock like macos added better styling
Ships:
shipped pokéOS v0.1.0, a pokémon themed web desktop OS. there are draggable windows, a top bar with a live clock, a button that plays the pokémon theme song, and pokéRecords as the first app where you can keep notes on your team and moves with a sidebar that swaps content dynamically. the challenging part was getting the window z index stuff working and figuring out why drag was broken (one missing dash in an id lol). pretty proud of how the whole thing looks and feels, the glassmorphism windows over the pokémon background art goes hard. to test it just open it and drag the windows around, click the pokédex icon to open pokéRecords and click the sidebar entries to switch between records. *hit the button at the top for a surprise *
shipped pokéOS v2, a pokémon themed web desktop OS with a real macos style dock now. there are new apps like a coin flip that has a chance to yeet a random desktop icon if you land heads, a video player for the theme video, and an image carousel for pokémon art. pokeRecords also got a plus button so you’re not stuck with just the 3 records i hardcoded in, and the top bar has a proper play pause button for the theme song now instead of just play. the challenging part was the play pause button. it was rebuilding the whole button element every time the state changed which quietly killed the click listener after the first press, so pause just stopped working. took a minute to realize the button node itself was getting replaced instead of just its text, fixed it by keeping one button and only swapping the label. to test it just open it and click through the dock icons at the bottom, flip the coin a few times and see if you lose an icon, and hit the yellow button up top for a surprise. cdn.hackclub.com/019f4883-10a2-7c73-87e0-1aa0e5dafc79/Video%20Project%201.mp4...
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1793000977.838443
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1793087377.838443
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28966
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SpaceWeb by @mygulash | Stardance
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mygulash
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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": "2026-07-01T00:59:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚀SpaceWeb It is a website that shows you the Astronomy Picture of the Day (APOD). When you visit the website first you will see todays APOD but there is a date picker which lets you pick date and the APOD from that day will show up. It runs on NASA API. The main problem is that the fail rate of connection is quite high. But refresh always helps. I added loading animation so people do not get that much frustrated. SpaceWeb is programmed in Javascript and designed using HTML and CSS. It is hosted on GitHub Pages.", "repo": "https://github.com/Mygulash/SpaceWeb", "demo": "https://mygulash.github.io/SpaceWeb/"}]...
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[{"post_id": 19637, "ts": "202 [{"post_id": 19637, "ts": "2026-07-01T00:44:02Z", "hours": 0.5453, "text": "🚀SpaceWeb devlog#2 In the last devlog I was talking about adding a date picker and so I did. Now the website feels much more useful and I do not have to stare at the one same image. I also tried making the looks better by adding some headings and also more colors ✨ Here are some pretty photos I found:"}, {"post_id": 19621, "ts": "2026-07-01T00:06:38Z", "hours": 2.0281, "text": "🚀SpaceWeb devlog#1 I just finished the Give Your Website a Pulse and here is what I learned and implemented: NASAs API fetching Using Google fonts on websites Making basic text animations I will try letting the users change the date of the “astronomy photo of the day” so you can kinda browse through them"}]...
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Title: SpaceWeb by @mygulash | Stardance
Devlogs: Title: SpaceWeb by @mygulash | Stardance
Devlogs:
🚀SpaceWeb devlog#1 I just finished the Give Your Website a Pulse and here is what I learned and implemented: NASAs API fetching Using Google fonts on websites Making basic text animations I will try letting the users change the date of the “astronomy photo of the day” so you can kinda browse through them
🚀SpaceWeb devlog#2 In the last devlog I was talking about adding a date picker and so I did. Now the website feels much more useful and I do not have to stare at the one same image. I also tried making the looks better by adding some headings and also more colors ✨ Here are some pretty photos I found:
Ships:
🚀SpaceWeb It is a website that shows you the Astronomy Picture of the Day (APOD). When you visit the website first you will see todays APOD but there is a date picker which lets you pick date and the APOD from that day will show up. It runs on NASA API. The main problem is that the fail rate of connection is quite high. But refresh always helps. I added loading animation so people do not get that much frustrated. SpaceWeb is programmed in Javascript and designed using HTML and CSS. It is hosted on GitHub Pages....
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1793000979.031498
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1793087379.031498
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33590
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Cursorletics by @rheanath | Stardance
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rheanath
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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": "2026-07-19T00:24:48Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my first hackathon (United Hacks V7), I built Cursorletics, a website that helps users improve their cursor skills through interactive training drills. The current version includes a Speed Drill that tests clicking speed and a Reaction Drill that tests reflexes. I’m very proud that I was able to create two fully interactive drills within a timely manner, especially since I’m much more experienced with HTML and CSS compared to JavaScript. To try out Cursorletics, simply choose either the Speed Drill or the Reaction Drill from the homepage. Each drill begins with a short instruction screen before the game starts, and your results will be displayed once you finish. I hope you have fun trying it out, and thank you for checking out my solo project! :)", "repo": "https://github.com/rheanathjr/Cursorletics", "demo": "https://rheanathjr.github.io/Cursorletics/"}]...
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[{"post_id": 30976, "ts": "202 [{"post_id": 30976, "ts": "2026-07-19T00:11:27Z", "hours": 3.0192, "text": "Cursorletics Devlog #1 What I built: I built Cursorletics, a website that helps users improve their cursor skills through interactive drills, for my first hackathon (United Hacks V7). The current version includes two training drills: a Speed Drill that tests users’ clicking speed and a Reaction Drill that tests users’ reflexes. What broke: There were some bugs while I was working on Cursorletics. One silly cosmetic bug I resolved had to do with the sparkles that appear after a user clicks on the screen. At first, the sparkles did appear wherever I clicked the screen. However, once I scrolled down, the sparkles were appearing nowhere near my cursor (it was now offset). Yikes! Another bug I quickly resolved had to do with Bootstrap. The orange buttons changed into the default blue for a second whenever I click it. What did I learn: Working on Cursorletics gave me much more experience with using both JavaScript and Bootstrap as well as coding within a timely manner (no procrastination!). A decision I made: One decision I made while working on Cursorletics was to keep the entire website centered around an orange palette. Originally, I was planning to use a blue palette, but I ended up using an orange palette because it makes the website look more bold and energetic. Something that surprised me: I was surprised by how my two training drills successfully worked out, especially since I am more used to web designing (HTML and CSS). It was really cool that I was able to add interactive elements. Aesthetic and design: Apart from the orange palette I discussed earlier, I also wanted to include my own artwork (made in MediBang Paint Pro) within the website as well. I made sure that the website overall is welcoming and engaging! Thank you for reading my devlog! Take care! :)"}]...
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Title: Cursorletics by @rheanath | Stardance
Devl Title: Cursorletics by @rheanath | Stardance
Devlogs:
Cursorletics Devlog #1 What I built: I built Cursorletics, a website that helps users improve their cursor skills through interactive drills, for my first hackathon (United Hacks V7). The current version includes two training drills: a Speed Drill that tests users’ clicking speed and a Reaction Drill that tests users’ reflexes. What broke: There were some bugs while I was working on Cursorletics. One silly cosmetic bug I resolved had to do with the sparkles that appear after a user clicks on the screen. At first, the sparkles did appear wherever I clicked the screen. However, once I scrolled down, the sparkles were appearing nowhere near my cursor (it was now offset). Yikes! Another bug I quickly resolved had to do with Bootstrap. The orange buttons changed into the default blue for a second whenever I click it. What did I learn: Working on Cursorletics gave me much more experience with using both JavaScript and Bootstrap as well as coding within a timely manner (no procrastination!). A decision I made: One decision I made while working on Cursorletics was to keep the entire website centered around an orange palette. Originally, I was planning to use a blue palette, but I ended up using an orange palette because it makes the website look more bold and energetic. Something that surprised me: I was surprised by how my two training drills successfully worked out, especially since I am more used to web designing (HTML and CSS). It was really cool that I was able to add interactive elements. Aesthetic and design: Apart from the orange palette I discussed earlier, I also wanted to include my own artwork (made in MediBang Paint Pro) within the website as well. I made sure that the website overall is welcoming and engaging! Thank you for reading my devlog! Take care! :)
Ships:
For my first hackathon (United Hacks V7), I built Cursorletics, a website that helps users improve their cursor skills through interactive training drills. The current version includes a Speed Drill that tests clicking speed and a Reaction Drill that tests reflexes. I’m very proud that I was able to create two fully interactive drills within a timely manner, especially since I’m much more experienced with HTML and CSS compared to JavaScript. To try out Cursorletics, simply choose either the Speed Drill or the Reaction Drill from the homepage. Each drill begins with a short instruction screen before the game starts, and your results will be displayed once you finish. I hope you have fun trying it out, and thank you for checking out my solo project! :)...
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1793000980.1307538
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1793087380.1307538
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12036
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FRC Prediction Simulator by @nicholasrueb | Starda FRC Prediction Simulator by @nicholasrueb | Stardance...
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nicholasrueb
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T22:20:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I struggled so hard with integrating the API, this is my first stuff with HTML and CSS, I hope you guys enjoy! Many of you might not know FRC, but it is a robotics competition. For event key you can use 2026nytr for some example results!", "repo": "https://github.com/agoofygoat/FRCPredictionSimulator.github.io", "demo": "https://frc-prediction-simulator-github-io.vercel.app/"}]...
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[{"post_id": 14709, "ts": "202 [{"post_id": 14709, "ts": "2026-06-23T22:17:19Z", "hours": 0.3194, "text": "Full project is done and hosted on Vercel!!!!!"}]...
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Title: FRC Prediction Simulator by @nicholasrueb | Title: FRC Prediction Simulator by @nicholasrueb | Stardance
Devlogs:
Full project is done and hosted on Vercel!!!!!
Ships:
I struggled so hard with integrating the API, this is my first stuff with HTML and CSS, I hope you guys enjoy! Many of you might not know FRC, but it is a robotics competition. For event key you can use 2026nytr for some example results!...
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1793000980.9947722
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1793087380.9947722
|
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33418
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Flappiest bird by @Alexander_Wolf | Stardance
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Alexander_Wolf
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2
|
11.0
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58
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T15:54:02Z", "hours": 5.0, "multiplier": 8.55, "payout": 46, "blessing": "neutral", "text": "This is the second ship. Many important modifications have been made. These things have been added to the game since the last ship: A difficulty switch Highscore PlayerPrefs for the difficulty and the highscore Music and sound effects And the most important note: The game is now playable on itch.io. If the game somehow doesn’t open up via stardance, here is the link: ciferwolf.itch.io/flappiest-bird", "repo": "https://github.com/Wolf-Alexander/Flappiest-Bird", "demo": "https://ciferwolf.itch.io/flappiest-bird"}, {"ship_num": 2, "ts": "2026-07-13T19:38:34Z", "hours": 6.0, "multiplier": 2.11, "payout": 12, "blessing": "neutral", "text": "Ship #1 I have finished the tutorial and added some stuff on my own. This is the first version of my Flappy Bird game. It’s playable and kinda fun. Although it’s not on the same level as a finished game, so please consider this as a demo (v1). It won’t take long until I manage to add more stuff to make it more interesting to play", "repo": "https://github.com/Wolf-Alexander/Flappiest-Bird", "demo": "https://ciferwolf.itch.io/flappiest-bird"}]...
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[{"post_id": 29583, "ts": "202 [{"post_id": 29583, "ts": "2026-07-16T16:45:11Z", "hours": 0.8167, "text": "Devlog #8 I’ve fixed some error during the gameplay. The game is finished! It’s not beautiful, but for my very first Unity project good enough. Once I’m able to ship again, I’ll do it"}, {"post_id": 29460, "ts": "2026-07-16T12:46:45Z", "hours": 0.9836, "text": "Devlog #7 I added music and some sound effect. Music for: Starting screen Ingame Sound effects: Score Death All sounds are from itch.io. The following music packs have been used: https://tallbeard.itch.io/music-loop-bundle https://jdsherbert.itch.io/ultimate-ui-sfx-pack"}, {"post_id": 28241, "ts": "2026-07-14T11:56:12Z", "hours": 0.8581, "text": "Devlog #6 The difficulty switch works and even after a reset or restart of the game, the previous difficulty gets saved. The same goes for the highscore that actually works!!!! What I should implement next is the highscore based on the difficulty, but that is for later"}, {"post_id": 28205, "ts": "2026-07-14T10:48:27Z", "hours": 1.6669, "text": "Devlog #5 I’ve made some changes to the game: Improved starting screen Added a difficulty switch Difficulty: There are 3 options. Easy, Medium, Hard. Medium is the standard option. They all influence the speed as well as the spawn rate of the pipes Issues for the future: If you restart the game after the game over, the difficulty gets set to Medium. Probably the fix would be to have some data saved for after the restart. This is also my current idea how I’ll make the high score. Or maybe some sort of database would make it easier"}, {"post_id": 27922, "ts": "2026-07-13T21:02:04Z", "hours": 1.0469, "text": "Devlog #4 I’m working on the starting screen. I had also fixed some unknown issues with the bird. It cannot leave the screen now and the game over mechanic works a lot better"}, {"post_id": 27874, "ts": "2026-07-13T19:35:45Z", "hours": 1.9169, "text": "Devlog #3 I created a starting screen (WITHOUT A TUTORIAL) and connected everything to it. It was a lot harder than expected, because everything runs on Start function, so I had to edit every object. This concludes the first version of this game. Yeah it’s not beautiful, but it’s functional. The other To-Do’s will be added in further versions!"}, {"post_id": 27646, "ts": "2026-07-13T12:26:38Z", "hours": 1.1167, "text": "Devlog #2 So I finished the tutorial… The game exists and now I have some knowledge about Unity and Game Development. Now I will add some additional stuff to this game to finish it. These include: Starting Screen High Score Difficulties (change speed of the game) Music If you have some ideas, please comment them. I’ll try my best, but can’t promise anything"}, {"post_id": 25993, "ts": "2026-07-10T15:25:02Z", "hours": 2.4667, "text": "Devlog #1 I’m starting out with Unity. And what is the best option to choose, when you’re starting out? Watch a Flappy Bird tutorial and hope you understand everything, so that you can add your own stuff at the end… I want to create my own games, but have no clue how Unity works. This project is focused on helping me learn all the basics and be able to create my own games from then on. Even though I’m using a tutorial to create this game, I’m planning on using my knowledge to upgrade the game with a few features to market it as my own ;)"}]...
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Title: Flappiest bird by @Alexander_Wolf | Stardan Title: Flappiest bird by @Alexander_Wolf | Stardance
Devlogs:
Devlog #1 I’m starting out with Unity. And what is the best option to choose, when you’re starting out? Watch a Flappy Bird tutorial and hope you understand everything, so that you can add your own stuff at the end… I want to create my own games, but have no clue how Unity works. This project is focused on helping me learn all the basics and be able to create my own games from then on. Even though I’m using a tutorial to create this game, I’m planning on using my knowledge to upgrade the game with a few features to market it as my own ;)
Devlog #2 So I finished the tutorial… The game exists and now I have some knowledge about Unity and Game Development. Now I will add some additional stuff to this game to finish it. These include: Starting Screen High Score Difficulties (change speed of the game) Music If you have some ideas, please comment them. I’ll try my best, but can’t promise anything
Devlog #3 I created a starting screen (WITHOUT A TUTORIAL) and connected everything to it. It was a lot harder than expected, because everything runs on Start function, so I had to edit every object. This concludes the first version of this game. Yeah it’s not beautiful, but it’s functional. The other To-Do’s will be added in further versions!
Devlog #4 I’m working on the starting screen. I had also fixed some unknown issues with the bird. It cannot leave the screen now and the game over mechanic works a lot better
Devlog #5 I’ve made some changes to the game: Improved starting screen Added a difficulty switch Difficulty: There are 3 options. Easy, Medium, Hard. Medium is the standard option. They all influence the speed as well as the spawn rate of the pipes Issues for the future: If you restart the game after the game over, the difficulty gets set to Medium. Probably the fix would be to have some data saved for after the restart. This is also my current idea how I’ll make the high score. Or maybe some sort of database would make it easier
Devlog #6 The difficulty switch works and even after a reset or restart of the game, the previous difficulty gets saved. The same goes for the highscore that actually works!!!! What I should implement next is the highscore based on the difficulty, but that is for later
Devlog #7 I added music and some sound effect. Music for: Starting screen Ingame Sound effects: Score Death All sounds are from itch.io. The following music packs have been used: https://tallbeard.itch.io/music-loop-bundle https://jdsherbert.itch.io/ultimate-ui-sfx-pack
Devlog #8 I’ve fixed some error during the gameplay. The game is finished! It’s not beautiful, but for my very first Unity project good enough. Once I’m able to ship again, I’ll do it
Ships:
Ship #1 I have finished the tutorial and added some stuff on my own. This is the first version of my Flappy Bird game. It’s playable and kinda fun. Although it’s not on the same level as a finished game, so please consider this as a demo (v1). It won’t take long until I manage to add more stuff to make it more interesting to play
This is the second ship. Many important modifications have been made. These things have been added to the game since the last ship: A difficulty switch Highscore PlayerPrefs for the difficulty and the highscore Music and sound effects And the most important note: The game is now playable on itch.io. If the game somehow doesn’t open up via stardance, here is the link: ciferwolf.itch.io/flappiest-bird...
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1793000981.8709016
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1793087381.8709016
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26591
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T to MO by @jo_brain | Stardance
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jo_brain
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1
|
1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T09:58:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Project that takes Text via BLE and turns them into Morse code including Numbers!", "repo": "https://raw.githubusercontent.com/jobrain1/T-to-MO/refs/heads/master/README.md", "demo": ""}]...
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[{"post_id": 16740, "ts": "202 [{"post_id": 16740, "ts": "2026-06-27T06:15:17Z", "hours": 1.1389, "text": "I used an ESP32 Wrover that has Bluetooth to turn Text I to Morse Code and show that Morse code with an LED and an Buzzer"}]...
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Title: T to MO by @jo_brain | Stardance
Devlogs:
Title: T to MO by @jo_brain | Stardance
Devlogs:
I used an ESP32 Wrover that has Bluetooth to turn Text I to Morse Code and show that Morse code with an LED and an Buzzer
Ships:
I made an Project that takes Text via BLE and turns them into Morse code including Numbers!...
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1793000983.020991
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1793087383.020991
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20381
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Detention Loop SDK by @DoMax | Stardance
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DoMax
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1
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9.0
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52
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T16:57:00Z", "hours": 9.0, "multiplier": 5.84, "payout": 52, "blessing": "neutral", "text": "“Exhausted after a long day of school, you just want to go home. Instead, you’re trapped in an endless corridor with entities trying to distort your reality. Look closely. Trust nothing. There might be a way out.” It’s the best way to describe the game “Detention Loop” that was made for Hack Club’s Sprig! Despite the challenges and Sprig’s limitations, it was a very fun time building this project! One of the more frustrating limitations of Sprig’s engine was not being able to load full-sized images. Instead, Sprig only offers loading maps from pre-made sprites. They take up both too much space and are hard to draw/make changes to. So I decided to code it myself - by uploading a full bitmap of the image and dynamically creating maps during runtime with loops, I saved myself a LOT of time. There was other technology involved too that you would rarely see in Sprig games, so I thought of conveniently sharing them all in this Detention Loop SDK available for anyone! With subtle adaptations it can be ported for different purposes too. The SDK includes full game art and script files, as well as reusable snippets and instructions on how to use everything. And as for the game itself, you can play it for free by clicking on the demo link!", "repo": "https://github.com/domasles/detention-loop-sdk", "demo": "https://detention-loop.domax.lt"}]...
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[{"post_id": 10317, "ts": "202 [{"post_id": 10317, "ts": "2026-06-16T23:53:15Z", "hours": 8.9833, "text": "The first, and probably one of the only devlogs this project will have. It aims to provide all the tools initially used to create a game called “Detention Loop” for the Hack Club’s Sprig! (But heavily updated and adapted for repeated use) It includes: Game itself (with a link to the live demo) A script for converting game assets to a computer-friendly format Reusable code snippets for other game creators that want to adopt Detention Loop’s technology All game assets (and GIMP files with layered drawings) I hope this inspires other creators to pay more attention to code optimization and encourages working with the Sprig! It’s an amazing little gadget with a lot of potential! I also hope that one day solutions used in this project get merged to the full engine so no workarounds need to be found when creating sophisticated games!"}]...
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Title: Detention Loop SDK by @DoMax | Stardance
D Title: Detention Loop SDK by @DoMax | Stardance
Devlogs:
The first, and probably one of the only devlogs this project will have. It aims to provide all the tools initially used to create a game called “Detention Loop” for the Hack Club’s Sprig! (But heavily updated and adapted for repeated use) It includes: Game itself (with a link to the live demo) A script for converting game assets to a computer-friendly format Reusable code snippets for other game creators that want to adopt Detention Loop’s technology All game assets (and GIMP files with layered drawings) I hope this inspires other creators to pay more attention to code optimization and encourages working with the Sprig! It’s an amazing little gadget with a lot of potential! I also hope that one day solutions used in this project get merged to the full engine so no workarounds need to be found when creating sophisticated games!
Ships:
“Exhausted after a long day of school, you just want to go home. Instead, you’re trapped in an endless corridor with entities trying to distort your reality. Look closely. Trust nothing. There might be a way out.” It’s the best way to describe the game “Detention Loop” that was made for Hack Club’s Sprig! Despite the challenges and Sprig’s limitations, it was a very fun time building this project! One of the more frustrating limitations of Sprig’s engine was not being able to load full-sized images. Instead, Sprig only offers loading maps from pre-made sprites. They take up both too much space and are hard to draw/make changes to. So I decided to code it myself - by uploading a full bitmap of the image and dynamically creating maps during runtime with loops, I saved myself a LOT of time. There was other technology involved too that you would rarely see in Sprig games, so I thought of conveniently sharing them all in this Detention Loop SDK available for anyone! With subtle adaptations it can be ported for different purposes too. The SDK includes full game art and script files, as well as reusable snippets and instructions on how to use everything. And as for the game itself, you can play it for free by clicking on the demo link!...
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1793000983.8900287
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1793087383.8900287
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213
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Jeff vs The Underground by @keshavdaboss | Stardan Jeff vs The Underground by @keshavdaboss | Stardance...
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keshavdaboss
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T06:49:48Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a platformer on Godot, where you avoid enemies and find the exit!", "repo": "https://github.com/KeshavDaBoss/jeff-vs-the-underground", "demo": "https://keshavdaboss.itch.io/jeff-vs-the-underground"}]...
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[{"post_id": 21989, "ts": "202 [{"post_id": 21989, "ts": "2026-07-04T06:39:58Z", "hours": 3.8336, "text": "Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)"}]...
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Title: Jeff vs The Underground by @keshavdaboss | Title: Jeff vs The Underground by @keshavdaboss | Stardance
Devlogs:
Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)
Ships:
I made a platformer on Godot, where you avoid enemies and find the exit!...
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1793000984.7746954
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1793087384.7746954
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24802
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battle bot by @jonathan | Stardance
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jonathan
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1
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6.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T13:12:38Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An antweight battle bot", "repo": "https://github.com/Zoomwag/Undercutter-Battlebot", "demo": ""}]...
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[{"post_id": 22815, "ts": "202 [{"post_id": 22815, "ts": "2026-07-05T12:26:58Z", "hours": 2.6333, "text": "finshed"}, {"post_id": 18266, "ts": "2026-06-29T11:03:13Z", "hours": 2.1811, "text": "cONVERETED IT INTO AN UNDERCUTTER"}, {"post_id": 14596, "ts": "2026-06-23T19:20:58Z", "hours": 1.4486, "text": "I started doing cad and did a bunch of research"}]...
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Title: battle bot by @jonathan | Stardance
Devlog Title: battle bot by @jonathan | Stardance
Devlogs:
I started doing cad and did a bunch of research
cONVERETED IT INTO AN UNDERCUTTER
finshed
Ships:
An antweight battle bot...
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1793000985.6621296
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1793087385.6621296
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50559
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AmateurWare by @amateur_tech_guy | Stardance
|
amateur_tech_guy
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3
|
32.0
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163
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:58:15Z", "hours": 12.0, "multiplier": 9.05, "payout": 110, "blessing": "neutral", "text": "AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 2, "ts": "2026-08-27T17:43:40Z", "hours": 8.0, "multiplier": 8.98, "payout": 53, "blessing": "neutral", "text": "AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 3, "ts": "2026-08-24T15:40:13Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}]...
|
[{"post_id": 59157, "ts": "202 [{"post_id": 59157, "ts": "2026-08-31T19:45:53Z", "hours": 2.7789, "text": "devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)"}, {"post_id": 58963, "ts": "2026-08-31T15:10:12Z", "hours": 0.3206, "text": "devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that"}, {"post_id": 58619, "ts": "2026-08-31T03:13:55Z", "hours": 2.2336, "text": "devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha"}, {"post_id": 58471, "ts": "2026-08-30T21:46:55Z", "hours": 0.6211, "text": "devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations"}, {"post_id": 58423, "ts": "2026-08-30T20:38:59Z", "hours": 2.2503, "text": "devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code"}, {"post_id": 58309, "ts": "2026-08-30T18:00:37Z", "hours": 1.8167, "text": "devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame"}, {"post_id": 57731, "ts": "2026-08-30T00:08:22Z", "hours": 1.8525, "text": "devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code"}, {"post_id": 55753, "ts": "2026-08-27T18:53:24Z", "hours": 0.2639, "text": "I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did"}, {"post_id": 55691, "ts": "2026-08-27T17:36:08Z", "hours": 0.6239, "text": "devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends"}, {"post_id": 55546, "ts": "2026-08-27T13:58:04Z", "hours": 2.9961, "text": "devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done"}, {"post_id": 55187, "ts": "2026-08-26T18:09:52Z", "hours": 1.6167, "text": "devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!"}, {"post_id": 54710, "ts": "2026-08-25T19:43:35Z", "hours": 1.5814, "text": "devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!"}, {"post_id": 54572, "ts": "2026-08-25T16:23:42Z", "hours": 1.2572, "text": "devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!"}, {"post_id": 53819, "ts": "2026-08-24T14:52:26Z", "hours": 2.0883, "text": "devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)"}, {"post_id": 53232, "ts": "2026-08-23T17:50:17Z", "hours": 1.1306, "text": "devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this"}, {"post_id": 53057, "ts": "2026-08-23T13:37:02Z", "hours": 0.4231, "text": "devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!"}, {"post_id": 52644, "ts": "2026-08-22T21:39:33Z", "hours": 1.6458, "text": "devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!"}, {"post_id": 52291, "ts": "2026-08-22T12:27:30Z", "hours": 1.7856, "text": "devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done"}, {"post_id": 51912, "ts": "2026-08-21T20:24:04Z", "hours": 1.8633, "text": "devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D"}, {"post_id": 51801, "ts": "2026-08-21T17:18:34Z", "hours": 1.8147, "text": "devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!"}, {"post_id": 51626, "ts": "2026-08-21T12:26:17Z", "hours": 0.7833, "text": "devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes"}]...
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Title: AmateurWare by @amateur_tech_guy | Stardanc Title: AmateurWare by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes
devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!
devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D
devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done
devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!
devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!
devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this
devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)
devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!
devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!
devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!
devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done
devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends
I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did
devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code
devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame
devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code
devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations
devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha
devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that
devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)
Ships:
** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!
AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)
AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN...
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1793000986.531382
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1793087386.531382
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49504
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My own site! by @dayandnightgooner | Stardance
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dayandnightgooner
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:23:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha", "repo": "https://github.com/devchandak04/dev-personal-site", "demo": "https://devchandak04.github.io/dev-personal-site/"}]...
|
[{"post_id": 48214, "ts": "202 [{"post_id": 48214, "ts": "2026-08-16T14:47:51Z", "hours": 1.3569, "text": "I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance."}]...
|
Title: My own site! by @dayandnightgooner | Starda Title: My own site! by @dayandnightgooner | Stardance
Devlogs:
I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance.
Ships:
A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha...
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1793000987.7867663
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1793087387.7867663
|
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15256
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the way to teal(just kill) by @love | Stardance
|
love
|
2
|
60.67
|
877
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T00:30:44Z", "hours": 23.0, "multiplier": 18.83, "payout": 413, "blessing": "neutral", "text": "this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"ship_num": 2, "ts": "2026-06-21T13:09:47Z", "hours": 25.0, "multiplier": 18.23, "payout": 464, "blessing": "neutral", "text": "i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}]...
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[{"post_id": 31312, "ts": "202 [{"post_id": 31312, "ts": "2026-07-19T16:42:06Z", "hours": 4.2094, "text": "DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE"}, {"post_id": 30937, "ts": "2026-07-18T22:54:39Z", "hours": 8.4639, "text": "DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs"}, {"post_id": 28633, "ts": "2026-07-15T00:29:18Z", "hours": 1.1447, "text": "mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!"}, {"post_id": 28494, "ts": "2026-07-14T19:34:05Z", "hours": 5.3678, "text": "DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality"}, {"post_id": 26518, "ts": "2026-07-11T11:21:23Z", "hours": 5.4061, "text": "DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss"}, {"post_id": 17327, "ts": "2026-06-28T02:11:05Z", "hours": 11.3172, "text": "DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff"}, {"post_id": 13096, "ts": "2026-06-21T13:00:34Z", "hours": 2.7217, "text": "DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 12239, "ts": "2026-06-19T23:54:55Z", "hours": 4.3089, "text": "DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after"}, {"post_id": 11305, "ts": "2026-06-18T14:29:13Z", "hours": 0.5894, "text": "THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D"}, {"post_id": 10797, "ts": "2026-06-17T18:26:42Z", "hours": 2.7661, "text": "DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!"}, {"post_id": 10574, "ts": "2026-06-17T11:42:16Z", "hours": 1.5328, "text": "DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)"}, {"post_id": 9462, "ts": "2026-06-15T20:27:16Z", "hours": 1.6878, "text": "DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == \"chase\" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == \"attack\": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload(\"res://Particles/enemyExplode.tscn\") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = \"idle\" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game"}, {"post_id": 9354, "ts": "2026-06-15T18:10:19Z", "hours": 2.9417, "text": "DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early"}, {"post_id": 8257, "ts": "2026-06-13T18:56:58Z", "hours": 1.4006, "text": "DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 8086, "ts": "2026-06-13T14:35:14Z", "hours": 2.2019, "text": "DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 7998, "ts": "2026-06-13T10:48:12Z", "hours": 1.0583, "text": "DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T"}, {"post_id": 7964, "ts": "2026-06-13T09:10:34Z", "hours": 0.4461, "text": "mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)"}, {"post_id": 7754, "ts": "2026-06-12T23:03:36Z", "hours": 0.6658, "text": "DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game"}, {"post_id": 7503, "ts": "2026-06-12T14:46:54Z", "hours": 1.8969, "text": "DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt"}, {"post_id": 7442, "ts": "2026-06-12T12:05:00Z", "hours": 0.9031, "text": "DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```"}, {"post_id": 7416, "ts": "2026-06-12T10:55:30Z", "hours": 0.325, "text": "devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands"}]...
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Title: the way to teal(just kill) by @love | Stard Title: the way to teal(just kill) by @love | Stardance
Devlogs:
devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands
DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```
DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt
DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game
mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)
DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T
DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early
DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == "chase" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == "attack": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload("res://Particles/enemyExplode.tscn") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = "idle" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game
DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)
DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!
THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D
DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after
DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff
DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss
DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality
mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!
DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs
DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE
Ships:
i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!
this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)...
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My personal site by @IcedThrower_95 | Stardance
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IcedThrower_95
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T10:19:01Z", "hours": 11.0, "multiplier": 8.57, "payout": 96, "blessing": "neutral", "text": "I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}, {"ship_num": 2, "ts": "2026-09-06T13:05:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}]...
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[{"post_id": 73919, "ts": "202 [{"post_id": 73919, "ts": "2026-09-26T09:58:10Z", "hours": 2.5556, "text": "finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email"}, {"post_id": 73200, "ts": "2026-09-24T16:22:06Z", "hours": 8.6325, "text": "over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it."}, {"post_id": 62894, "ts": "2026-09-06T12:55:21Z", "hours": 1.6611, "text": "Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages."}, {"post_id": 62203, "ts": "2026-09-05T13:51:21Z", "hours": 1.6433, "text": "I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout"}]...
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Title: My personal site by @IcedThrower_95 | Stard Title: My personal site by @IcedThrower_95 | Stardance
Devlogs:
I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout
Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages.
over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it.
finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email
Ships:
I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.
I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out....
|
1793000991.6044643
|
1793087391.6044643
|
|
49506
|
My own website! by @berragurlesin | Stardance
|
berragurlesin
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T21:25:51Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a personal website I created for myself. It’s a platform where I can bring together my research and other things related to myself. It includes an “About Me” page I designed in a scrapbook style, an “Essays and Research” section where I’ll share my personal writings and research, a “Projects and Milestones” page showcasing my competitions, awards, and projects, and a “Social and Media” page with links to my other social media accounts. I also added hover effects that make the images enlarge and stand out when the mouse hovers over them, and I also created a mobile-specific design to make the site simpler and more user-friendly on smaller screens. One of the most challenging parts for me was adjusting the positions of the images in the scrapbook collage. Since I wanted the collage to look a certain way, I manually adjusted the positions of each image one by one and experimented with different values until I achieved the look I wanted. Since changing the position or size of a single image sometimes affected the appearance of the entire collage, this process required a great deal of trial and error. In addition, I had to learn many things I didn’t know before during the process. Although this made the project more difficult, it allowed me to learn more about web development. What I’m most proud of about this project is that it’s my first website and while people usually use ready-made applications to build websites, I’m very happy that I created this site from scratch by coding it myself in Visual Studio, and the site turned out exactly the way I wanted it to. One thing to keep in mind while browsing the site is that the “Essays and Research” section isn’t complete yet. The reason for this is that, although I’ve actually written some pieces for this section, I want to polish them up before adding them. That’s why I’ve chosen not to upload my articles at this stage. I plan to add them to the site as I continue to refine my writing. I spent a total of more than 5–6 hours on this project, but seeing something functional come out of it makes me feel like it was worth the effort! If you check out my site, I’d love to hear your feedback and make improvements based on it. ˚.⋆🔭⋆⭒🪐⭒˚.⋆", "repo": "https://github.com/berragurlesin/my-website", "demo": "https://berragurlesin.github.io/my-website"}]...
|
[{"post_id": 49145, "ts": "202 [{"post_id": 49145, "ts": "2026-08-17T19:36:15Z", "hours": 1.0336, "text": "My website now looks good on mobile devices too! To fix this issue, I removed the images from the mobile version, but it’s fully functional now. So I’ve finished my project, gained experience building a website, and feel really motivated!! ༄˖°.🚀.ೃ࿔*:・"}, {"post_id": 48447, "ts": "2026-08-16T19:55:18Z", "hours": 3.4408, "text": "After +4 hours, my website is almost done! After creating the basic layout of my website, I selected the photos I wanted to use in the collage on the homepage and chose the fonts and colors. I wrote my bio and spent hours tweaking the collage to look exactly the way I wanted, adjusting the position of each photo one by one. Inspired by a website I’d seen before, I wanted the images to move when the mouse hovered over them and to have a footer section at the bottom, so I asked the AI to teach me how to do that. It turned out to be really easy! To make the images move, CSS uses a property called :hover (basically, you’re telling it what should happen when the mouse hovers over it) I added “transform: scale(1.08)” to the image to make it enlarge slightly when hovered over. To ensure this happened smoothly, I also added “transition: transform 0.25s ease”. For the footer, there’s an HTML tag called “”. Just add it to the very bottom of the page and type whatever text you want inside it (I added a copyright notice to make it look cool). You can try it too! Right now, I have a homepage introducing me, a page where I talk about my projects and achievements, and a page with links to my social media accounts. Later, I’ll also add my own essays to the site. That’s how I built my first website, and it actually really excited me!"}, {"post_id": 48100, "ts": "2026-08-16T11:59:20Z", "hours": 0.2747, "text": "My own website! This is just the beginning! 🚀"}]...
|
Title: My own website! by @berragurlesin | Stardan Title: My own website! by @berragurlesin | Stardance
Devlogs:
My own website! This is just the beginning! 🚀
After +4 hours, my website is almost done! After creating the basic layout of my website, I selected the photos I wanted to use in the collage on the homepage and chose the fonts and colors. I wrote my bio and spent hours tweaking the collage to look exactly the way I wanted, adjusting the position of each photo one by one. Inspired by a website I’d seen before, I wanted the images to move when the mouse hovered over them and to have a footer section at the bottom, so I asked the AI to teach me how to do that. It turned out to be really easy! To make the images move, CSS uses a property called :hover (basically, you’re telling it what should happen when the mouse hovers over it) I added “transform: scale(1.08)” to the image to make it enlarge slightly when hovered over. To ensure this happened smoothly, I also added “transition: transform 0.25s ease”. For the footer, there’s an HTML tag called “”. Just add it to the very bottom of the page and type whatever text you want inside it (I added a copyright notice to make it look cool). You can try it too! Right now, I have a homepage introducing me, a page where I talk about my projects and achievements, and a page with links to my social media accounts. Later, I’ll also add my own essays to the site. That’s how I built my first website, and it actually really excited me!
My website now looks good on mobile devices too! To fix this issue, I removed the images from the mobile version, but it’s fully functional now. So I’ve finished my project, gained experience building a website, and feel really motivated!! ༄˖°.🚀.ೃ࿔*:・
Ships:
This project is a personal website I created for myself. It’s a platform where I can bring together my research and other things related to myself. It includes an “About Me” page I designed in a scrapbook style, an “Essays and Research” section where I’ll share my personal writings and research, a “Projects and Milestones” page showcasing my competitions, awards, and projects, and a “Social and Media” page with links to my other social media accounts. I also added hover effects that make the images enlarge and stand out when the mouse hovers over them, and I also created a mobile-specific design to make the site simpler and more user-friendly on smaller screens. One of the most challenging parts for me was adjusting the positions of the images in the scrapbook collage. Since I wanted the collage to look a certain way, I manually adjusted the positions of each image one by one and experimented with different values until I achieved the look I wanted. Since changing the position or size of a single image sometimes affected the appearance of the entire collage, this process required a great deal of trial and error. In addition, I had to learn many things I didn’t know before during the process. Although this made the project more difficult, it allowed me to learn more about web development. What I’m most proud of about this project is that it’s my first website and while people usually use ready-made applications to build websites, I’m very happy that I created this site from scratch by coding it myself in Visual Studio, and the site turned out exactly the way I wanted it to. One thing to keep in mind while browsing the site is that the “Essays and Research” section isn’t complete yet. The reason for this is that, although I’ve actually written some pieces for this section, I want to polish them up before adding them. That’s why I’ve chosen not to upload my articles at this stage. I plan to add them to the site as I continue to refine my writing. I spent a total of more than 5–6 hours on this project, but seeing something functional come out of it makes me feel like it was worth the effort! If you check out my site, I’d love to hear your feedback and make improvements based on it. ˚.⋆🔭⋆⭒🪐⭒˚.⋆...
|
1793000992.7435408
|
1793087392.7435408
|
|
34051
|
ysws Simulator by @rangodamango | Stardance
|
rangodamango
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T11:59:16Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally completed the game. Never using python again, the conversion to exe was a nightmare. Also, let me know if there’s any feedback. Thx!", "repo": "https://github.com/RangoDaMango/ysws-sim", "demo": "https://rangodamango.itch.io/ysws-simulator"}]...
|
[{"post_id": 29416, "ts": "202 [{"post_id": 29416, "ts": "2026-07-16T11:02:00Z", "hours": 0.7458, "text": "Finally finished enough for it to be a ship! Please try it out and lemme know how it goes. also, try not to break the game (pls)."}, {"post_id": 28876, "ts": "2026-07-15T13:28:40Z", "hours": 1.0683, "text": "Finally finished enough for it to be at the very least a C, and now, I’m going to be polishing everything up. for some reason, i’ve resorted to naming my variables woho, or choho, or mochoho, or prowo, or vopro, or some other variation of two or three syllables with a consonant phoneme followed by an o sound afterwards, which corresponds to the first 2 phonemes of each word (for example, woho being worked hours). Someone tell me how to make variables look normal, if i keep this up until i get into the workforce im not getting hired for anything involving teams."}, {"post_id": 28286, "ts": "2026-07-14T13:23:02Z", "hours": 1.2958, "text": "I finally added the ability to work on projects! also scoring. i unfortunately ditched the programs since all programs were essentially the same."}, {"post_id": 27677, "ts": "2026-07-13T13:38:07Z", "hours": 2.0839, "text": "Finally got to the skill system. Rng to determine result of study session. i also started on projects."}, {"post_id": 27535, "ts": "2026-07-13T05:31:06Z", "hours": 1.3033, "text": "added in 4 ysws programs you can be in: sunjig, tastecity, summer of production, and red publish. i also added in a skill system and started time progression. skill system also has training, where rng decides the effectiveness of your study. 213 lines in 2 hours isnt that bad. next devlog will probably finally be projects."}, {"post_id": 27201, "ts": "2026-07-12T15:24:41Z", "hours": 1.1983, "text": "I started on the initial screen, created the basics of the simulation system, and set up the project and program mechanism."}]...
|
Title: ysws Simulator by @rangodamango | Stardance Title: ysws Simulator by @rangodamango | Stardance
Devlogs:
I started on the initial screen, created the basics of the simulation system, and set up the project and program mechanism.
added in 4 ysws programs you can be in: sunjig, tastecity, summer of production, and red publish. i also added in a skill system and started time progression. skill system also has training, where rng decides the effectiveness of your study. 213 lines in 2 hours isnt that bad. next devlog will probably finally be projects.
Finally got to the skill system. Rng to determine result of study session. i also started on projects.
I finally added the ability to work on projects! also scoring. i unfortunately ditched the programs since all programs were essentially the same.
Finally finished enough for it to be at the very least a C, and now, I’m going to be polishing everything up. for some reason, i’ve resorted to naming my variables woho, or choho, or mochoho, or prowo, or vopro, or some other variation of two or three syllables with a consonant phoneme followed by an o sound afterwards, which corresponds to the first 2 phonemes of each word (for example, woho being worked hours). Someone tell me how to make variables look normal, if i keep this up until i get into the workforce im not getting hired for anything involving teams.
Finally finished enough for it to be a ship! Please try it out and lemme know how it goes. also, try not to break the game (pls).
Ships:
I finally completed the game. Never using python again, the conversion to exe was a nightmare. Also, let me know if there’s any feedback. Thx!...
|
1793000993.8489194
|
1793087393.8489194
|
|
1912
|
Something in Hardware by @tejusj98 | Stardance
|
tejusj98
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T03:46:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required.", "repo": "https://github.com/tejuas98/my-first-macropad", "demo": ""}]...
|
[{"post_id": 1257, "ts": "2026 [{"post_id": 1257, "ts": "2026-06-03T03:43:18Z", "hours": 0.3667, "text": "Exploring KidCad features “it feels so tuff”"}, {"post_id": 955, "ts": "2026-06-02T18:40:23Z", "hours": 0.3667, "text": "My first thing in hardware is A Unique Hack Club Macropad"}]...
|
Title: Something in Hardware by @tejusj98 | Starda Title: Something in Hardware by @tejusj98 | Stardance
Devlogs:
My first thing in hardware is A Unique Hack Club Macropad
Exploring KidCad features “it feels so tuff”
Ships:
What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required....
|
1793000994.9766853
|
1793087394.9766853
|
|
32280
|
Dice Game by @The_King | Stardance
|
The_King
|
1
|
3.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T14:52:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a simple Python text-based 2-player game that uses a pair of dice to give each player a score based on certain conditions (can be found on my GitHub repository’s ReadMe). It lasts for 5 rounds and has a login function at the beginning of the program and displays a Leaderboard at the end. It is a very simple program as it is only for my GCSE Computer Science NEA. You can find any other details on my GitHub and you can use the demo link to test it yourself: https://trinket.io/python3/003cb19c6563 Hope you guys like my project!", "repo": "https://github.com/SuryaanshS/Dice-Game-made-for-GCSE-CS-NEA", "demo": "https://github.com/SuryaanshS/Dice-Game-made-for-GCSE-CS-NEA/releases/tag/v1.0"}]...
|
[{"post_id": 25936, "ts": "202 [{"post_id": 25936, "ts": "2026-07-10T13:09:09Z", "hours": 0.2811, "text": "I shipped my project, but the issue is…I never committed any of my changes to GitHub, nor did I create an executable file…so I’ve done both of those now. I’ve only committed my program to GitHub after I finished writing it…which isn’t great, and I can’t go back to change it now, but it is what it is. Executable shown below!"}, {"post_id": 24723, "ts": "2026-07-08T14:22:07Z", "hours": 0.8075, "text": "Cleaned the calcPoints() function up, and added comments. Ready to submit it for my NEA now I guess - if you notice anything wrong, comment and I’ll give it a look"}, {"post_id": 24656, "ts": "2026-07-08T11:45:35Z", "hours": 1.0894, "text": "Finished the program - Might add a GUI later though"}, {"post_id": 24618, "ts": "2026-07-08T10:23:12Z", "hours": 1.2531, "text": "DEVLOG 1 - Basic functions Made a file with valid usernames, retrieved that data, and made a login function. Then made a function that rolls a dice and outputs the number of points. Pretty simple stuff, but its going well so far! Open to any feedback and suggestions."}]...
|
Title: Dice Game by @The_King | Stardance
Devlogs Title: Dice Game by @The_King | Stardance
Devlogs:
DEVLOG 1 - Basic functions Made a file with valid usernames, retrieved that data, and made a login function. Then made a function that rolls a dice and outputs the number of points. Pretty simple stuff, but its going well so far! Open to any feedback and suggestions.
Finished the program - Might add a GUI later though
Cleaned the calcPoints() function up, and added comments. Ready to submit it for my NEA now I guess - if you notice anything wrong, comment and I’ll give it a look
I shipped my project, but the issue is…I never committed any of my changes to GitHub, nor did I create an executable file…so I’ve done both of those now. I’ve only committed my program to GitHub after I finished writing it…which isn’t great, and I can’t go back to change it now, but it is what it is. Executable shown below!
Ships:
This project is a simple Python text-based 2-player game that uses a pair of dice to give each player a score based on certain conditions (can be found on my GitHub repository’s ReadMe). It lasts for 5 rounds and has a login function at the beginning of the program and displays a Leaderboard at the end. It is a very simple program as it is only for my GCSE Computer Science NEA. You can find any other details on my GitHub and you can use the demo link to test it yourself: https://trinket.io/python3/003cb19c6563 Hope you guys like my project!...
|
1793000996.0758824
|
1793087396.0758824
|
|
58172
|
My very own WebOS by @Vasil | Stardance
|
Vasil
|
1
|
4.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T08:39:50Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VaskoOS, my own mini WebOS with a custom desktop design and multiple draggable windows. It includes a Notepad, Calculator, Start Menu, live clock, random quotes, and a saved Notepad. The most challenging part was making the windows draggable and making sure they move correctly without breaking the layout. I’m proud that I created my own design instead of copying the guide exactly. My extra features are the random Quote of the Day and automatic Notepad saving. There is no password, so anyone can try it. To test it, open the apps from the taskbar and drag the windows by their title bars.", "repo": "https://github.com/vask3/my_os", "demo": "https://vask3.github.io/my_os/"}]...
|
[{"post_id": 71106, "ts": "202 [{"post_id": 71106, "ts": "2026-09-20T09:39:25Z", "hours": 1.4806, "text": "Hi everyone, It’s been a long time since my last devlog, but school started and I had to focus on more important things. I fixed some bugs and updated the design."}, {"post_id": 64745, "ts": "2026-09-09T11:49:06Z", "hours": 0.7211, "text": "In the past few days, I managed to fix some mistakes related to the layout and the apps. I’d be happy if you suggest in the comments what else I should add."}, {"post_id": 63134, "ts": "2026-09-06T19:27:59Z", "hours": 0.4053, "text": "Upgraded VaskoOS with a complete UI overhaul! Dark Glass Theme: Switched to a sleek dark design with neon accents and transparent windows. Vector Icons: Replaced all emojis with Font Awesome icons for a cleaner look. New Apps: Replaced the audio generator with a working Calculator and a Task Manager. Clean Code: Removed unused elements, fixed window dragging, and polished all controls in English."}, {"post_id": 62046, "ts": "2026-09-05T08:37:58Z", "hours": 0.2822, "text": "Today I added draggable windows to VaskoOS. Now the Notepad, Calculator, and main VaskoOS windows can be moved around the desktop by dragging their title bars. I also made the windows come to the front when I move them, so they behave more like real OS windows.This was a bit challenging because I had to use JavaScript to track the mouse position and update the window position while dragging. I’m happy with how much more interactive the WebOS feels now."}, {"post_id": 61997, "ts": "2026-09-05T06:29:03Z", "hours": 0.4947, "text": "I have successfully upgraded vaskoOS to its most advanced version yet! I completely rearranged the desktop environment so the core Intro window sits right in the center, while the Notepad is docked in the top-left and a brand new working Calculator app is placed in the bottom-right. I also added a dedicated calculator button to the taskbar for full window minimization/maximization. Finally, I optimized the background system clock to run safely across all regional browser settings and integrated a dynamic developer Quote Generator that updates on click. Everything is now fully interactive, fully translated to English, and responsive!"}, {"post_id": 61774, "ts": "2026-09-04T21:00:52Z", "hours": 0.3958, "text": "I have upgraded my WebOS called vaskoOS! I moved the transparent windows into a beautiful side-by-side layout, added a working Notepad app that you can minimize and maximize using a dedicated taskbar button, integrated a clean HTML IKEA logo, and added a functioning light/dark mode toggle button."}, {"post_id": 61581, "ts": "2026-09-04T15:42:59Z", "hours": 0.6011, "text": "I am working on my very own WebOS called vaskoOS! I successfully created a transparent central glass container, added a real-time running clock at the top, and fixed my custom IKEA logo using local paths in GitHub."}]...
|
Title: My very own WebOS by @Vasil | Stardance
De Title: My very own WebOS by @Vasil | Stardance
Devlogs:
I am working on my very own WebOS called vaskoOS! I successfully created a transparent central glass container, added a real-time running clock at the top, and fixed my custom IKEA logo using local paths in GitHub.
I have upgraded my WebOS called vaskoOS! I moved the transparent windows into a beautiful side-by-side layout, added a working Notepad app that you can minimize and maximize using a dedicated taskbar button, integrated a clean HTML IKEA logo, and added a functioning light/dark mode toggle button.
I have successfully upgraded vaskoOS to its most advanced version yet! I completely rearranged the desktop environment so the core Intro window sits right in the center, while the Notepad is docked in the top-left and a brand new working Calculator app is placed in the bottom-right. I also added a dedicated calculator button to the taskbar for full window minimization/maximization. Finally, I optimized the background system clock to run safely across all regional browser settings and integrated a dynamic developer Quote Generator that updates on click. Everything is now fully interactive, fully translated to English, and responsive!
Today I added draggable windows to VaskoOS. Now the Notepad, Calculator, and main VaskoOS windows can be moved around the desktop by dragging their title bars. I also made the windows come to the front when I move them, so they behave more like real OS windows.This was a bit challenging because I had to use JavaScript to track the mouse position and update the window position while dragging. I’m happy with how much more interactive the WebOS feels now.
Upgraded VaskoOS with a complete UI overhaul! Dark Glass Theme: Switched to a sleek dark design with neon accents and transparent windows. Vector Icons: Replaced all emojis with Font Awesome icons for a cleaner look. New Apps: Replaced the audio generator with a working Calculator and a Task Manager. Clean Code: Removed unused elements, fixed window dragging, and polished all controls in English.
In the past few days, I managed to fix some mistakes related to the layout and the apps. I’d be happy if you suggest in the comments what else I should add.
Hi everyone, It’s been a long time since my last devlog, but school started and I had to focus on more important things. I fixed some bugs and updated the design.
Ships:
I made VaskoOS, my own mini WebOS with a custom desktop design and multiple draggable windows. It includes a Notepad, Calculator, Start Menu, live clock, random quotes, and a saved Notepad. The most challenging part was making the windows draggable and making sure they move correctly without breaking the layout. I’m proud that I created my own design instead of copying the guide exactly. My extra features are the random Quote of the Day and automatic Notepad saving. There is no password, so anyone can try it. To test it, open the apps from the taskbar and drag the windows by their title bars....
|
1793000997.1586692
|
1793087397.1586692
|
|
45734
|
LaserRay by @jonas_gaden | Stardance
|
jonas_gaden
|
2
|
21.32
|
249
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T22:09:15Z", "hours": 12.0, "multiplier": 11.1, "payout": 129, "blessing": "neutral", "text": "This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}, {"ship_num": 2, "ts": "2026-08-24T22:03:22Z", "hours": 9.0, "multiplier": 12.89, "payout": 120, "blessing": "neutral", "text": "LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}]...
|
[{"post_id": 73602, "ts": "202 [{"post_id": 73602, "ts": "2026-09-25T13:39:28Z", "hours": 0.3169, "text": "I improved the tutorial flow, now saving the tutorial state"}, {"post_id": 73333, "ts": "2026-09-24T21:59:10Z", "hours": 2.5467, "text": "Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …"}, {"post_id": 73068, "ts": "2026-09-24T09:52:51Z", "hours": 1.71, "text": "The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further"}, {"post_id": 72874, "ts": "2026-09-23T22:24:38Z", "hours": 1.2708, "text": "I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab"}, {"post_id": 72791, "ts": "2026-09-23T18:59:51Z", "hours": 1.7267, "text": "I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now"}, {"post_id": 72576, "ts": "2026-09-23T08:31:51Z", "hours": 0.7675, "text": "I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that"}, {"post_id": 72430, "ts": "2026-09-22T22:46:53Z", "hours": 1.9322, "text": "I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working"}, {"post_id": 71951, "ts": "2026-09-21T20:45:42Z", "hours": 1.6481, "text": "I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future."}, {"post_id": 54101, "ts": "2026-08-24T22:00:25Z", "hours": 0.6958, "text": "I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it"}, {"post_id": 54042, "ts": "2026-08-24T20:02:07Z", "hours": 0.8731, "text": "I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh"}, {"post_id": 53978, "ts": "2026-08-24T18:05:36Z", "hours": 1.2856, "text": "I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI"}, {"post_id": 53650, "ts": "2026-08-24T09:44:17Z", "hours": 1.3772, "text": "after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile"}, {"post_id": 53610, "ts": "2026-08-24T07:51:30Z", "hours": 1.0131, "text": "I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels"}, {"post_id": 52936, "ts": "2026-08-23T09:50:19Z", "hours": 2.2358, "text": "I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)"}, {"post_id": 43587, "ts": "2026-08-08T22:43:51Z", "hours": 0.9517, "text": "I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)"}, {"post_id": 43545, "ts": "2026-08-08T21:33:40Z", "hours": 0.8717, "text": "I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app."}]...
|
Title: LaserRay by @jonas_gaden | Stardance
Devlo Title: LaserRay by @jonas_gaden | Stardance
Devlogs:
I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app.
I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)
I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)
I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels
after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile
I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI
I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh
I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it
I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future.
I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working
I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that
I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now
I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab
The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further
Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …
I improved the tutorial flow, now saving the tutorial state
Ships:
LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2
This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next...
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1793000998.3099036
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1793087398.3099036
|
|
58174
|
NERDYITACHI'S SITE by @NerdyItachi | Stardance
|
NerdyItachi
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T12:33:33Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site that tells more about me its not the best as i got demotivated after realizing ive been coding in the wrong hackatime project but yeah i made it the hardest part wasnt the coding it was setting up hackatime", "repo": "https://github.com/Ayaan-dev21/Ayaan-s-Site", "demo": "https://personal-site-hackclub.netlify.app"}]...
|
[{"post_id": 61461, "ts": "202 [{"post_id": 61461, "ts": "2026-09-04T12:05:33Z", "hours": 0.9178, "text": "I’m not makijng the Itachi themed one because i realized i could use this site as a portfolio so"}]...
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Title: NERDYITACHI'S SITE by @NerdyItachi | St Title: NERDYITACHI'S SITE by @NerdyItachi | Stardance
Devlogs:
I’m not makijng the Itachi themed one because i realized i could use this site as a portfolio so
Ships:
I made a personal site that tells more about me its not the best as i got demotivated after realizing ive been coding in the wrong hackatime project but yeah i made it the hardest part wasnt the coding it was setting up hackatime...
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1793000999.7533324
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1793087399.7533324
|
|
19644
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NurazkhanOS by @Nurazkhan | Stardance
|
Nurazkhan
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T05:01:14Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a long journey for me. NurazkhanOS - is my personal webOS built for hackClub WebOS1 mission. Let’s start from the beginning. I was not sure what to do exactly, so just followed the guide. But the guide seemed outdated, and I opened gallery for other works., and was truly fascinated. I wanted to similar app, with smooth animations, with amazing design and many functions. Also the fact that they made it under 15 hours was thing that shocked me even more. There are levels to these. So I switched to react, and tried to build my unique and amazing webOS. at First I had so much ideas, to build 10+ apps, to make amazing design. But, it was always not perfect, not even close to the ones I saw in gallery. The comparision is killer of joy, but it was too late. No matter how long or how hard I tried I couldnt made such amazing webOS. Nevertheless, I am proud that I didn’t give up, even if I had thoughts to leave everything. There was a lot of things I learned, and even more things that I still dont know. But I know that everything comes with experience, no need to get so frustrated about others doing better. enough of me, now lets talk about actual web app. First of all, I made layout. Simple just OS name, app icons and topbar showing time and some words. then I started from music player. This part was hard for me. I never built music player before. Though I will be not lying If I say it was most interesting part. It wasn’t too easy nor too complex. Just fine for developing me and listening my perfect playlist 100 times. then I moved to Calculator. it was just filler app, too increase number of apps. But to be honest I though it to be easier. Maybe I overcomplicated it for myself. You can write there basic expressions consisting from multiple operators and it will calculate. I had option to calculate after each operator, but it seemed too basic. So I spent decent amount of time on logic. My actual final app was circuit lab. This was unique app that guide requires. it has 3 elements resistor, battery and LED and only on correct connection of wire the LED will glow. Again seems basic, but it was most hardest part for me. Too many things were unclear and very hard to find tutorials or explanations. I built one, but to be honest I know its ugly and buggy. But, right now I am so tired and need time before webOS 2 with time for learning. Nevertheless, my webOS will get approved. PLEASE! it follows guidlines, and built with love. Thank you!", "repo": "https://github.com/Nurazkhan/NurazkhanOS", "demo": "https://nurazkhan-os.vercel.app/"}]...
|
[{"post_id": 12917, "ts": "202 [{"post_id": 12917, "ts": "2026-06-21T04:42:45Z", "hours": 0.7436, "text": "Final app. just page about me. It has my image, words I wanted to tell and my contact links. Basically, why not? feel free to contact me. though I know the design is hideous🫣 Nevertheless, its done."}, {"post_id": 12681, "ts": "2026-06-20T18:36:00Z", "hours": 3.8572, "text": "This time, I complete my final unique app, it is circuit lab, the most basic. there are three elements led battery and resistor, you connect them according to polarity and press run and LED glows. it might seem basic, and easy. But, for me it was a complex task. I had to use not just dragging but saving coordinates of multiple elements and then drawing line and saving the, Another burden was checking the correctness of circuit, a lot of if else condition. I dont know though how to scale it. Definitely must restructure current logic for webOS2. Hope tomorrow will add welcome page and ship."}, {"post_id": 12382, "ts": "2026-06-20T06:51:05Z", "hours": 2.2678, "text": "Today worked on Calculator. first time creating full calculator from zero. I thought it was easier, but may be I have little bit complicated it for me. it doesnt just operate between 2 numbers, but actually parses full expression and has logic to iterate through multiplication and divisions as they have to be calculated first and only then it moves to other operators. But of course this was easier than music player. Though I am not happy that it took me 2 hours, I should have done it faster. hope next app will be last, I am tired already. but next app is the most complex :("}, {"post_id": 11801, "ts": "2026-06-19T06:28:17Z", "hours": 5.7075, "text": "Music player is finally done, I though maybe to add an video cover for eachsong, but I am too lazy for that. To be honest, I think I am moving to slowly, the progress is little, and I want to finish it as soon as possible, I have to add calculator app, text editor, welcome app and my unique app. I got an Idea what to do for the last one. It will be online circuit builder like tinkercad, where you can put battery, LED and wires. What I have done during this 5 hours? it was making UI, making it resizable which is still laggy. applying Icons. For that I used react - icons library . Also, making volume bar, making volume bar and progress bar draggable. and an attempt to make video cover."}, {"post_id": 10764, "ts": "2026-06-17T17:46:23Z", "hours": 2.5597, "text": "Some time was spent to understand how to work with audio players. I think I understand it now. But First of all I have worked on icon and app structure. Before, it was generic icon and window, pressing any icon would show same Window, but now, I can actually press different Icons, each represents one app. Unfortunately, I dont know how to apply animation on close of window now, since I dont change class of it anymore, I delete it from list of open windows. Added 3 songs Sinking Town, Chicago and Charlie’s Inferno. To be honest, it becomes actually interesting when you understand and can do it. I loved this part of doing player, though I didn’t finish it yet."}, {"post_id": 10577, "ts": "2026-06-17T11:46:18Z", "hours": 2.0122, "text": "It took so long, 2 hours was spent just to make smooth windows closing animation and draggable windows. To be honest, I feel weak now. Spent so much time for basic things. The worst part is I am not sure I fully understood how it works, especially the getBoundingRect() and parent element, just happy it at least works."}, {"post_id": 10048, "ts": "2026-06-16T16:52:33Z", "hours": 1.4161, "text": "I am still not sure what I want to add. So started from basic layout. First, started from html, css following the guide. Then look through gallery, and saw others using react. So, also wanted to use it. I don’t know, most of the time went to recalling basics. Tomorrow, want to add basic apps and improve ui🫣. just happy to start."}]...
|
Title: NurazkhanOS by @Nurazkhan | Stardance
Devl Title: NurazkhanOS by @Nurazkhan | Stardance
Devlogs:
I am still not sure what I want to add. So started from basic layout. First, started from html, css following the guide. Then look through gallery, and saw others using react. So, also wanted to use it. I don’t know, most of the time went to recalling basics. Tomorrow, want to add basic apps and improve ui🫣. just happy to start.
It took so long, 2 hours was spent just to make smooth windows closing animation and draggable windows. To be honest, I feel weak now. Spent so much time for basic things. The worst part is I am not sure I fully understood how it works, especially the getBoundingRect() and parent element, just happy it at least works.
Some time was spent to understand how to work with audio players. I think I understand it now. But First of all I have worked on icon and app structure. Before, it was generic icon and window, pressing any icon would show same Window, but now, I can actually press different Icons, each represents one app. Unfortunately, I dont know how to apply animation on close of window now, since I dont change class of it anymore, I delete it from list of open windows. Added 3 songs Sinking Town, Chicago and Charlie’s Inferno. To be honest, it becomes actually interesting when you understand and can do it. I loved this part of doing player, though I didn’t finish it yet.
Music player is finally done, I though maybe to add an video cover for eachsong, but I am too lazy for that. To be honest, I think I am moving to slowly, the progress is little, and I want to finish it as soon as possible, I have to add calculator app, text editor, welcome app and my unique app. I got an Idea what to do for the last one. It will be online circuit builder like tinkercad, where you can put battery, LED and wires. What I have done during this 5 hours? it was making UI, making it resizable which is still laggy. applying Icons. For that I used react - icons library . Also, making volume bar, making volume bar and progress bar draggable. and an attempt to make video cover.
Today worked on Calculator. first time creating full calculator from zero. I thought it was easier, but may be I have little bit complicated it for me. it doesnt just operate between 2 numbers, but actually parses full expression and has logic to iterate through multiplication and divisions as they have to be calculated first and only then it moves to other operators. But of course this was easier than music player. Though I am not happy that it took me 2 hours, I should have done it faster. hope next app will be last, I am tired already. but next app is the most complex :(
This time, I complete my final unique app, it is circuit lab, the most basic. there are three elements led battery and resistor, you connect them according to polarity and press run and LED glows. it might seem basic, and easy. But, for me it was a complex task. I had to use not just dragging but saving coordinates of multiple elements and then drawing line and saving the, Another burden was checking the correctness of circuit, a lot of if else condition. I dont know though how to scale it. Definitely must restructure current logic for webOS2. Hope tomorrow will add welcome page and ship.
Final app. just page about me. It has my image, words I wanted to tell and my contact links. Basically, why not? feel free to contact me. though I know the design is hideous🫣 Nevertheless, its done.
Ships:
This was a long journey for me. NurazkhanOS - is my personal webOS built for hackClub WebOS1 mission. Let’s start from the beginning. I was not sure what to do exactly, so just followed the guide. But the guide seemed outdated, and I opened gallery for other works., and was truly fascinated. I wanted to similar app, with smooth animations, with amazing design and many functions. Also the fact that they made it under 15 hours was thing that shocked me even more. There are levels to these. So I switched to react, and tried to build my unique and amazing webOS. at First I had so much ideas, to build 10+ apps, to make amazing design. But, it was always not perfect, not even close to the ones I saw in gallery. The comparision is killer of joy, but it was too late. No matter how long or how hard I tried I couldnt made such amazing webOS. Nevertheless, I am proud that I didn’t give up, even if I had thoughts to leave everything. There was a lot of things I learned, and even more things that I still dont know. But I know that everything comes with experience, no need to get so frustrated about others doing better. enough of me, now lets talk about actual web app. First of all, I made layout. Simple just OS name, app icons and topbar showing time and some words. then I started from music player. This part was hard for me. I never built music player before. Though I will be not lying If I say it was most interesting part. It wasn’t too easy nor too complex. Just fine for developing me and listening my perfect playlist 100 times. then I moved to Calculator. it was just filler app, too increase number of apps. But to be honest I though it to be easier. Maybe I overcomplicated it for myself. You can write there basic expressions consisting from multiple operators and it will calculate. I had option to calculate after each operator, but it seemed too basic. So I spent decent amount of time on logic. My actual final app was circuit lab. This was unique app that guide requires. it has 3 elements resistor, battery and LED and only on correct connection of wire the LED will glow. Again seems basic, but it was most hardest part for me. Too many things were unclear and very hard to find tutorials or explanations. I built one, but to be honest I know its ugly and buggy. But, right now I am so tired and need time before webOS 2 with time for learning. Nevertheless, my webOS will get approved. PLEASE! it follows guidlines, and built with love. Thank you!...
|
1793001000.6543841
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1793087400.6543841
|
|
49526
|
RedC2 by @redsimit | Stardance
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redsimit
|
3
|
7.0
|
71
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T16:53:51Z", "hours": 3.0, "multiplier": 10.97, "payout": 35, "blessing": "neutral", "text": "REDC2 is a terminal-based dashboard built in Python, designed to monitor and control multiple systems over SSH from a single window. I created this tool because I wanted a simpler way to manage my personal homelab (an old laptop and a Raspberry Pi) without cluttering my screen with endless terminal windows. Python’s simplicity made it the perfect choice since the project didn’t require low-level programming. Key Features & Updates • Centralized Dashboard: Run main.py to instantly view all your systems in a single terminal interface. • Simple Configuration: Devices and settings are easily managed through straightforward .toml files. • Real-Time Monitoring: Keep an eye on system health with live tracking for CPU usage, RAM usage, and system status. • Smooth Navigation: Press Escape to quickly jump between systems, or use Ctrl + P to open a command palette for interface customization. • Cross-Platform Stability: Completely fixed previous lagging and bugging issues across different operating systems. Ultimately, REDC2 removes the friction from managing a small homelab—making it faster, cleaner, and much more convenient.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}, {"ship_num": 2, "ts": "2026-10-02T13:16:25Z", "hours": 1.0, "multiplier": 11.02, "payout": 14, "blessing": "neutral", "text": "REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. FIXED LAGGING AND BUGGING IN DIFFIRENT OS’s !! The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}, {"ship_num": 3, "ts": "2026-08-17T15:19:37Z", "hours": 3.0, "multiplier": 8.55, "payout": 22, "blessing": "neutral", "text": "REDC2 REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell) . I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py , REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status . You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}]...
|
[{"post_id": 77341, "ts": "202 [{"post_id": 77341, "ts": "2026-10-06T16:51:57Z", "hours": 0.9006, "text": "Final Version REDC2 Works on Linux, MacOS and Windows without problems. Information about this project: REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows."}, {"post_id": 77096, "ts": "2026-10-05T17:00:28Z", "hours": 1.2503, "text": "Fixing MacOS compatability Issues"}, {"post_id": 76723, "ts": "2026-10-04T12:47:58Z", "hours": 1.0189, "text": "Spent an hour cleaning the code and the filesystem. So easy to read now"}, {"post_id": 52390, "ts": "2026-08-22T14:42:16Z", "hours": 0.5719, "text": "DEVLOG #5 Updated the parts where i used AI, The final project has no AI involved rn :) REDC2 lets you access your devices/machines through SSH using Python. It gives you the ability to switch between machines easily and gives you basic infos about your configured machines. I use this everyday messing with my homelab"}, {"post_id": 52277, "ts": "2026-08-22T11:55:14Z", "hours": 0.7256, "text": "Turned into exe and created a machines.toml.example file ready to ship"}, {"post_id": 48887, "ts": "2026-08-17T13:34:41Z", "hours": 0.4503, "text": "REDC2 DEVLOG 3 - squashed two nasty bugs Spent today hunting down two bugs that were making the SSH terminal panel basically unusable. Bug #1: crashing on select Selecting a machine from the command bar threw a DuplicateIds exception and killed the terminal widget. Turns out Textual’s Widget.remove() is async — it just schedules the removal, it doesn’t happen instantly. My code was removing the old terminal widget and then immediately mounting a new one with the same hardcoded id (ssh-terminal), so the two calls raced each other and Textual saw two widgets claiming the same id at once. Fixed it by giving each terminal instance a unique id (ssh-terminal-1, ssh-terminal-2, …) instead of reusing one. Bug #2: invisible typing in the command bar Typing into the main redc2> input box showed nothing on screen even though the input was working fine under the hood. Textual’s Input widget defaults to a border: tall style that needs ~3 rows to actually render the text row. My CSS forced the input down to height: 1 without accounting for the border, so the text row got squeezed to zero height and effectively vanished. Fix: stripped the border and added proper padding on the compact input. Both fixed now — dashboard select → terminal open → typing all work smoothly. Butter on warm bread. 🧈🍞"}, {"post_id": 48483, "ts": "2026-08-16T21:02:27Z", "hours": 1.3567, "text": "REDC2 Devlog 2 - Floating Terminal Feature Date: Aug 16, 2026 So I added a floating terminal panel to REDC2. The whole thing took a few hours. Why The dashboard was fine but having all command output in a separate section meant you couldn’t see both the machine status and what you just ran at the same time. Wanted the output accessible with a quick keybind without cluttering the main view. How Added a new FloatingTerminal container that sits in an overlay layer. It’s reactive so toggling visibility is smooth. Ctrl+T brings it up/down. All command output gets mirrored there automatically via the logging pipeline. Used Textual’s layer system to keep it from blocking the dashboard. Size and position are just CSS (width/height/offset), so it’s easy to customize. The Issues Initial CSS used right/bottom which Textual doesn’t support. Switched to offset. That fixed it.Paramiko had version issues with keys. Downgraded to 3.4.1 and added password auth support to the config since most people just want to use passwords anyway.SSH key format stuff is annoying. Just went with password auth as default and made it dead simple. What Works Toggle with Ctrl+TReal-time command outputScrollable history (max 2000 lines)Doesn’t block dashboard interactionWorks over SSH fine What’s Left Draggable terminal (low priority)Copy/paste in terminal (Textual limitation)Separate shell session option (would need more work) It’s production ready though. Deployed to homelab and it just works. Stats: ~100 lines of new code1 file modified (app.py)0 breaking changesWorks with password or key authNo new dependencies Pretty solid for an afternoon’s work."}, {"post_id": 48109, "ts": "2026-08-16T12:14:15Z", "hours": 0.7122, "text": "REDC2 devlog #1 Started REDC2, a small terminal tool for SSHing into my own machines (an Ubuntu server and a Raspberry Pi) without opening a new terminal every time. You type list, get an id for each machine, then select 0 and it just runs real ssh under the hood. No custom protocol, just a nicer front end for something I already do constantly. Spent today mostly fixing bugs from the first rough version. select was calling ssh_into(), a function that didn’t exist, so picking a machine just crashed. Also had bad indentation, the quit/exit handling was nested inside the select block instead of next to it, and the main guard was indented inside main() so the script never actually ran. Fixed both, then added colorama for colored output (green connecting, red errors, yellow on abort), and handling for when ssh isn’t installed at all, it checks /etc/os-release to find the distro and offers to install openssh instead of just crashing. Machines are still hardcoded in a list at the top of the file, works but doesn’t scale. Next up is moving that into a config file so I don’t have to edit the script to add a machine, and adding a status check so list shows which machines are actually reachable."}]...
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Title: RedC2 by @redsimit | Stardance
Devlogs:
RE Title: RedC2 by @redsimit | Stardance
Devlogs:
REDC2 devlog #1 Started REDC2, a small terminal tool for SSHing into my own machines (an Ubuntu server and a Raspberry Pi) without opening a new terminal every time. You type list, get an id for each machine, then select 0 and it just runs real ssh under the hood. No custom protocol, just a nicer front end for something I already do constantly. Spent today mostly fixing bugs from the first rough version. select was calling ssh_into(), a function that didn’t exist, so picking a machine just crashed. Also had bad indentation, the quit/exit handling was nested inside the select block instead of next to it, and the main guard was indented inside main() so the script never actually ran. Fixed both, then added colorama for colored output (green connecting, red errors, yellow on abort), and handling for when ssh isn’t installed at all, it checks /etc/os-release to find the distro and offers to install openssh instead of just crashing. Machines are still hardcoded in a list at the top of the file, works but doesn’t scale. Next up is moving that into a config file so I don’t have to edit the script to add a machine, and adding a status check so list shows which machines are actually reachable.
REDC2 Devlog 2 - Floating Terminal Feature Date: Aug 16, 2026 So I added a floating terminal panel to REDC2. The whole thing took a few hours. Why The dashboard was fine but having all command output in a separate section meant you couldn’t see both the machine status and what you just ran at the same time. Wanted the output accessible with a quick keybind without cluttering the main view. How Added a new FloatingTerminal container that sits in an overlay layer. It’s reactive so toggling visibility is smooth. Ctrl+T brings it up/down. All command output gets mirrored there automatically via the logging pipeline. Used Textual’s layer system to keep it from blocking the dashboard. Size and position are just CSS (width/height/offset), so it’s easy to customize. The Issues Initial CSS used right/bottom which Textual doesn’t support. Switched to offset. That fixed it.Paramiko had version issues with keys. Downgraded to 3.4.1 and added password auth support to the config since most people just want to use passwords anyway.SSH key format stuff is annoying. Just went with password auth as default and made it dead simple. What Works Toggle with Ctrl+TReal-time command outputScrollable history (max 2000 lines)Doesn’t block dashboard interactionWorks over SSH fine What’s Left Draggable terminal (low priority)Copy/paste in terminal (Textual limitation)Separate shell session option (would need more work) It’s production ready though. Deployed to homelab and it just works. Stats: ~100 lines of new code1 file modified (app.py)0 breaking changesWorks with password or key authNo new dependencies Pretty solid for an afternoon’s work.
REDC2 DEVLOG 3 - squashed two nasty bugs Spent today hunting down two bugs that were making the SSH terminal panel basically unusable. Bug #1: crashing on select Selecting a machine from the command bar threw a DuplicateIds exception and killed the terminal widget. Turns out Textual’s Widget.remove() is async — it just schedules the removal, it doesn’t happen instantly. My code was removing the old terminal widget and then immediately mounting a new one with the same hardcoded id (ssh-terminal), so the two calls raced each other and Textual saw two widgets claiming the same id at once. Fixed it by giving each terminal instance a unique id (ssh-terminal-1, ssh-terminal-2, …) instead of reusing one. Bug #2: invisible typing in the command bar Typing into the main redc2> input box showed nothing on screen even though the input was working fine under the hood. Textual’s Input widget defaults to a border: tall style that needs ~3 rows to actually render the text row. My CSS forced the input down to height: 1 without accounting for the border, so the text row got squeezed to zero height and effectively vanished. Fix: stripped the border and added proper padding on the compact input. Both fixed now — dashboard select → terminal open → typing all work smoothly. Butter on warm bread. 🧈🍞
Turned into exe and created a machines.toml.example file ready to ship
DEVLOG #5 Updated the parts where i used AI, The final project has no AI involved rn :) REDC2 lets you access your devices/machines through SSH using Python. It gives you the ability to switch between machines easily and gives you basic infos about your configured machines. I use this everyday messing with my homelab
Spent an hour cleaning the code and the filesystem. So easy to read now
Fixing MacOS compatability Issues
Final Version REDC2 Works on Linux, MacOS and Windows without problems. Information about this project: REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
Ships:
REDC2 REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell) . I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py , REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status . You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. FIXED LAGGING AND BUGGING IN DIFFIRENT OS’s !! The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
REDC2 is a terminal-based dashboard built in Python, designed to monitor and control multiple systems over SSH from a single window. I created this tool because I wanted a simpler way to manage my personal homelab (an old laptop and a Raspberry Pi) without cluttering my screen with endless terminal windows. Python’s simplicity made it the perfect choice since the project didn’t require low-level programming. Key Features & Updates • Centralized Dashboard: Run main.py to instantly view all your systems in a single terminal interface. • Simple Configuration: Devices and settings are easily managed through straightforward .toml files. • Real-Time Monitoring: Keep an eye on system health with live tracking for CPU usage, RAM usage, and system status. • Smooth Navigation: Press Escape to quickly jump between systems, or use Ctrl + P to open a command palette for interface customization. • Cross-Platform Stability: Completely fixed previous lagging and bugging issues across different operating systems. Ultimately, REDC2 removes the friction from managing a small homelab—making it faster, cleaner, and much more convenient....
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1793001001.830397
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1793087401.830397
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58179
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My own SlackBot by @reaue | Stardance
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reaue
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T14:44:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made a Slack bot with few command such as latency checker, coin flipper, getting informations about a GitHub user and a Qr code generator. The bot work all the time 24 / 7. What was challenging? The most challenging part was getting the bot run outside my local computer. Figure out how API work was also challenging. What are you proud of? I’m proud that I learned how to make a bot that runs continuously on a server. What should people know so they can test your project? To test the bot, go on slack and run /botpersonnal-help to see the list of commands.", "repo": "https://github.com/reaue/BotSlack", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 61529, "ts": "202 [{"post_id": 61529, "ts": "2026-09-04T14:13:08Z", "hours": 1.1642, "text": "Devlog 1 - Working on the slack bot mission. I start learning how to create and add bot to slack. I implement 3 personnal command such as a coin flipper, a GitHub information about user and a Qr code creator."}]...
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Title: My own SlackBot by @reaue | Stardance
Devl Title: My own SlackBot by @reaue | Stardance
Devlogs:
Devlog 1 - Working on the slack bot mission. I start learning how to create and add bot to slack. I implement 3 personnal command such as a coin flipper, a GitHub information about user and a Qr code creator.
Ships:
What did you make? I made a Slack bot with few command such as latency checker, coin flipper, getting informations about a GitHub user and a Qr code generator. The bot work all the time 24 / 7. What was challenging? The most challenging part was getting the bot run outside my local computer. Figure out how API work was also challenging. What are you proud of? I’m proud that I learned how to make a bot that runs continuously on a server. What should people know so they can test your project? To test the bot, go on slack and run /botpersonnal-help to see the list of commands....
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1793001003.4842272
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1793087403.4842272
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7225
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Universe Data Booklet by @S_U_Wasi | Stardance
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S_U_Wasi
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2
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26.88
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216
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T19:37:05Z", "hours": 7.0, "multiplier": 9.05, "payout": 62, "blessing": "neutral", "text": "What I have built is known as Universe Data Booklet. As it’s name suggest it is a website which contains data on exoplanets and near earth asteroids. Previously it contains only data and analysis. But currently (After recent updates) there are many more features. To know about all the features please read my devlog or directly visit the website. While shipping this right now, I currently have many new ideas to add in this and I will definitely add those in future (Means coming soon). I cannot make Universe Data Booklet in one day or a week. I need time to create it. My vision regarding this project is very wide. I want that my project will help both learners and curious minds. During the development of this project I got into a problem. For latest near earth asteroids, I must have to use API. But I cannot put API on a completely open source project. That is why I have used public API. But public api has data fetch limits. Since the project is in it’s early state, not many users will visit. but I was thinking about future. That is why I came up with an idea, where I will use the Public API but it will never hit the limit (The smart caching). In my new development structure, the site will fetch data only once in 30 days (Data is fetched on the first visit after 30 days). Then that data is saved as cache and all other users get data from that one cache. By doing this data is fetched only once even if thousands of users visit at once. This solves the rate limit. but I need the latest data (at least 30 days). That is why the site fetch data once after 30 day. The program check the cache folder and if the data there is older than 30 days then the site fetches new data on the first visit and saves it. Now another storage problem arise. To solve that my site was programmed in such a way that it will store cache for 90 days and any cache data with are older than 90 days will be deleted. Thus I have solved the issue regarding the near Earth asteroids. I uses public api for near earth asteroids (Because asteroids data get change quickly). I uses csv file for exoplanets data (It is a manually saved data from authentic source) Thank You for giving Universe Data Booklet a try.", "repo": "https://github.com/MDSUWasi/Universe-Data-Booklet", "demo": "https://wasi100.pythonanywhere.com/"}, {"ship_num": 2, "ts": "2026-06-20T18:56:29Z", "hours": 11.0, "multiplier": 13.38, "payout": 154, "blessing": "neutral", "text": "Here is my Universe Data Booklet. As the mane suggest, this is a site which contains data about exoplanets and asteroids. Asteroids: Here I have used real asteroids data (Which is obtained through API ). Currently it contains data about asteroid which is near to our planet (Earth) Exoplanets: Exoplanets data is added manually inside the source code. So, exoplanets data can be viewed without any need of API. I have used API in asteroids but not in exoplanets because asteroids moves and changes around the Earth. And I want to work on current data. But exoplantes doesn’t change for a long time. So, there is no need of live API for that. There is a chart view in my site which shows the chat comparison between exoplanets/ asteroids mass. I have used public free API (I know about the limitations). I have solved that problem too. My site will only fetch data once in 30 days and saved it in cache. And through out the month the site will use that cache data. And again gives an API call after 31 days. Means, there will be only API call but many users can use my site. This also brings storage issue in my site. I have also fixed that. The cache data which are older than 90 days will be automatically removed. That’s all for now. I am also thinking for future update in this site too. Thank You.", "repo": "https://github.com/MDSUWasi/Universe-Data-Booklet", "demo": "https://wasi100.pythonanywhere.com/"}]...
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[{"post_id": 78904, "ts": "202 [{"post_id": 78904, "ts": "2026-10-12T00:13:01Z", "hours": 1.5658, "text": "Another night-day another Problem . Yesterday I went to the source code to add a new theme and structure in Universe Data Booklet. Then I saw a bug in by server.py (backend). But I thought that I will just fix it after working on the theme. Then I worked on theme. Then during test time, I saw something scary (I will not tell what was that). Then I started fixing the theme, that caused bugs of js and css and them what! I never thought this would cause this much trouble. After some time, There was multiple tabs and tasks running into my PC (And which goes heavy on RAM). And What after My Virtual Development Environment got crashed and corrupt. And from night 11 AM to still now (6 AM) I am still fixing my environment otherwise all of my effort will be gone (I will lost my entire new source code)."}, {"post_id": 77832, "ts": "2026-10-08T13:27:04Z", "hours": 1.4394, "text": "New member I am glade to welcome Solar System as the new member on Universe Data Booklet . New Update! Now Universe Data Booklet have data on Planets, Exoplanets, Asteroids and Satellites (Including the artificial one). Now Universe Data Booklet can show image. But this feature is limited. I am thinking to thinking to increase (Just thinking for now) The above listed updates are just announcement for now. I haven’t released them yet, but going to in next few days. Since I took help from AI, I need to edit, debug and make some changes including reviewing and reviewing the code before releasing. Thank You"}, {"post_id": 77090, "ts": "2026-10-05T16:53:14Z", "hours": 0.9247, "text": "Upcoming Update Announcement In the next update there are huge changes coming. Some of them are shown below. A detailed description on exoplanets and asteroids: Now users can see a very detailed graphical data. This is because I have increased the number of data source. I have decreased the data fetch limit from 30 days to 7 days. So, starting from next release, all data provided in Universe Data Booklet will be re-new on the very first visit of each week unless there any issue pop up. Next work will be on Images for exoplanets and asteroids. This might be a tricky part because there are a lots of data and images for every data might be a problem. Let me check first. This is a new implementation idea I just thought. I will add this feature if I can successfully manage to find a way to add real images without disturbing the functionality and smoothness. All the thing I have mentioned above (except point 3) have been already implemented. I just have to review the source code twice again before release. Point 3 is on the way of implementation but not confirmed whether be released or not. If everything goes will. I will release this After my Exam is over. Thank You"}, {"post_id": 65478, "ts": "2026-09-10T17:09:51Z", "hours": 2.3808, "text": "Update Universe Data Booklet got a new update. And the updated version is currently online . On the previous version there are some typing errors and inconsistencies in the code, page and README. That is why I have revised and fix those. Now, I think user can relate the main page with the README. For new features. There 2 new features currently online. One is a game and another is a assistant. But both of those feature needs huge update soon. Currently I the game is 2D and Have no visual. The assistant currently cannot understand natural language. In the recent version the assistant can only answer if the name of asteroid or exoplanet available in the data are written as it is. And Currently I have no intention on adding LLM in it. My Future Plan for Universe Data Booklet I will design the assistant such a way that it will catch keywords on prompt and answer based on those keyword. The current Habitability Scanner is just like normal search and it doesn’t show much data on habitability (But it wasn’t made for that). I am thinking to work on this and will try to add more data. Since it is data booklet type. I think the current version have too much basic data. That is why I am thinking to add more data source and combine everything together. I am also thinking about a Wiki for Universe Data Booklet. After all those work. I think I will take some break from backend and frontend coding and work on Graphics (For game part, and icon). I also want to change it from 2D to 3D. Some new or updated idea may spark during the work on above. So, everything is changeable."}, {"post_id": 59722, "ts": "2026-09-01T17:22:43Z", "hours": 2.5711, "text": "I think I am going to ship Universe Data Booklet 3rd Time. Universe Data Booklet (UDB) is now on version 10.0.0.0.0 (It is also the second ship). From the first day of to now, UDB has improved a lot. Initially it was suppose to only display raw data in a graphical window. But as time passed new idea came to my mind and I add those in it. Currently UDB has many feature and I am going to add some more and make my 3rd ship of UDB before 30 September (Because I want to release it during ongoing Stardance). Overview on upcomming new updates: Changes on existing features. A universe explore game A Chat Bot (Used as alternative of search feature). Currently I am working on above 3. I may also add some more new feature if any new idea arrive."}, {"post_id": 44164, "ts": "2026-08-09T18:55:38Z", "hours": 0.9736, "text": "Today. I am going (I already have deployed. Go and check out if you want) to deploy the version 10.0.0.0.0 of Universe Data Booklet on Web and The first stable release. Currently Universe Data Booklet Have 3D Solar System Near Earth Asteroid View 3D Galactic exoplanet view 3D Map view Graph analysis (Difference of mass in bar diagram) Quiz Mode Flash Cards Guess Mode Research Mode I have updated the data row (Currently those are click-able) 4 different theme in 2 different structure. For more info see the README in the source code"}, {"post_id": 42726, "ts": "2026-08-07T16:20:15Z", "hours": 2.8481, "text": "Some new changes: Now, 3D vies have 2 different modes for exoplanets (A galaxy like simulation) and Asteroids (The solar system type simulation. Solar system because all data on asteroids are present for near Earth asteroids). Now, Universe Data Booklet have study (Flashcards, Quiz, Compare etc.) and research section (Specific details key point study). There are more updates. To see all of them and Try please wait until 10 August (I will deploy the site and Update it that day.). But the source is available in the repository. Those who are interested can give it a try directly from source code (But the source code is in early state and un-stable. So, I can not guarantee anything )."}, {"post_id": 41796, "ts": "2026-08-06T06:41:55Z", "hours": 1.5689, "text": "New Announcement: According to previous reviews and my own updates I have upgraded the Universe Data Booklet. New updates include: Now, users can download the data in good formate as PDF. There is new 3D view included. A new map included to get a visual map for both asteroids and exoplanets. A little bit change to chart view. Now, user can see the charts, 3D view and Map as a pop up (This was a issue in previous ship, and thanks to the reviews that I can fix them) Now the data row is click-able for selective view. There is a search bar for searching the exact asteroid and exoplanet by name The good thing is, user do not have to remember the full name for asteroids and exoplanets, only a partial correct name is enough New Features are currently written and available in the GitHub repository. I haven’t deployed those yet. Because I have some checking left (Including security and deployment issues). That is why the current site is not updated yet. I will deploy and release the update on 10 August 2026."}, {"post_id": 35261, "ts": "2026-07-26T15:46:56Z", "hours": 1.4956, "text": "I have upgraded the CSS, some of HTML (To introduce Hamburger) and some of JS. Initially I thought to give it a color matching with my portfolio, but that color doesn’t look good on it. That is why I used the current one (I have seen several other sites on this same color and I liked this)."}, {"post_id": 12689, "ts": "2026-06-20T18:44:22Z", "hours": 0.7319, "text": "I have added data about exoplanets (saved locally) and asteroids (data achieved using API). Additional to those, there is a graph view for asteroids and exoplanets, where, along x-axis there is exoplanets/ asteroids name and along y-axis there is the mass."}, {"post_id": 12400, "ts": "2026-06-20T07:20:52Z", "hours": 2.1811, "text": "Interface of my data booklet is ready."}, {"post_id": 5442, "ts": "2026-06-09T06:41:44Z", "hours": 4.4633, "text": "Previously I was thinking about making a universe data booklet with 20% universe data. But now I am thinking about increasing that limit."}, {"post_id": 3397, "ts": "2026-06-06T09:45:13Z", "hours": 4.1061, "text": "I am developing a universe Data Booklet for our Galaxy (up to a certain limit)"}]...
|
Title: Universe Data Booklet by @S_U_Wasi | Starda Title: Universe Data Booklet by @S_U_Wasi | Stardance
Devlogs:
I am developing a universe Data Booklet for our Galaxy (up to a certain limit)
Previously I was thinking about making a universe data booklet with 20% universe data. But now I am thinking about increasing that limit.
Interface of my data booklet is ready.
I have added data about exoplanets (saved locally) and asteroids (data achieved using API). Additional to those, there is a graph view for asteroids and exoplanets, where, along x-axis there is exoplanets/ asteroids name and along y-axis there is the mass.
I have upgraded the CSS, some of HTML (To introduce Hamburger) and some of JS. Initially I thought to give it a color matching with my portfolio, but that color doesn’t look good on it. That is why I used the current one (I have seen several other sites on this same color and I liked this).
New Announcement: According to previous reviews and my own updates I have upgraded the Universe Data Booklet. New updates include: Now, users can download the data in good formate as PDF. There is new 3D view included. A new map included to get a visual map for both asteroids and exoplanets. A little bit change to chart view. Now, user can see the charts, 3D view and Map as a pop up (This was a issue in previous ship, and thanks to the reviews that I can fix them) Now the data row is click-able for selective view. There is a search bar for searching the exact asteroid and exoplanet by name The good thing is, user do not have to remember the full name for asteroids and exoplanets, only a partial correct name is enough New Features are currently written and available in the GitHub repository. I haven’t deployed those yet. Because I have some checking left (Including security and deployment issues). That is why the current site is not updated yet. I will deploy and release the update on 10 August 2026.
Some new changes: Now, 3D vies have 2 different modes for exoplanets (A galaxy like simulation) and Asteroids (The solar system type simulation. Solar system because all data on asteroids are present for near Earth asteroids). Now, Universe Data Booklet have study (Flashcards, Quiz, Compare etc.) and research section (Specific details key point study). There are more updates. To see all of them and Try please wait until 10 August (I will deploy the site and Update it that day.). But the source is available in the repository. Those who are interested can give it a try directly from source code (But the source code is in early state and un-stable. So, I can not guarantee anything ).
Today. I am going (I already have deployed. Go and check out if you want) to deploy the version 10.0.0.0.0 of Universe Data Booklet on Web and The first stable release. Currently Universe Data Booklet Have 3D Solar System Near Earth Asteroid View 3D Galactic exoplanet view 3D Map view Graph analysis (Difference of mass in bar diagram) Quiz Mode Flash Cards Guess Mode Research Mode I have updated the data row (Currently those are click-able) 4 different theme in 2 different structure. For more info see the README in the source code
I think I am going to ship Universe Data Booklet 3rd Time. Universe Data Booklet (UDB) is now on version 10.0.0.0.0 (It is also the second ship). From the first day of to now, UDB has improved a lot. Initially it was suppose to only display raw data in a graphical window. But as time passed new idea came to my mind and I add those in it. Currently UDB has many feature and I am going to add some more and make my 3rd ship of UDB before 30 September (Because I want to release it during ongoing Stardance). Overview on upcomming new updates: Changes on existing features. A universe explore game A Chat Bot (Used as alternative of search feature). Currently I am working on above 3. I may also add some more new feature if any new idea arrive.
Update Universe Data Booklet got a new update. And the updated version is currently online . On the previous version there are some typing errors and inconsistencies in the code, page and README. That is why I have revised and fix those. Now, I think user can relate the main page with the README. For new features. There 2 new features currently online. One is a game and another is a assistant. But both of those feature needs huge update soon. Currently I the game is 2D and Have no visual. The assistant currently cannot understand natural language. In the recent version the assistant can only answer if the name of asteroid or exoplanet available in the data are written as it is. And Currently I have no intention on adding LLM in it. My Future Plan for Universe Data Booklet I will design the assistant such a way that it will catch keywords on prompt and answer based on those keyword. The current Habitability Scanner is just like normal search and it doesn’t show much data on habitability (But it wasn’t made for that). I am thinking to work on this and will try to add more data. Since it is data booklet type. I think the current version have too much basic data. That is why I am thinking to add more data source and combine everything together. I am also thinking about a Wiki for Universe Data Booklet. After all those work. I think I will take some break from backend and frontend coding and work on Graphics (For game part, and icon). I also want to change it from 2D to 3D. Some new or updated idea may spark during the work on above. So, everything is changeable.
Upcoming Update Announcement In the next update there are huge changes coming. Some of them are shown below. A detailed description on exoplanets and asteroids: Now users can see a very detailed graphical data. This is because I have increased the number of data source. I have decreased the data fetch limit from 30 days to 7 days. So, starting from next release, all data provided in Universe Data Booklet will be re-new on the very first visit of each week unless there any issue pop up. Next work will be on Images for exoplanets and asteroids. This might be a tricky part because there are a lots of data and images for every data might be a problem. Let me check first. This is a new implementation idea I just thought. I will add this feature if I can successfully manage to find a way to add real images without disturbing the functionality and smoothness. All the thing I have mentioned above (except point 3) have been already implemented. I just have to review the source code twice again before release. Point 3 is on the way of implementation but not confirmed whether be released or not. If everything goes will. I will release this After my Exam is over. Thank You
New member I am glade to welcome Solar System as the new member on Universe Data Booklet . New Update! Now Universe Data Booklet have data on Planets, Exoplanets, Asteroids and Satellites (Including the artificial one). Now Universe Data Booklet can show image. But this feature is limited. I am thinking to thinking to increase (Just thinking for now) The above listed updates are just announcement for now. I haven’t released them yet, but going to in next few days. Since I took help from AI, I need to edit, debug and make some changes including reviewing and reviewing the code before releasing. Thank You
Another night-day another Problem . Yesterday I went to the source code to add a new theme and structure in Universe Data Booklet. Then I saw a bug in by server.py (backend). But I thought that I will just fix it after working on the theme. Then I worked on theme. Then during test time, I saw something scary (I will not tell what was that). Then I started fixing the theme, that caused bugs of js and css and them what! I never thought this would cause this much trouble. After some time, There was multiple tabs and tasks running into my PC (And which goes heavy on RAM). And What after My Virtual Development Environment got crashed and corrupt. And from night 11 AM to still now (6 AM) I am still fixing my environment otherwise all of my effort will be gone (I will lost my entire new source code).
Ships:
Here is my Universe Data Booklet. As the mane suggest, this is a site which contains data about exoplanets and asteroids. Asteroids: Here I have used real asteroids data (Which is obtained through API ). Currently it contains data about asteroid which is near to our planet (Earth) Exoplanets: Exoplanets data is added manually inside the source code. So, exoplanets data can be viewed without any need of API. I have used API in asteroids but not in exoplanets because asteroids moves and changes around the Earth. And I want to work on current data. But exoplantes doesn’t change for a long time. So, there is no need of live API for that. There is a chart view in my site which shows the chat comparison between exoplanets/ asteroids mass. I have used public free API (I know about the limitations). I have solved that problem too. My site will only fetch data once in 30 days and saved it in cache. And through out the month the site will use that cache data. And again gives an API call after 31 days. Means, there will be only API call but many users can use my site. This also brings storage issue in my site. I have also fixed that. The cache data which are older than 90 days will be automatically removed. That’s all for now. I am also thinking for future update in this site too. Thank You.
What I have built is known as Universe Data Booklet. As it’s name suggest it is a website which contains data on exoplanets and near earth asteroids. Previously it contains only data and analysis. But currently (After recent updates) there are many more features. To know about all the features please read my devlog or directly visit the website. While shipping this right now, I currently have many new ideas to add in this and I will definitely add those in future (Means coming soon). I cannot make Universe Data Booklet in one day or a week. I need time to create it. My vision regarding this project is very wide. I want that my project will help both learners and curious minds. During the development of this project I got into a problem. For latest near earth asteroids, I must have to use API. But I cannot put API on a completely open source project. That is why I have used public API. But public api has data fetch limits. Since the project is in it’s early state, not many users will visit. but I was thinking about future. That is why I came up with an idea, where I will use the Public API but it will never hit the limit (The smart caching). In my new development structure, the site will fetch data only once in 30 days (Data is fetched on the first visit after 30 days). Then that data is saved as cache and all other users get data from that one cache. By doing this data is fetched only once even if thousands of users visit at once. This solves the rate limit. but I need the latest data (at least 30 days). That is why the site fetch data once after 30 day. The program check the cache folder and if the data there is older than 30 days then the site fetches new data on the first visit and saves it. Now another storage problem arise. To solve that my site was programmed in such a way that it will store cache for 90 days and any cache data with are older than 90 days will be deleted. Thus I have solved the issue regarding the near Earth asteroids. I uses public api for near earth asteroids (Because asteroids data get change quickly). I uses csv file for exoplanets data (It is a manually saved data from authentic source) Thank You for giving Universe Data Booklet a try....
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1793001004.3596594
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1793087404.3596594
|
|
49529
|
newsen by @abh1 | Stardance
|
abh1
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T16:44:43Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A smart dashboard app for touch screen windows digital boards used in classrooms.", "repo": "https://github.com/abh1-0/newsen/", "demo": "https://newsen.abh1.xyz/"}]...
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[{"post_id": 48117, "ts": "202 [{"post_id": 48117, "ts": "2026-08-16T12:29:53Z", "hours": 0.9006, "text": "Built 2.6!!"}]...
|
Title: newsen by @abh1 | Stardance
Devlogs:
Built Title: newsen by @abh1 | Stardance
Devlogs:
Built 2.6!!
Ships:
A smart dashboard app for touch screen windows digital boards used in classrooms....
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1793001005.6032224
|
1793087405.6032224
|
|
44673
|
QuantBlock by @Sameed | Stardance
|
Sameed
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T19:36:05Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "QuantBlock is an interactive web-app that allows users to create algorithmic trading strategies using drag-and-drop blocks. It utilizes a python backend called QuantLab (I hope that explains any confusion about the name and banner). Users can then backtest thier strategy on a vast amount of stock data and obtain valuable metrics like the Sharpe Ratio.", "repo": "https://github.com/Sdinn67/QuantLab", "demo": "https://quantlab-1.onrender.com/"}]...
|
[{"post_id": 51237, "ts": "202 [{"post_id": 51237, "ts": "2026-08-20T19:31:14Z", "hours": 1.7372, "text": "Added the final touches to the frontend. Added a feedback section, element explainer and a strategy explainer. I also added some premade strategies just as an example."}, {"post_id": 50544, "ts": "2026-08-19T18:54:03Z", "hours": 4.1831, "text": "I made some visual changes to the frontend. And I add the sharpe ratio which is one of the most useful financial metric for evaluating a strategy."}, {"post_id": 44639, "ts": "2026-08-10T15:21:44Z", "hours": 3.2414, "text": "DEVLOG 2: I added a section to create your own variable from the available indicators. You can create a variable by multiplying, dividing, adding, or subtracting any two indicators. This variable can then be used in the main condition. How it works in the backend is that the variable assignment is sent as a json tree to the backend. At the backend the json tree is parsed to calculate the value of the variable and the it is added to the main dataframe where it is accessible by the main condition."}, {"post_id": 42624, "ts": "2026-08-07T13:21:51Z", "hours": 8.5736, "text": "QuantBlock is a web app inspired by Scratch, built for beginners to play around with algorithmic stock trading strategies without writing any code. The web app also backtests these strategies and outputs the returns. Users can build strategies using simple drag-and-drop elements. Right now, there are 8 indicators and 2 operators, but soon more will be added. The UI is inspired by early 2000s GUIs and the Bloomberg terminal.The front-end is written using the HTML, CSS, and JavaScript stack. The front-end simply converts the user-defined strategy and sends it to a Python backend where all the processing happens. This backend then returns the final portfolio value, the percentage return, and the daily portfolio value in an array so that it can be displayed on a graph.Disclaimer: The demo is not fully functional yet.Future work:-Better Documentation-More indicators and the ability to create custom indicators-Bug Fixes"}]...
|
Title: QuantBlock by @Sameed | Stardance
Devlogs: Title: QuantBlock by @Sameed | Stardance
Devlogs:
QuantBlock is a web app inspired by Scratch, built for beginners to play around with algorithmic stock trading strategies without writing any code. The web app also backtests these strategies and outputs the returns. Users can build strategies using simple drag-and-drop elements. Right now, there are 8 indicators and 2 operators, but soon more will be added. The UI is inspired by early 2000s GUIs and the Bloomberg terminal.The front-end is written using the HTML, CSS, and JavaScript stack. The front-end simply converts the user-defined strategy and sends it to a Python backend where all the processing happens. This backend then returns the final portfolio value, the percentage return, and the daily portfolio value in an array so that it can be displayed on a graph.Disclaimer: The demo is not fully functional yet.Future work:-Better Documentation-More indicators and the ability to create custom indicators-Bug Fixes
DEVLOG 2: I added a section to create your own variable from the available indicators. You can create a variable by multiplying, dividing, adding, or subtracting any two indicators. This variable can then be used in the main condition. How it works in the backend is that the variable assignment is sent as a json tree to the backend. At the backend the json tree is parsed to calculate the value of the variable and the it is added to the main dataframe where it is accessible by the main condition.
I made some visual changes to the frontend. And I add the sharpe ratio which is one of the most useful financial metric for evaluating a strategy.
Added the final touches to the frontend. Added a feedback section, element explainer and a strategy explainer. I also added some premade strategies just as an example.
Ships:
QuantBlock is an interactive web-app that allows users to create algorithmic trading strategies using drag-and-drop blocks. It utilizes a python backend called QuantLab (I hope that explains any confusion about the name and banner). Users can then backtest thier strategy on a vast amount of stock data and obtain valuable metrics like the Sharpe Ratio....
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1793001006.4711478
|
1793087406.4711478
|
|
58184
|
WAR0WARE by @mahith | Stardance
|
mahith
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2
|
8.3
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10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T16:48:23Z", "hours": 0.0, "multiplier": 2.33, "payout": 1, "blessing": "neutral", "text": "i made a warioware type minigame in godot. the hardest thing was debugging the timer and scene changes to work without resetting my score i am proud thats runs smooth now lol. to test jopen the itch link and play in browser, react quick to get the prompts.", "repo": "https://github.com/mahi-73/waroware", "demo": "https://mahith-chethan.itch.io/warioware"}, {"ship_num": 2, "ts": "2026-09-04T13:13:16Z", "hours": 8.0, "multiplier": 1.08, "payout": 9, "blessing": "neutral", "text": "i made warioware game in godot the hard part is coding which i took help from ai i am proud that my game is working to test the game u should click the targets nd avoid bombs in the screen and press space bar fast to win the game", "repo": "https://github.com/mahi-73/waroware", "demo": "https://mahith-chethan.itch.io/warioware"}]...
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[{"post_id": 70185, "ts": "202 [{"post_id": 70185, "ts": "2026-09-18T17:14:54Z", "hours": 0.3, "text": "built a lil warioware minigame in godot. hardest part was fixin the timer and not breakin the score counter whenever changing scenes haha. pretty happy it runs in browser now. just open the itch link and click fast when prompts pop up"}, {"post_id": 70166, "ts": "2026-09-18T16:43:29Z", "hours": 0.4833, "text": "finshtouches nd web build fixed the score resetting , changed up the timer, and got the web build working on itch.io."}, {"post_id": 61479, "ts": "2026-09-04T12:41:34Z", "hours": 8.3064, "text": "i built a warioware game in godot nd added a target cliclicker with bomb nd freezer with a spacebar mash game nd added win nd loss nd upladed in itch.io for everyone to play"}]...
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Title: WAR0WARE by @mahith | Stardance
Devlogs:
i Title: WAR0WARE by @mahith | Stardance
Devlogs:
i built a warioware game in godot nd added a target cliclicker with bomb nd freezer with a spacebar mash game nd added win nd loss nd upladed in itch.io for everyone to play
finshtouches nd web build fixed the score resetting , changed up the timer, and got the web build working on itch.io.
built a lil warioware minigame in godot. hardest part was fixin the timer and not breakin the score counter whenever changing scenes haha. pretty happy it runs in browser now. just open the itch link and click fast when prompts pop up
Ships:
i made warioware game in godot the hard part is coding which i took help from ai i am proud that my game is working to test the game u should click the targets nd avoid bombs in the screen and press space bar fast to win the game
i made a warioware type minigame in godot. the hardest thing was debugging the timer and scene changes to work without resetting my score i am proud thats runs smooth now lol. to test jopen the itch link and play in browser, react quick to get the prompts....
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1793001007.6118295
|
1793087407.6118295
|
|
58185
|
BibleBot by @MrOstrichStudios | Stardance
|
MrOstrichStudios
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T06:03:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a BibleBot! So basically it has commands when can give you verses to read for either the Old Testament, New Testament or both! Genuinely learned alot for this and the hard part was to integrate the API into it.", "repo": "https://github.com/MrOstrichStudios/BibleBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 61978, "ts": "202 [{"post_id": 61978, "ts": "2026-09-05T05:40:08Z", "hours": 0.3456, "text": "devlog #3 ->added the bot to nest now its running 24x7! ->did some bug fixes it should be working nice now! -> hehehe from me."}, {"post_id": 61948, "ts": "2026-09-05T04:05:13Z", "hours": 0.6158, "text": "devlog #2 -> learned to use the bible-api in it for verses ->spend some time in google and ai trying to figure out how to extract the data from json outputs from the api (it doesnt require key) ->running the bot locally and it works!!!! me so happy rn ^_^"}, {"post_id": 61907, "ts": "2026-09-05T02:31:10Z", "hours": 0.4231, "text": "devlog #1 -> learned how to make slack bots ->currently making a bible bot which when commands use can give ya a daily random dose of bible verses. ~ keep growing in ya faith guyz!"}]...
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Title: BibleBot by @MrOstrichStudios | Stardance
Title: BibleBot by @MrOstrichStudios | Stardance
Devlogs:
devlog #1 -> learned how to make slack bots ->currently making a bible bot which when commands use can give ya a daily random dose of bible verses. ~ keep growing in ya faith guyz!
devlog #2 -> learned to use the bible-api in it for verses ->spend some time in google and ai trying to figure out how to extract the data from json outputs from the api (it doesnt require key) ->running the bot locally and it works!!!! me so happy rn ^_^
devlog #3 ->added the bot to nest now its running 24x7! ->did some bug fixes it should be working nice now! -> hehehe from me.
Ships:
I have made a BibleBot! So basically it has commands when can give you verses to read for either the Old Testament, New Testament or both! Genuinely learned alot for this and the hard part was to integrate the API into it....
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1793001008.712246
|
1793087408.712246
|
|
28008
|
Info Buddy by @Jaydenjiang | Stardance
|
Jaydenjiang
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T01:55:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! I made a small device that presents information right at your desk. These include time, date, humidity, and temperature in both Celsius and Farhneit. Since this is one of the first actual Arduino Projects that I made myself, learning the functions of different libraries were challenging. But the hardest part was figuring how to switch between the different info screens. I ended up with a potentiometer due to its simplicity, unlike the button and rotary encoder which required harder coding. Something im proud of is the design. It uses one strip of cardboard since it’s bent around the sensors and wires. If people would like to build the project themselves, I would recommend setting up the positive and negative rails on the breadboard due to the amount of sensors and screens that require power. Thank you for reading!", "repo": "https://github.com/JaydenJiang-Duck/Info-Buddy", "demo": ""}]...
|
[{"post_id": 18819, "ts": "202 [{"post_id": 18819, "ts": "2026-06-30T00:51:27Z", "hours": 2.5661, "text": "this is a combination of two days. First was all of the sensors and basic code. I used: a DHT11 for the temperature and humidity, an RTC module for time and date (I didn’t use its temperature function), Arduino Nano ESP as the microcontroller, 0.96 OLED as the screen, a lot of wires, and used Arduino IDE for the code. After I got the screen to display the information (temperature, time, date, etc) I needed a way for the person to easily switch between the screens. Therefore, I used a potentiometer and the map function to switch between it. I used a potentiometer rather than a button and rotary encoder because it was simple to install. Then, I used cardboard for the housing. I cut where it needed to be bent and cutouts for the OLED screen and potentiometer knob. After that, I used a mini breadboard as the base for the potentiometer because it was sturdy for it to turn. Then, I added some decoration such as TV atennas."}]...
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Title: Info Buddy by @Jaydenjiang | Stardance
Dev Title: Info Buddy by @Jaydenjiang | Stardance
Devlogs:
this is a combination of two days. First was all of the sensors and basic code. I used: a DHT11 for the temperature and humidity, an RTC module for time and date (I didn’t use its temperature function), Arduino Nano ESP as the microcontroller, 0.96 OLED as the screen, a lot of wires, and used Arduino IDE for the code. After I got the screen to display the information (temperature, time, date, etc) I needed a way for the person to easily switch between the screens. Therefore, I used a potentiometer and the map function to switch between it. I used a potentiometer rather than a button and rotary encoder because it was simple to install. Then, I used cardboard for the housing. I cut where it needed to be bent and cutouts for the OLED screen and potentiometer knob. After that, I used a mini breadboard as the base for the potentiometer because it was sturdy for it to turn. Then, I added some decoration such as TV atennas.
Ships:
Hello! I made a small device that presents information right at your desk. These include time, date, humidity, and temperature in both Celsius and Farhneit. Since this is one of the first actual Arduino Projects that I made myself, learning the functions of different libraries were challenging. But the hardest part was figuring how to switch between the different info screens. I ended up with a potentiometer due to its simplicity, unlike the button and rotary encoder which required harder coding. Something im proud of is the design. It uses one strip of cardboard since it’s bent around the sensors and wires. If people would like to build the project themselves, I would recommend setting up the positive and negative rails on the breadboard due to the amount of sensors and screens that require power. Thank you for reading!...
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1793001009.81082
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1793087409.81082
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7303
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chess-engin-c by @Leonhard | Stardance
|
Leonhard
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1
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70.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T07:39:08Z", "hours": 70.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Chees-Engin in C. It only lets you play legal moves, and handles all edge chases with Pins, Checks, Chasteling and Blocking. Finding which moves are legal and which illegal, was probably the hardest part about this project, because I do not just use a normal 8 by 8 array for the field but instead a 64Bit int for each piecetype and color where each bit reprecents a square. The bitmanipulation was a nightmare to say the least. The actuall engin itself wasn’t a walk in the park either, but by then I have allready gotten used to it. The projekt is on my Github, but only for LINUX. (Sorry, didn’t really bother making a Windows version, because I personaly avoid using Windows at all cost)", "repo": "https://github.com/Leonhard4321/chess-engin-c", "demo": "https://github.com/Leonhard4321/chess-engin-c/releases/tag/v1.0.0"}]...
|
[{"post_id": 23343, "ts": "202 [{"post_id": 23343, "ts": "2026-07-06T07:23:34Z", "hours": 5.0869, "text": "I addet a negative maximum funktion, with some other optimizations. The time spent to make the engin better isn’t addjustivied. I am gona leave it just like it is. It is better than me and that is good enough."}, {"post_id": 22004, "ts": "2026-07-04T07:19:23Z", "hours": 4.3028, "text": "I addet dynamic depth, so the fewer pieces are on the board the deeper the position gets analyzed."}, {"post_id": 21498, "ts": "2026-07-03T14:14:18Z", "hours": 4.3489, "text": "After some big optimizations, like moveordering and alpha-beta pruning, we are at a point where the engin actually beginns to get good. This engin is now comportable able to beat me. (I am about 1400 elo). It struggels a bit on endgames, and log-term development. I wasn’t really able to get a high depthed search, like other engins have it. I will have to take a good look why that might be. Thats gona be my next step."}, {"post_id": 21357, "ts": "2026-07-03T07:49:08Z", "hours": 6.4661, "text": "First test on the engin. I use a recursive minimax funktion. Look a couple of moves into the futer and evaluate the positions. The bot already understands the idea of captures. But it has no positional play at all. It is also terreable at checkmating."}, {"post_id": 18638, "ts": "2026-06-29T20:38:27Z", "hours": 2.1597, "text": "I am not really sure how to structure my next few blogs. It will defenitly take 20h+ until the engin is somewhere playable. And I don’t want to log such a long time in on go. So I think I am just gona give small updates inbetween to show the inside of a chess engin. The codepiece here is a basic evaluation funktion. It tells me exaclty which side is better at any given point. Although right now it is only counting material and not the quallity of the pieces that they contribute in the game."}, {"post_id": 18507, "ts": "2026-06-29T17:54:39Z", "hours": 0.8172, "text": "Now with all of the groundlaying rules done, it is time to focus on the bot. I have already worked on the way the bot is gona be implemented. But the implementation itsself is still the biggest thing to work on. Right here you can see a bot that does a random legal move on the board. I didn’t even bother to check what elo this would be, but i would assume 150 to 250 elo. Next I will work on a evaluation funktion, which should be pretty easy."}, {"post_id": 18462, "ts": "2026-06-29T16:57:40Z", "hours": 6.8078, "text": "This was the most frustrating error jet. Took me forever to figur out what even was going on. And I took me even longer fixing it. So what keept happening was this: Every time we look for a mate we simulate all of the opponents moves If a pawn on the second or seventh rankt(one square away from queening) was just sitting idle the programm simulated the promotion Because the promotion was just a simple scanf the complete programm came to a halt. To fix this I have implemented a way to queen as user and also, one for the Bot, later down the line. Although the bot one only queens for now. I am not sure jet if it is even nessecery to programm it to promot to any other piece, because it is almost never really the only winning idea."}, {"post_id": 16271, "ts": "2026-06-26T13:39:25Z", "hours": 1.8681, "text": "Checkmate has been addet, also the ability to draw, by stalemate and the 50 move rule. I won’t do the draw for insuficient material jet, maybe later down the road. But while testing I found a terrific but with pawnpromotion, It sometimes giliches out and ask you for a piece even if your not on the first or eightest rang."}, {"post_id": 16219, "ts": "2026-06-26T10:59:34Z", "hours": 1.1925, "text": "I honestly expected the castling to be more complicated. But it is done now. With all rules implemented. No castling, afte moving the rook, the king, or if the king is in check, or if a rook has been taken. There is only one thing missing to make this game really playable, in a Player vs Player sense. Checkmate!"}, {"post_id": 16181, "ts": "2026-06-26T09:12:58Z", "hours": 1.6783, "text": "Got it! Now blocks, checks, pins, and captures work. Everything works. The only missing thing is chastling wich might be a bit tricky to implement. The way the code works now, is the following: Every possable move from a piece gets calculated Every possition after the move gets looked at If the king is attacked in any possition delet the move from the possable moves. This may not ultimatle be the fasters way, but it’s fast enough for now. I might implement a even faster algorithem in the futur, but I like this one because it is just so clean and readable."}, {"post_id": 16140, "ts": "2026-06-26T07:22:38Z", "hours": 0.8508, "text": "With the new logic it was a easy to add the legal moves for the king back in. Now lets get back at tackeling the blocking and check, and block mechanics."}, {"post_id": 16116, "ts": "2026-06-26T06:25:44Z", "hours": 1.2175, "text": "All pieces are back to the right way the shouldm except the king. I know have some super clean funktions, that should make position calculation extreamly fast. I also heard about some optimizations with shifting bit array, to make the movecalculation for a sigle piece even faster. Not really shure how that works jet, but I am planing on implementing that to in the futer. The faster my legal moves calculator is now, the better the engin is gona get later on."}, {"post_id": 15912, "ts": "2026-06-25T21:18:34Z", "hours": 7.3344, "text": "I realized that the way my current isKingInCheck funktion works, would just be way to slow, to make a powerfull engin later on. I did a quick search on the internet, and it turns out I need to split between legal and pseudo legal moves. Where the pseudo legal moves, disregard checks. So I started rewriting the last 400 lines of code. There is not much to show here."}, {"post_id": 7597, "ts": "2026-06-12T18:21:37Z", "hours": 0.4103, "text": "Finally got the check logic on the king correctly. You are now unable to move a piece, if you are in check. Of course the blocking mecaniks are still missing. And I also should start working on the castlingmechaniks. But then I would me pretty much ready to start on the actual engin."}, {"post_id": 7580, "ts": "2026-06-12T17:51:04Z", "hours": 0.4639, "text": "Quick update, I solved the file capturing error of pawns. It was only a wrong < and > sign."}, {"post_id": 7367, "ts": "2026-06-12T08:39:37Z", "hours": 6.1, "text": "I am slowly getting the realization, how hard this actually gone be. Protected pieces now can’t be captured by the king. But I am still struggeling with the concept of check. It only works for pawns currently, there seems to be a big bug somewhere in the code. And pawns are able to capture from file a to h."}, {"post_id": 6263, "ts": "2026-06-10T15:03:30Z", "hours": 4.7922, "text": "Addet the complete movementlogic ecxept for the king. Even promotions and the sneaky en passant. The kings still proves to be a bit of a challange. But I will get it soon"}, {"post_id": 5722, "ts": "2026-06-09T16:52:46Z", "hours": 2.4717, "text": "I started on some legal checks for the pawn, rook and knight for now. Everything moves as expected. Even with captures and pieces of the own color blocking you. I have also added the blue indecators witch squares are allowed and witch are blocked. The other pieces will come soon."}, {"post_id": 5616, "ts": "2026-06-09T14:12:19Z", "hours": 4.8439, "text": "The piece moving logic is now implemented. You could now theoreticly play the game(exept for promoting pawns). But there are still no legal checks, this will be the next thing to add."}, {"post_id": 4431, "ts": "2026-06-07T19:09:00Z", "hours": 3.5058, "text": "I have addet some logic to mark specific squares if they have a piece on them, and am currently working on a way to move pieces across the board, for storring the possitions of pieces I have decidet to use bitmaps. They are basicly just a long int with 64 bits, each representing one square, one bitmap for every piece type. This may seem slow at the beginning but this will probably be faster for the engin itsself later on."}, {"post_id": 4143, "ts": "2026-06-07T10:50:19Z", "hours": 3.51, "text": "i am able now to display the board and the pieces whereever i want."}]...
|
Title: chess-engin-c by @Leonhard | Stardance
Dev Title: chess-engin-c by @Leonhard | Stardance
Devlogs:
i am able now to display the board and the pieces whereever i want.
I have addet some logic to mark specific squares if they have a piece on them, and am currently working on a way to move pieces across the board, for storring the possitions of pieces I have decidet to use bitmaps. They are basicly just a long int with 64 bits, each representing one square, one bitmap for every piece type. This may seem slow at the beginning but this will probably be faster for the engin itsself later on.
The piece moving logic is now implemented. You could now theoreticly play the game(exept for promoting pawns). But there are still no legal checks, this will be the next thing to add.
I started on some legal checks for the pawn, rook and knight for now. Everything moves as expected. Even with captures and pieces of the own color blocking you. I have also added the blue indecators witch squares are allowed and witch are blocked. The other pieces will come soon.
Addet the complete movementlogic ecxept for the king. Even promotions and the sneaky en passant. The kings still proves to be a bit of a challange. But I will get it soon
I am slowly getting the realization, how hard this actually gone be. Protected pieces now can’t be captured by the king. But I am still struggeling with the concept of check. It only works for pawns currently, there seems to be a big bug somewhere in the code. And pawns are able to capture from file a to h.
Quick update, I solved the file capturing error of pawns. It was only a wrong < and > sign.
Finally got the check logic on the king correctly. You are now unable to move a piece, if you are in check. Of course the blocking mecaniks are still missing. And I also should start working on the castlingmechaniks. But then I would me pretty much ready to start on the actual engin.
I realized that the way my current isKingInCheck funktion works, would just be way to slow, to make a powerfull engin later on. I did a quick search on the internet, and it turns out I need to split between legal and pseudo legal moves. Where the pseudo legal moves, disregard checks. So I started rewriting the last 400 lines of code. There is not much to show here.
All pieces are back to the right way the shouldm except the king. I know have some super clean funktions, that should make position calculation extreamly fast. I also heard about some optimizations with shifting bit array, to make the movecalculation for a sigle piece even faster. Not really shure how that works jet, but I am planing on implementing that to in the futer. The faster my legal moves calculator is now, the better the engin is gona get later on.
With the new logic it was a easy to add the legal moves for the king back in. Now lets get back at tackeling the blocking and check, and block mechanics.
Got it! Now blocks, checks, pins, and captures work. Everything works. The only missing thing is chastling wich might be a bit tricky to implement. The way the code works now, is the following: Every possable move from a piece gets calculated Every possition after the move gets looked at If the king is attacked in any possition delet the move from the possable moves. This may not ultimatle be the fasters way, but it’s fast enough for now. I might implement a even faster algorithem in the futur, but I like this one because it is just so clean and readable.
I honestly expected the castling to be more complicated. But it is done now. With all rules implemented. No castling, afte moving the rook, the king, or if the king is in check, or if a rook has been taken. There is only one thing missing to make this game really playable, in a Player vs Player sense. Checkmate!
Checkmate has been addet, also the ability to draw, by stalemate and the 50 move rule. I won’t do the draw for insuficient material jet, maybe later down the road. But while testing I found a terrific but with pawnpromotion, It sometimes giliches out and ask you for a piece even if your not on the first or eightest rang.
This was the most frustrating error jet. Took me forever to figur out what even was going on. And I took me even longer fixing it. So what keept happening was this: Every time we look for a mate we simulate all of the opponents moves If a pawn on the second or seventh rankt(one square away from queening) was just sitting idle the programm simulated the promotion Because the promotion was just a simple scanf the complete programm came to a halt. To fix this I have implemented a way to queen as user and also, one for the Bot, later down the line. Although the bot one only queens for now. I am not sure jet if it is even nessecery to programm it to promot to any other piece, because it is almost never really the only winning idea.
Now with all of the groundlaying rules done, it is time to focus on the bot. I have already worked on the way the bot is gona be implemented. But the implementation itsself is still the biggest thing to work on. Right here you can see a bot that does a random legal move on the board. I didn’t even bother to check what elo this would be, but i would assume 150 to 250 elo. Next I will work on a evaluation funktion, which should be pretty easy.
I am not really sure how to structure my next few blogs. It will defenitly take 20h+ until the engin is somewhere playable. And I don’t want to log such a long time in on go. So I think I am just gona give small updates inbetween to show the inside of a chess engin. The codepiece here is a basic evaluation funktion. It tells me exaclty which side is better at any given point. Although right now it is only counting material and not the quallity of the pieces that they contribute in the game.
First test on the engin. I use a recursive minimax funktion. Look a couple of moves into the futer and evaluate the positions. The bot already understands the idea of captures. But it has no positional play at all. It is also terreable at checkmating.
After some big optimizations, like moveordering and alpha-beta pruning, we are at a point where the engin actually beginns to get good. This engin is now comportable able to beat me. (I am about 1400 elo). It struggels a bit on endgames, and log-term development. I wasn’t really able to get a high depthed search, like other engins have it. I will have to take a good look why that might be. Thats gona be my next step.
I addet dynamic depth, so the fewer pieces are on the board the deeper the position gets analyzed.
I addet a negative maximum funktion, with some other optimizations. The time spent to make the engin better isn’t addjustivied. I am gona leave it just like it is. It is better than me and that is good enough.
Ships:
I made a Chees-Engin in C. It only lets you play legal moves, and handles all edge chases with Pins, Checks, Chasteling and Blocking. Finding which moves are legal and which illegal, was probably the hardest part about this project, because I do not just use a normal 8 by 8 array for the field but instead a 64Bit int for each piecetype and color where each bit reprecents a square. The bitmanipulation was a nightmare to say the least. The actuall engin itself wasn’t a walk in the park either, but by then I have allready gotten used to it. The projekt is on my Github, but only for LINUX. (Sorry, didn’t really bother making a Windows version, because I personaly avoid using Windows at all cost)...
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1793001010.9056516
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1793865010.9056516
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48753
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Environment AI tracker by @bradymend | Stardance
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bradymend
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T22:51:34Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a tool for local schools to track what environmental barriers block students from using eco friendly transportation methods. It uses AI to determine what can cause barriers in transport and that prevent people from getting there without using a car. It would help in reducing emissions and helping district officials determine what they need to enhance/fix to be more environmentally concious.", "repo": "https://github.com/BraedynMendonca/greenlight-usaii", "demo": "https://greenlightapp.vercel.app/"}]...
|
[{"post_id": 47867, "ts": "202 [{"post_id": 47867, "ts": "2026-08-16T03:40:46Z", "hours": 4.025, "text": "This is the basic version of Greenlight, name and stuff is still a work in progress"}]...
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Title: Environment AI tracker by @bradymend | Star Title: Environment AI tracker by @bradymend | Stardance
Devlogs:
This is the basic version of Greenlight, name and stuff is still a work in progress
Ships:
I built a tool for local schools to track what environmental barriers block students from using eco friendly transportation methods. It uses AI to determine what can cause barriers in transport and that prevent people from getting there without using a car. It would help in reducing emissions and helping district officials determine what they need to enhance/fix to be more environmentally concious....
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1793001011.7517974
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1793087411.7517974
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50818
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Rapid Relay: Signal Shift by @Aaravkatiyar | Stard Rapid Relay: Signal Shift by @Aaravkatiyar | Stardance...
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Aaravkatiyar
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:48:54Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Rapid Relay: Signal Shift is a Godot reaction-game prototype with two short input challenges: Pulse Press uses keyboard timing, and Orb Catch uses mouse clicks. The project has a round HUD with a readable SIGNAL BARS count, plus separate win and death scenes with replay and return-to-menu routes. The difficult part was making each round’s input rule clear and keeping the transitions understandable. To test it, open the demo, play both minigames, try a successful run and a failed run, and use Escape to return to the menu. This is still a practice prototype, so honest feedback is welcome.", "repo": "https://github.com/aaravkatiyar55-gif/rapid-relay-signal-shift", "demo": "https://aaravkatiyar55-gif.github.io/rapid-relay-signal-shift/"}]...
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[{"post_id": 49573, "ts": "202 [{"post_id": 49573, "ts": "2026-08-18T13:40:39Z", "hours": 1.5264, "text": "This a type of catching signal game and my fiest game that i have build so its not that good so i will just give up on you you can try it by yourself and pls give the honest feedback"}]...
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Title: Rapid Relay: Signal Shift by @Aaravkatiyar Title: Rapid Relay: Signal Shift by @Aaravkatiyar | Stardance
Devlogs:
This a type of catching signal game and my fiest game that i have build so its not that good so i will just give up on you you can try it by yourself and pls give the honest feedback
Ships:
Rapid Relay: Signal Shift is a Godot reaction-game prototype with two short input challenges: Pulse Press uses keyboard timing, and Orb Catch uses mouse clicks. The project has a round HUD with a readable SIGNAL BARS count, plus separate win and death scenes with replay and return-to-menu routes. The difficult part was making each round’s input rule clear and keeping the transitions understandable. To test it, open the demo, play both minigames, try a successful run and a failed run, and use Escape to return to the menu. This is still a practice prototype, so honest feedback is welcome....
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1793001012.6348317
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1793087412.6348317
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50826
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Quira by @darshmodii | Stardance
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darshmodii
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T14:57:42Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am working on Quira. Quira is a next-gen Python RAG framework.. I implemented many features that cut costs of RAG retrieval and generation by a 25-30%…. It also gives the results very fast with much lower latency….. I am still trying to improve it as much as I can based on feedbacks and personal testing… Quira has features like speculative retrieval, context tetris, quira edge composed in a pipeline compatible with existing framewroks like langchain.. Quira has multiple DB integration options that makes it reliable for most of the existing projects.", "repo": "https://github.com/DevDarsh26/Quira", "demo": "https://quira.darshmodii.in/"}]...
|
[{"post_id": 51028, "ts": "202 [{"post_id": 51028, "ts": "2026-08-20T14:50:49Z", "hours": 0.2869, "text": "I am working on Quira. Quira is a next-gen Python RAG framework.. I implemented many features that cut costs of RAG retrieval and generation by a 25-30%…. It also gives the results very fast with much lower latency….. I am still trying to improve it as much as I can based on feedbacks and personal testing…"}]...
|
Title: Quira by @darshmodii | Stardance
Devlogs:
Title: Quira by @darshmodii | Stardance
Devlogs:
I am working on Quira. Quira is a next-gen Python RAG framework.. I implemented many features that cut costs of RAG retrieval and generation by a 25-30%…. It also gives the results very fast with much lower latency….. I am still trying to improve it as much as I can based on feedbacks and personal testing…
Ships:
I am working on Quira. Quira is a next-gen Python RAG framework.. I implemented many features that cut costs of RAG retrieval and generation by a 25-30%…. It also gives the results very fast with much lower latency….. I am still trying to improve it as much as I can based on feedbacks and personal testing… Quira has features like speculative retrieval, context tetris, quira edge composed in a pipeline compatible with existing framewroks like langchain.. Quira has multiple DB integration options that makes it reliable for most of the existing projects....
|
1793001013.498006
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1793087413.498006
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50827
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Watch-O by @natnaelkedir | Stardance
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natnaelkedir
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1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T12:30:01Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and deployed a fully functional movie searching website using the TMDB API. I used HTML, CSS, Tailwind CSS, React, React Router and Javascript to build the whole project. Fetching data, and delivering the data was a bit challenging because I’m new to React. I learned a lot from it, including react hooks(useRef, useEffect, useNavigate …) and also how to style not only with CSS but also with Tailwind CSS.", "repo": "https://github.com/natiked/Watch-O", "demo": "https://watch-o-sandy.vercel.app/"}]...
|
[{"post_id": 49524, "ts": "202 [{"post_id": 49524, "ts": "2026-08-18T12:13:33Z", "hours": 9.1056, "text": "Just shipped my first project: Watch-O! Built over 4 days using React, React Router, Tailwind CSS, and the TMDB API for trending and search functionality. It’s fully live and deployed, check it out and lmk what you think! Live Link"}]...
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Title: Watch-O by @natnaelkedir | Stardance
Devlo Title: Watch-O by @natnaelkedir | Stardance
Devlogs:
Just shipped my first project: Watch-O! Built over 4 days using React, React Router, Tailwind CSS, and the TMDB API for trending and search functionality. It’s fully live and deployed, check it out and lmk what you think! Live Link
Ships:
I built and deployed a fully functional movie searching website using the TMDB API. I used HTML, CSS, Tailwind CSS, React, React Router and Javascript to build the whole project. Fetching data, and delivering the data was a bit challenging because I’m new to React. I learned a lot from it, including react hooks(useRef, useEffect, useNavigate …) and also how to style not only with CSS but also with Tailwind CSS....
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1793001014.3708215
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1793087414.3708215
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50834
|
site lets start by @The_Blue_Reverberation | Stard site lets start by @The_Blue_Reverberation | Stardance...
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The_Blue_Reverberation
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:12:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made site :D site not the greatest atm :o site bag D:", "repo": "https://github.com/alsono/site", "demo": "https://alsono.github.io/site/"}]...
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[{"post_id": 49578, "ts": "202 [{"post_id": 49578, "ts": "2026-08-18T13:47:11Z", "hours": 0.4611, "text": "well that wasn’t very hard!"}]...
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Title: site lets start by @The_Blue_Reverberation Title: site lets start by @The_Blue_Reverberation | Stardance
Devlogs:
well that wasn’t very hard!
Ships:
i made site :D site not the greatest atm :o site bag D:...
|
1793001015.2360768
|
1793087415.2360768
|
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50845
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IrBlaster-API by @mrrobot0246 | Stardance
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mrrobot0246
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1
|
14.28
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T12:43:30Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished my project and deployed a website to be able to test it.", "repo": "https://github.com/mrrobot0246/IrBlaster-Api", "demo": "https://iqureshi.hackclub.app/docs"}]...
|
[{"post_id": 66124, "ts": "202 [{"post_id": 66124, "ts": "2026-09-11T18:49:59Z", "hours": 0.2808, "text": "Devlog 2 I made some changes to my API as while reviewing, they needed the API Key, which now, I made it very easy. Also changed the banner of my project. The API Key is: 0000000000000000000000000000000000000000000"}, {"post_id": 49529, "ts": "2026-08-18T12:25:39Z", "hours": 13.6769, "text": "Idea I started making this API for the RaspAPI YSWS, but it turns out it had been finished; I didn’t know that. So on their Slack, they told me about Macondo, so I started doing it here. I made this API for esp32 powered Ir Blasters as esp32 can get to Wi-Fi without external modules. This API is built with Python and FastAPI and includes a “mini database” that stores all the read codes you input. Also, it has SD storage functionalities, but I didn’t have an SD Module, so I thought of using my TFT screen that includes one. I made an IR blaster circuit with 3 LEDs and a transistor, which is more powerful than connecting the LEDs directly to the esp32 pins. It works perfectly fine!!! It also has duplicate detection so that you can’t save the same code multiple times."}]...
|
Title: IrBlaster-API by @mrrobot0246 | Stardance
Title: IrBlaster-API by @mrrobot0246 | Stardance
Devlogs:
Idea I started making this API for the RaspAPI YSWS, but it turns out it had been finished; I didn’t know that. So on their Slack, they told me about Macondo, so I started doing it here. I made this API for esp32 powered Ir Blasters as esp32 can get to Wi-Fi without external modules. This API is built with Python and FastAPI and includes a “mini database” that stores all the read codes you input. Also, it has SD storage functionalities, but I didn’t have an SD Module, so I thought of using my TFT screen that includes one. I made an IR blaster circuit with 3 LEDs and a transistor, which is more powerful than connecting the LEDs directly to the esp32 pins. It works perfectly fine!!! It also has duplicate detection so that you can’t save the same code multiple times.
Devlog 2 I made some changes to my API as while reviewing, they needed the API Key, which now, I made it very easy. Also changed the banner of my project. The API Key is: 0000000000000000000000000000000000000000000
Ships:
I finished my project and deployed a website to be able to test it....
|
1793001016.13296
|
1793087416.13296
|
|
52116
|
my website! by @gabbyq_gu | Stardance
|
gabbyq_gu
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T02:24:07Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FIRST SHIP WOOHOO! I am very proud of this project :) I really feel like i learned a lot more about HTML, CSS, and JS and I really enjoyed customizing it. I really struggled with the formatting esp the divs as well as the JS. This is is my own personal website with a couple of diferent pages for you to explore! I am really new to shipping and stardance and hack club and all that fun stuff so would apreciate any feedback :D", "repo": "https://github.com/gabbyqgu/my-website1", "demo": "https://gabbyqgu.github.io/my-website1/"}]...
|
[{"post_id": 51383, "ts": "202 [{"post_id": 51383, "ts": "2026-08-21T01:40:32Z", "hours": 4.8444, "text": "first devlog! I am transferring this project over from Macondo. This website is about me and it has a lot of little details that I think are really cool :) a fortune cookie clicker of quotes! a rickroll 🤫 things turn when u hover over them :O a page of my hobbies and favorite foods! I have attached a picture of what it looked like when I first started (litearlly nothing) and what it looks like now!!! I am very proud of my progress : ’) i read a lot about css through this website: https://www.w3schools.com/css/css3_gradients.asp which was super helpful but honestly a lot. it helped me a lot with the formatting and like when to use things(like the display, position, absolute vs relative, etc) the relative in regards to the parent element still confuses me though. id love any feedback on formatting, because divs are SO CONFUSING and I feel like the website doesn’t really work on different screens… :("}]...
|
Title: my website! by @gabbyq_gu | Stardance
Devl Title: my website! by @gabbyq_gu | Stardance
Devlogs:
first devlog! I am transferring this project over from Macondo. This website is about me and it has a lot of little details that I think are really cool :) a fortune cookie clicker of quotes! a rickroll 🤫 things turn when u hover over them :O a page of my hobbies and favorite foods! I have attached a picture of what it looked like when I first started (litearlly nothing) and what it looks like now!!! I am very proud of my progress : ’) i read a lot about css through this website: https://www.w3schools.com/css/css3_gradients.asp which was super helpful but honestly a lot. it helped me a lot with the formatting and like when to use things(like the display, position, absolute vs relative, etc) the relative in regards to the parent element still confuses me though. id love any feedback on formatting, because divs are SO CONFUSING and I feel like the website doesn’t really work on different screens… :(
Ships:
FIRST SHIP WOOHOO! I am very proud of this project :) I really feel like i learned a lot more about HTML, CSS, and JS and I really enjoyed customizing it. I really struggled with the formatting esp the divs as well as the JS. This is is my own personal website with a couple of diferent pages for you to explore! I am really new to shipping and stardance and hack club and all that fun stuff so would apreciate any feedback :D...
|
1793001017.0196202
|
1793087417.0196202
|
|
52121
|
Personal Site by @ameeksinghv | Stardance
|
ameeksinghv
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T17:26:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site! most challenging part was lowk getting the css to function for the images, took a few tries", "repo": "https://github.com/singhameek/site", "demo": "https://singhameek.github.io/site/index.html"}]...
|
[{"post_id": 51762, "ts": "202 [{"post_id": 51762, "ts": "2026-08-21T16:30:14Z", "hours": 0.6544, "text": "DONE THE SITE!!!!, gotta do readme now😔😔"}, {"post_id": 51721, "ts": "2026-08-21T15:36:20Z", "hours": 0.6692, "text": "Working on homepage"}]...
|
Title: Personal Site by @ameeksinghv | Stardance
Title: Personal Site by @ameeksinghv | Stardance
Devlogs:
Working on homepage
DONE THE SITE!!!!, gotta do readme now😔😔
Ships:
I made a personal site! most challenging part was lowk getting the css to function for the images, took a few tries...
|
1793001018.1327598
|
1793087418.1327598
|
|
15010
|
My very own WebOS by @Jeshu | Stardance
|
Jeshu
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T05:54:35Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made Limux OS is a fully web-based operating system simulation that perfectly bridges the gap between retro-hacker aesthetics and ultra-modern UI design. Cloaked in a custom frosted-glass theme, it features a highly interactive hacker terminal, a draggable window manager, and a suite of pre-packaged daily utility apps including an auto-saving Notes tool, a dynamic Calculator, an integrated Music Player, and a hardware-linked Camera interface. What was challenging Building a robust Window Manager from scratch without relying on heavy frontend frameworks like React or Next.js proved to be quite challenging. Managing dynamic z-indexes, drag-and-drop boundary math, and DOM state purely using vanilla JavaScript required strict logic and deep focus on my part. I also had to resolve complex browser rendering quirks, such as overriding the default WebKit scrollbars and adjusting CSS Flexbox to ensure the terminal auto-scrolled perfectly without pushing the input line out of bounds.", "repo": "https://github.com/jeshu-collab/OwnOs", "demo": "https://ownos.vercel.app/"}]...
|
[{"post_id": 11309, "ts": "202 [{"post_id": 11309, "ts": "2026-06-18T14:35:43Z", "hours": 2.7158, "text": "Devlog #8 Finally deployed my OS(Limux). (vercel) link: https://ownos.vercel.app/"}, {"post_id": 10603, "ts": "2026-06-17T13:14:07Z", "hours": 0.6089, "text": "devlog #7 just updated the music player app. after spending soo much time debugging. i updated it with a clean ui which slides down as a widget"}, {"post_id": 10043, "ts": "2026-06-16T16:42:08Z", "hours": 1.0536, "text": "devlog#6 stuck at making my own mp3 player.spent around 1 and half hour only working on this. i’m still new on storing the local mp3 player and play them. i’ll be hosting the od after i resolved the issue."}, {"post_id": 9928, "ts": "2026-06-16T13:23:33Z", "hours": 1.0061, "text": "devlop#5 so today i made some changes in the os. i changed my about me section from app to topbar section when shows when hover. 2.added some clean looking app icons 3.made my calendar widget same as about me when is visible when hover. will be focusing on making each app now."}, {"post_id": 9291, "ts": "2026-06-15T16:29:22Z", "hours": 0.3325, "text": "devlog #4 just changed the time disaplay to centre. that’s it for today"}, {"post_id": 9272, "ts": "2026-06-15T15:53:18Z", "hours": 1.5408, "text": "devlop #3 today i created a live calendar widget at top right, also added 2 app functionalities. 1.about me app 2.terminal (going to add more functions tomorrow) i’m thinking of making my about me container to glass finish maybe terminal too(but i want the terminal to be linux type) lets see :) comment if you have any suggestions. Thanks."}, {"post_id": 8795, "ts": "2026-06-14T16:33:26Z", "hours": 0.4186, "text": "just added task bar with only hover function. will be creating the first app-about me."}, {"post_id": 8625, "ts": "2026-06-14T10:41:08Z", "hours": 0.4653, "text": "This is my first devlog. I just started building my OwnOs and completed part2 in the guide. it’s a normal website with just clock function for now."}]...
|
Title: My very own WebOS by @Jeshu | Stardance
De Title: My very own WebOS by @Jeshu | Stardance
Devlogs:
This is my first devlog. I just started building my OwnOs and completed part2 in the guide. it’s a normal website with just clock function for now.
just added task bar with only hover function. will be creating the first app-about me.
devlop #3 today i created a live calendar widget at top right, also added 2 app functionalities. 1.about me app 2.terminal (going to add more functions tomorrow) i’m thinking of making my about me container to glass finish maybe terminal too(but i want the terminal to be linux type) lets see :) comment if you have any suggestions. Thanks.
devlog #4 just changed the time disaplay to centre. that’s it for today
devlop#5 so today i made some changes in the os. i changed my about me section from app to topbar section when shows when hover. 2.added some clean looking app icons 3.made my calendar widget same as about me when is visible when hover. will be focusing on making each app now.
devlog#6 stuck at making my own mp3 player.spent around 1 and half hour only working on this. i’m still new on storing the local mp3 player and play them. i’ll be hosting the od after i resolved the issue.
devlog #7 just updated the music player app. after spending soo much time debugging. i updated it with a clean ui which slides down as a widget
Devlog #8 Finally deployed my OS(Limux). (vercel) link: https://ownos.vercel.app/
Ships:
What I made Limux OS is a fully web-based operating system simulation that perfectly bridges the gap between retro-hacker aesthetics and ultra-modern UI design. Cloaked in a custom frosted-glass theme, it features a highly interactive hacker terminal, a draggable window manager, and a suite of pre-packaged daily utility apps including an auto-saving Notes tool, a dynamic Calculator, an integrated Music Player, and a hardware-linked Camera interface. What was challenging Building a robust Window Manager from scratch without relying on heavy frontend frameworks like React or Next.js proved to be quite challenging. Managing dynamic z-indexes, drag-and-drop boundary math, and DOM state purely using vanilla JavaScript required strict logic and deep focus on my part. I also had to resolve complex browser rendering quirks, such as overriding the default WebKit scrollbars and adjusting CSS Flexbox to ensure the terminal auto-scrolled perfectly without pushing the input line out of bounds....
|
1793001019.0260642
|
1793087419.0260642
|
|
49540
|
My own site! by @govindrkumar | Stardance
|
govindrkumar
|
1
|
4.36
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T07:09:12Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Didn’t knew much about style.css. Learnt and built everything about my personal website. Great memories of rejoicing when I learnt html in class 7th. Will try to work harder in ship2. Thank you!", "repo": "https://github.com/govindrkumar/stardance/tree/main", "demo": "https://govindrkumar.github.io/stardance/"}]...
|
[{"post_id": 52425, "ts": "202 [{"post_id": 52425, "ts": "2026-08-22T15:31:34Z", "hours": 0.3611, "text": "Finished Writing Readme.md as per suggested!!"}, {"post_id": 48666, "ts": "2026-08-17T05:02:09Z", "hours": 4.18, "text": "So, In today’s 2 hours session, I created about.html. I added footer in my portfolio websites. I added few hover animations to make it look clear. Used css to design and make any part clear."}]...
|
Title: My own site! by @govindrkumar | Stardance
Title: My own site! by @govindrkumar | Stardance
Devlogs:
So, In today’s 2 hours session, I created about.html. I added footer in my portfolio websites. I added few hover animations to make it look clear. Used css to design and make any part clear.
Finished Writing Readme.md as per suggested!!
Ships:
Didn’t knew much about style.css. Learnt and built everything about my personal website. Great memories of rejoicing when I learnt html in class 7th. Will try to work harder in ship2. Thank you!...
|
1793001020.189968
|
1793087420.189968
|
|
14762
|
Theory Machine by @yo | Stardance
|
yo
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T09:52:08Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What if gravity was stronger or light traveled slower? Theory Machine lets you create entirely new universes by tweaking the laws of physics and exploring the consequences.", "repo": "https://github.com/focused-asshu/Theory-Machine", "demo": "https://theory-machine.vercel.app/"}]...
|
[{"post_id": 6378, "ts": "2026 [{"post_id": 6378, "ts": "2026-06-10T18:54:32Z", "hours": 0.3469, "text": "made the basic structure and deployed it"}]...
|
Title: Theory Machine by @yo | Stardance
Devlogs: Title: Theory Machine by @yo | Stardance
Devlogs:
made the basic structure and deployed it
Ships:
What if gravity was stronger or light traveled slower? Theory Machine lets you create entirely new universes by tweaking the laws of physics and exploring the consequences....
|
1793001023.0025017
|
1793087423.0025017
|
|
7702
|
Spark (Build!) by @henry1155 | Stardance
|
henry1155
|
2
|
124.0
|
389
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T02:24:20Z", "hours": 2.0, "multiplier": 5.0, "payout": 11, "blessing": "neutral", "text": "hey! re-ship with an edited video! (and the bonus updatelog!)(NOTE: EPILEPSY WARNING! (it is an edit after all)) ( https://www.youtube.com/watch?v=ktODngPF7UI ) (i have fond memories of this, it was the saturday before the week of outpost and i stayed up to 6 AM edited, after a full day of getting footage and stuff (and dealing with goofy kdenlive crashes)) i also somehow did 10hrs+ that day so that was pretty insane! anyways, thanks for reviewing :D", "repo": "https://github.com/HenryLi-0/spark", "demo": ""}, {"ship_num": 2, "ts": "2026-07-24T05:33:19Z", "hours": 122.0, "multiplier": 5.0, "payout": 378, "blessing": "neutral", "text": "Well, after 120+ hours of building across some 18 days, and another hundred hours of CAD previously, it’s a good time to present Spark, this time irl! Anyways, after last summer, I fell into a sort of hole of demotivation where I didn’t really see what I was “working towards” in terms of school and just waiting six months for the FRC build season to start. In order to try to get my creativity and to prove to myself I wasn’t washed, I decided to throw myself into the deep end and to create a 3D printer. That said, 9 months later and way too many demotivation breaks, I locked in after exams and fully assembled and programmed and tested the build in 18 days! It features a coreXY gantry system, along with a passive tool changing setup with latches and the friction of the top docking piece. This kept the overall motor count to be 5 (2 for xy, 2 for z, 1 for tool). The tool changing setup and printing is nowhere near perfect (after all, this thing’s mostly made of PLA and was programmed in a week), but it’s definitely able to be tuned and better perfected with more programming time! In the end, Spark did achieve its goal of sparking some figurative sparks for me to continue building! After this, it was shipped off and exhibited at Open Sauce in California as part of Outpost where I’ve met amazing people and learned more about 3D printers and how to design them better!", "repo": "https://github.com/HenryLi-0/spark", "demo": ""}]...
|
[{"post_id": 70376, "ts": "202 [{"post_id": 70376, "ts": "2026-09-19T02:12:33Z", "hours": 2.1469, "text": "7/28/2026 - 81st Update! Note: I wrote this back on 7/28/2026 but never published it here! (What? The return of Spark?) Well, not exactly, this is more of a thing for the latest announcement in #stardance-bulletin ! Here’s the edited video from a while back! It’s kinda for vertical/short form content, also, BIG EPILEPSY WARNING!!! While you’re here, you should definitely check out fermion , the “spark v2” in a way! It has a very different architecture (that’s surprisingly hard to cad), so check that out! Anyways, here’s the log without further ado… There’s really not that much to say. On July 26th, Spark was repackaged into a box and put into storage, almost a week after returning to New York City. It’s still in an operational state, with few wires disconnected, only with the WiFi credentials incorrect. For a logged 9 months and 2 weeks, a total of 287 days, with 80 progress updates in that time, Spark’s been on my mind for a long while, no doubt about that. Across the more than 64k words, 240+ hours, from the definitely overscoped original concept to the rush to finish it before Blueprint ended, Spark has existed between two whole YSWS programs, one used for design and one used for build. I have to say, with more than three quarters of a year, a lot has changed, both outside, in my actual life, and with Spark, as the idea changed through every log, slowly and carefully. There were highs and lows, and really, really, low lows, from feeling lost at the end of day 9 of build, to the excitment of the first motor turning during day 11. But now, it’s all neatly packed in the garage, waiting to be used another day. Spark isn’t gone, it still physically exists. It may not be resting on a giant wooden board I use for soldering next to my bed, but it still exists next to me through all the hard CAD and build days. It’s strange, this sudden change. For the last week, I haven’t really done much besides plan. And that’s probably a good thing, given all the planning Spark took. I haven’t really done much build, I haven’t really felt anything. Post convention depressions, I have to say, is hitting pretty hard. After such insane fun and wonder for a week, it’s suddenly back to a cool, rainy day, here in New York City. Sleeping through the afternoon, after sleeping not enough hours in the morning. As the rain starts pouring from the sky again, I’ve been wondering what the meaning of joy is. Alas, it might just be time. Adapting to such changes is obviously difficult, and the road of projects is too. But that doesn’t mean roadstops aren’t along the way. As I wrap up this update log, I want to leave a quick quote, one of my favorites. It probably sounds like a dumb platitude to say “it’s not the destination, it’s the journey”, but truth is, we’re made up of journeys. You’re never going to be who you’re supposed to be unless you take that road. … There is room in there for surprise, for deviations, for re-evaluations. I wouldn’t dare deprive you of that adventure. You only get one , after all. I know, you’re tired; resting is part of the journey too. But not giving up… Winter, in Housepets! (Rick Griffin, Dec 25, 2020) That said, what’s next? Well, first we’re gonna take a stepping stone. What’s next is still in concept form, but the unique constraints might require a custom PCB, which is where river comes in. First, it’s gonna be a quick project, just a custom PCB music player, just to jog the electrical skills. But after a quick skip over a stream, what’s truly next? What’s the successor to Spark? What’s next to rival its top 1 status? Fermion. See ya around."}, {"post_id": 33890, "ts": "2026-07-24T05:24:31Z", "hours": 1.5761, "text": "7/23/2026 - 80th Update! well. so im back from open sauce! actually, flight entered back to NYC on the morning of 7/21/2026, but the last two days have really just trying to get back in motion lol (turns out having crazy fun and instantly returning to “normal life” is somewhat rough) anyways, it’s 9:18 PM, here’s a recap! i dont think timelapsing all the work there would be reasonable (i estimate probably around 8 hours of work?), but yeah, mostly just config tuning and working on irl stuff, the base plate sort of didnt like the flight (but it’s really alright? basically the screws kinda ripped through the tape a bit) after the return flight, one of the LM2596’s input wires fell out, took a bit to get it in (haha get it screwdriver bit), anyways, still got a lot to do, i think for now im gonna just finish the update log on the stardance site, then update all the graphics over here, and yeah, prepare for something new??? (i have some ideas…) anyways, i think im gonna prep the stardance project to ship, idk if i can? ok, 11:00 PM, updated the front image, gonna work on updating some stuff ok, 11:06 PM (almost typed AM, that would be funny), added the open sauce image to the readme, brb! back at 12:42 AM, yeah, i think it’s a good time to ship? mfw fixing the position so the aspect ratio for the banner and the project banner (the different pages) are so so hard to get correct anyways, yeah, gonna copy this stuff over and we should be good to go? well, 1:22 AM, for now, good night!"}, {"post_id": 33812, "ts": "2026-07-24T01:35:42Z", "hours": 11.3686, "text": "7/11/2026 - 78th Update! in theory, the last one? in reality, probably not. anyways, it’s 3:22 PM, today’s reveal/edit day! of course, i got a bit of table clean up to do and recording, but i also wanted to play around with the settings a little more to get a somewhat better print? (and maybe test another print since this ones a little small) anyways, parent meeting at 5 PM today, gonna be attending on the side while probably editing? im planning on doing two more test prints before then test 1: turned layer speeds from 90mm/s to 70mm/s increase flow ratio from 1.15 to 1.21 decrease skirt loops from 7 to 5 ok, 3:43 PM, sliced and uploaded, heaters all heated, ready to go! gonna use the bathroom, seems to be printing well though! back at 3:55 PM, it printed well and ended well! gonna modify the ending gcode to cool down, analyzing results now! kinda wanna replace the middle tape strip since i kinda messed up and removed a ripped a bit of it while scrapping the skirts off (whoops), gonna go for one more print, im pretty satisfied, this ones gonna be a bigger test print (not a benchy yet though), im thinking calibration cube? test 2: increase flow rate from 1.21 to 1.30 decreae rotation distance from 6.4 to 6.0 increase deretraction speed from 6mm/s to 6.5mm/s decrease jerk for x (5mm/s to 4.5mm/s) y (5mm/s to 4.5mm/s) z (0.2mm/s to 0.175mm/s) x (0.3mm/s to 0.25mm/s) gonna use this makerworld one for this! intrested to see how this one goes! it’s more of a z axis and consistency ending test should have just enough filament? expecting like 2-3cm left on the top after this? might not have enough on the top but that should be fine? hopefully? i mean, if i see the filaments about to run out id rather end the test? idk footage time yeah its kinda… erm. it kinda failed to print beyond the base layer, seems to just struggle with grabbing filament on its side, let me get a straw real quick, nvm, just used a piece of filament taped down for it, i think its just a filament grabbing issue (probably fighting against the curl?), so yeah, this should straighten that out a bit? test 3 (aka, 2 again), decided not to change anything, here we go! gonna focus on footage for this one so that might have been the… worst prints ive seen, but sure ok, just added the filament from the spool, should be ready for a bigger test? test 4: changed max volumetric speed from 5mm^3/s to 3mm^3/s turned flow ratio from 1.3 down to 1.22 rotation distance reverted from 6.0 back to 6.4 oh yeah heres the image of the cube yeah, gonna go for a 50% benchy erm 50 minute print uhh, well, 5:50 PM, now or never, i guess imma setup for a reveal scene ok, created a nice set for filming, gonna be doing mostly footage stuff while this prints, not really any timelapse? i guess i could? ok, hopefully printing and footage done by 7PM, then probably editing or dinner sometime around there (yes, todays the end day i think, at least my goal) ok, quite some time later, gonna speedrun dinner, its 7:31 PM though i was away for a bit before then welcome back, 9:11 PM, did a bit of footage getting earlier, here goes a print so. half way through. turns out our cold end/heatsink or whatever kinda doesnt cool it well enough. essentially, yeah. it just started curling up halfway in. yeah. however, it did successfuly print half of it! test 5: turned layer speeds from 70mm/s to 80mm/s changed max volumetric speed from 4mm^3/s to 3mm^3/s (seems like i forgot to do it whoops) most devious gcode modifications and slicer shenanigans later devious part 2 well, it’s 6:02 AM now, after lots of editing, submitted the forms, time to head off to bed! and yeah, good night!"}, {"post_id": 26773, "ts": "2026-07-11T19:21:48Z", "hours": 7.0922, "text": "7/10/2026 - 77th Update! wow, 77 updates, so it’s now 10:00 PM, idk what happened to this afternoon (basically just vanished, went to some job in the morning, slept when i got home, ate lunch at 4 PM, slept again, ate dinner at 8 PM, then showered and now it’s somehow 10:00 PM) im thinking media is gonna have to be moved to tomorrow, my only goal today is to find diamonds get the printing to work reliably here’s a couple ideas i brainstormed last night increase the extruder heating temperature should make it way easier for the gearing to push as well double check gearing probably not this now that i think about it, but check docs double check rotation distance again, probably correct add extra pressure in the config similar to the first idea as in trying to actually push more filament slow things down even more very sad but self explanatory if we overextrude, that’s ok, we just need to find the tuning sweet spot where it is actually decent, but of course, the more important goal is to actually get some reasonable stream of filament flowing out (constantly extruding is not optimal but it’s whatever) ok, upped the printing temperature by 10C, also decreased a lot of speeds, 10:33 PM, hopefully ready to test? ok, prepping the stuff, gotta clean the nozzle too, ok 10:40 PM, ready to go! well that didnt print anything ok, so shoving filament down the throat extrudes, pushing filament from far above works well (it does slam left and right but still functions fine), the velocity isnt correct AT ALL (might just be from the compression/friction), hmm ive been suggested to look into the heatbreak and stuff, so gonna take a look at that, idk a bit of a break later, the gearing is sus, trying to move it with the top off and only the heatsink attached, seems off it’s been two hours and ive been playing with so so so many configurations (probably at least thirty?), moving spacers, adding rubber bands, readjusting, measuring, and i think ive come to a point where it’s “ok”. it goes out ok (3 rotations of the motor connection results in: ~1.8cm pushing fast, ~1.7cm pushing slow, idk for expected), but it’s basically incapable of going back up for some reason. it also produces a good amount of force out, but, as mentioned before, barely any up (skips a bunch) ok, played around a bit more, idk, retraction worked for a second randomly, idk, installed it back on, ready to test again 3:36 AM, did a couple of cursed things in the config, specifically making it extrude 4x as much, along with making the deretraction speed higher in the slicer, that said, here we go! ey it printed something! its still really fuzzy so i guess we still got more work to do (that was v1.4), ok v1.5 uploaded, let’s see! 4:12 AM, here we go oh yeah also added fancy ending gcode lol hmm, it’s more complete, but stll missing stuff, ok, 4:27 AM, the birds are probably coming out soon, v1.6 going! well that didnt end well huh seems like the issue was just that the filament wasnt fully loaded, whoops ok, v1.7 uploaded with some print skirts on the outside to help with the missing start extruding, flow rate also increased, let’s see, it’s 4:54 AM, so last print of the day! uh oh it seems to be underextruding now, ok, 5:09 AM, here’s v1.8 ow was in the middle of cleaning the print bed and a piece of the skirt just went straight under my fingernail ouch well, with the sun rising, here’s the end of today! imo v1.5/v1.6 is my favorite, but it’s getting there in terms of smaller details, so i think tomorrow one or two more test prints and then a benchy would be a smart move? idk, the benchy’s just for the reveal video (yes i will try to fit in media here!) well, 5:33 AM, that’s it for me tonight (tomorrow morning?), and yeah, good night!"}, {"post_id": 25756, "ts": "2026-07-10T06:22:05Z", "hours": 4.8033, "text": "7/9/2026 - 76th Update! yo and welcome back! it’s 8:57 PM at night, don’t have much time to waste now, today’s hopefully printing day? (with the actual printer of course) saw online last night from like a video from 6 years ago that using blue painters tape is a good idea (why does my s key consistently fall out now aaaaa), well look what i got here (figuratively), it’s a roll of scotch blue 2090 tape! ok, watched a couple of enlightening videos, so, i think we’re just gonna use some blue tape, seems pretty much good enough for our purpose, not sure if i really want to get orca slicer just now, i think i just want the printer to at least extrude something at this point in time? center is roughly (50.00, 77.50, ~) right now, ok, wrote a little something to center the stuff so (0, 0, 0) should hopefully be the center? yeah, close enough! ok, it’s probably a good time to apply the tape ok, tape applied, cleaned the nozzle, planning on doing the paper thing right after, then we need to print like something flat real quick (if it works, since we still need to do the config stuff for the extruder) quick 20 minute break to let it cool down later, it’s 11:07 PM, time for the paper stuff! so it doesnt really do a good job at staying level, but i do have a solution in mind, aka, having weights on both the sides to keep it flat. yeah. or a rubber band thing stretching the entire length. anyways, configs inputted! so at this point, the thing we need to focus on is getting the extruder config up and running! ok, set up the slicer with the stuff, gear ratio is start (14) to mid (28->14) to final (28->12), where it ends ok, gonna do a test “print”! it’s in quotes since it’s actually not gonna have any filament, just gonna make sure the motion works/makes sense ok, 12:31 AM, let’s run it! ok, temperature below min or something (as in the gcode stuff) 12:40 AM and still figuring stuff out, hold on a second… ok, it’s running! at least, the stuffs moving, not sure if it’s printing well? idk, gonna watch it go! it’s going! that looks… fairly realistic? idk why the heatbed’s at 60.7C right now ok, 12:54 AM, filament loaded on the top in a semi precarious matter, things are ready! 12:57 AM, here we go! timelapse running on my phone, let’s see it! heat bed termperature good, extruder temperature rising, oh turns out i have to have the tab active for it to update the graph visually, whoops well, reached the temperature, let’s see something? oh it just stopped itself because axis werent homed, ok, test 2! 1:03 AM, z axis is lifting, here we go! hmm so the extruder didnt really try… anything. like it wasnt running the whole time (unless it’s just a really small amount that the gearing cant handle?) ok the issue might just be i didnt push the filament in enough, since i just gave it multiple aggresive tugs and a whole bunch just came out of the nozzle, 1:14 AM, here we go again! (i do not want to know what the weird vapors or gasses it just released (yes i saw it, which isnt a very good thing)) also, wow, the heating controls are tuned really nicely! ok, 1:17 AM, z axis going up again so wasnt extruding anything, had to push on it to move, and that resulted in an obvious pile of sad sad so i feel like this is a bit of a gearing thing, since small amount arent really wanting to come out at least it got the rough shape correct? hmm i want to try it out without me pushing on the filament, expecting nothing to happen but who knows yeah i think its just really under extruding, probably because of slip inside? 1:43 AM, trying again, yep, nothing good, it’s now 2:00 AM, gonna go to sleep at this point yeah. idk. the one on the left is forced filament, the middle had a bit of push at the beginning, the last one was mostly by itself. yeah, idk what to do at this point. it’s 2:03 AM, idk what to do, and yeah, we’re kinda behind schedule. anyways, good night!"}, {"post_id": 25175, "ts": "2026-07-09T06:59:41Z", "hours": 4.6269, "text": "7/8/2026 - 75th Update! mfw when the stardance bot tells me that only 10 hours per devlog counts now that’s just rude well, welcome back! 5:01 PM today and starting things off in a bad mood. guess we gotta waste our precious time by cleaning stuff up anyways, 15 minutes later and some serious condensing (each day is like 5 sentences max), back to work! got some unfinished business to do while we work on today’s stuff! so a series of event have occured and now it’s 10:13 PM. oops. for a second i got scared something was wrong but turns out the connecting wire to the inlet thing was just a bit disconnected, trying to access the web interface right now… oh it’s because im on downstairs wifi. oh. gonna be following this for calibration! not exactly sure why there’s so many connection issues today. ok, while that’s connecting, gonna print the latch parts so my s key finally fell off. oh. that’s not good (yes im touching the little button under it) ok, w repair, cleaned it up, the key still does the weird tilt thing, but it stays in there, so that’s good so uh it fell out again. not good. ssssssssssssssssssssssssssssssssssssssssssssssssss oh i guess im gonna keep that, i just need to be more mindful of where i press it i guess, problem is currently that the mcu keeps disconnecting whenever i change the extruder temperature, which is kinda weird hmm mightve been an electrical thing? so i just spent an hour trying to come up a solution for the extruder, none of them are reliable or possible (rubber band placement just gets in the way). so yeah. whys it working now i guess the solution is grinding the gears down? whys the “rushed for display” extruder the only working one now, wow ok, latches made, no rubber bands since that just doesnt work (both the track and the thing), idk, later issue, right now i guess we’re gonna tune z stuff or gonna just try to make it as flat as possible? i think for now let’s just assume perfect flatness for time, let’s replace the heater section of 1 with the one of 3 and just basically use tool 3 instead for time (since the gearing apparently works???) (please stay that way) i guess making it as flat as possible is the best idea for now ok so it’s now 2:32 AM, the docking bay and the latches are added (ngl, they are bending because of a fillet), gonna ignore the fact that it’s slightly broken (nothing tape can’t fix), it does work, takes a bit of force though (as always) 7/7/2026: DONE - print, assemble, and add latches 7/8/2026 DONE - heating tuning DONE GOOD - z bed tuning GOOD - either assume perfect flatness or work on bed mesh/calibration g code should be able to run easily (simple commands of course) look into how to print stuff PRINTING WORKING BY EOD it’s 2:50 AM, tested it out, IT EXTRUDES! YAY! (like i let go of the filament after pushing it to the cooling area and then it extruded!!! by itself with its own gearing!!!) the clicking noises are a bit questionable but sure, ill take it! also did the z paper thingy! missed opportunity to call it cerberus, i might just add that somewhere… anyways, here’s the extruded stuff picture! woo! i mean, what a way to end the day! ok, it’s 2:56 AM, that’s about it for tonight, gonna copy paste this into the website for today’s log and yeah, good night!"}, {"post_id": 24973, "ts": "2026-07-08T21:15:36Z", "hours": 37.5192, "text": "I’ve just been told 75% of my time spent on this log doesn’t count (apparently), so instead of dedicating probably an extra two hours of unlogged time to write a clean version, yall gonna get my thoughts DAILY, straight from the source, raw updatelog content. just kidding, there’s now a world limit so im just gonna speedrun this (since no one reads this and i read my own raw thoughts) 7/2/2026 Mostly electronics work, on 7/1/2026 night, realized that I can actually gently pry off the jst connector shells, removed a good amount of them. Wrote a devlog, worked on tuning the extruder filament tgrabbing gears. After dinner, printed some stuffs, then started adding the corexy belting path. Spent a long time, didn’t really feel very motivated at 3:42 AM and ended the day almost finishing assembling the belts and with not working extruders. 7/3/2026 Woke up early, last night wasn’t a fun night, increased the gear scale, finally actually put the corexy belt together. The filament gears now grab, though it does skip when too much filament is put in. After fixing the shaft collar and adding it back, reassembled the test tool and it attaches! The corexy does have quite a bit of friction, but the tool is assembled! However, waiting on terminal stuffs. Rest of the day is starting the electronics stuff. 7/4/2026 Motors not moving? Removed wires from housing and fix phases, motors now moving! Wondered why one motor was faster, then they both became slow. Fans wired, heaters wired, more testing, heaters can heat up! 7/5/2026 Bad sleep schedule strikes again, some soldering and added the limit switches, more stuff sent to print. A bit of config editing later and the corexy moves properly now! With the correct x and y axis! Filament doesnt really grab very well, idk.More intense filament testing, extruder can reach 230C! 7/6/2026 Really late start, more tool printing, more tool assembly, all tools and extruders are assembled now! 7/7/2026 Schedule and todo list made, support bracket set to print, top shaft supports made a printed, belts tensioned again. Some fixing later, two part inlet case CAD done and sent to print and attached, second tool head also wired up. There’s your week of updatelogs compressed into a format because theres a character limit. From now on, all devlogs will be the updatelogs and not be as extra refined, since I don’t get time counted for writing these, and it’s really a pain and insult to just say that more than a whole 24 hour day worth of actual work doesn’t count because someone added a time limit per log out of nowhere."}, {"post_id": 21018, "ts": "2026-07-02T19:40:26Z", "hours": 22.1556, "text": "it’s been four days oops More Assembly and Electronics! 6/28/2026 Ok, it’s z axis day! Gonna try to keep these recaps short since I’ve mostly been writing giant blobs of text with little images recently, since moving photos from my phone to the laptop and into the update log is a bit annoying, but yeah, z axis and motor mounts were started today! 6/29/2026 Realizing that time was really running out, along with the fact that NYC is attempting to reach high temperatures out of nowhere, a schedule was made and coreXY pulley stands were sent to print! First things first though, the z axis lift base thing was added , and some electronics stuff was started! It’s a little different from the wiring diagram, along with the fact we’re using a raspberry pi 4b, and a couple other stuff. Also, the docking bay got redesigned! 6/30/2026 Anyways, coreXY stuff printed and the layer is assembled! The gantry has a bit of wobble (and the bearings aren’t a tight fit), but nothing some hot glue can’t help with! (Well, maybe the wobble). Anyways, mainsail flashed on the raspberry pi 4 and figured out the weird issues! Also, reminder to switch the jumper thing for input form the side to the usb power.. so, the t rods hit the gantry too, along with the fact that the build plate doesn’t exist. Decently productive day, 5 days left. 7/1/2026 go go go New month, and leectronics work continues! Sacrificed the aliexpress USB power cable, split the wires, and attached it to the LM2596, looks good! Also learned how to crimp today, so that’s pretty cool. There’s also a picture of the thermistor of the heater bed in the mainsail graph somewhere down there! Unfortuantely, I don’t have free JST connectors on ahdn, so we’re gonna be doing sketchy stuff with a dupont connector in there (the pitches are a bit different, yes, i know it’s crazy sketchy, shhhhh) Anyways, after setting tool stuff to print, went downstairs and (thanks to my dad) got the t screws cut and a 15x15 build plate out of some aluminum (it’s like 1.3-1.6mm thick?). We did have to make it out of sheet aluminum that was laying around, but it came out alright, the holes are just a little misaligned but that’s a bit on me. Anyways, realized the tool stuff printed was super cursed, had to work on redesigning a lot of parts, specifically the sahft collar, the gearing (no more bearings should be needed, all the stuff should be using filament as deadaxles). Anyways, we have to fix this cad stuff (half way done), then hopefully belt the corexy and do electronics while it prints tomorrow (aka, today)? Well, that’s it for now, gotta go fast (sonic reference?), only four days left…"}, {"post_id": 17873, "ts": "2026-06-28T20:10:07Z", "hours": 14.5661, "text": "What do you mean 14hrs+ passed? Anyways, here’s a quick recap! Frame Assembly and Even More Printing! 6/25/2026 On a kinda windy day in NYC, printing continues! But hold up, what’s this? Yes, it’s also extrusions cutting day! While printing the stands for the bottom of the printer (after printing a whole bunch of gussets the previous day) after optimizing the print settings, I did some quick reviewing of the extrusion and rod cut lengths and then realized that I miscounted the middle frame y extrusions, it should’ve been three instead of two. So there wasn’t enough length for this extra extrusion (the tmm extrusion). Yeah. Anyways, not shortening the print area by 6cm to get the length, so calculated the linear rod cut lengths and headed downstairs. Huge thanks to my dad for cutting all these extrusions and rods! Now that I think about it, I did work with a blade saw up down thing before (idk what its called, a cold saw but its not cold and goes to higher rpms), but not with a handheld grinder before (i think that’s what it’s called?). Anyways, I learned that the little aluminum chips (that you can’t eat unfortunately) is actually the material, since you lose material every time you cut! This means that some extrusions are a little shorter, but the gussets helped work fine with this! Anyways, after seeing real sparks from the rods getting cut and theneating dinner, finished printing the stands and then realized the bmm extrusion doesn’t have any support. Yeah. Anyways, counted the number of extrusions and ended that day starting a little bit of assembly! 6/26/2026 Frame assembly day! Not much to say other than it involved roughly 5 hours of manual screwing with a screwdriver (using a drill did not really end that well, yes, I tried, probably a skill issue though). Anyways, printed a good amount of tool base stuff at the same time (the tool base print fell on my foot off a table (ouch)), and did a lot of frame assembly! In fact, used 203 T-nuts and 128 screws! Mostly just a lot of tedious work, but hey, the main frame’s done! 6/27/2026 Oh that’s yesterday! Anyways, first part of the day was just me at the doctor’s office, so couldn’t get much done, but I did set an x slider block to print, and it came out pretty well! Also, all three extruders got assembled! And the starts of the tool base! Nothing else much though, unfortunately! Well, that’s it for now, not writing today’s (6/28/2026) since that’s still happening right now, see ya after corexy assembly! (hopefully???)"}, {"post_id": 15511, "ts": "2026-06-25T06:29:33Z", "hours": 11.0467, "text": "Well, it’s been another hot second, ya miss me? Jokes aside, here’s the recap of the last three days! 6/21/2026 haha funny number day Anyways, back to CAD fixing! After a quick little script writing for counting words in all the updatelogs (there’s around enough for a small novel, not including anything on the Blueprint site which is actually fully rewritten by the way, so that’s pretty cool!). Oh that’s a big list todo… again, check out the GitHub repo for more details! Anyways, today’s latch day, since, well you kinda need to finalize the latch design before fixing the docking bay… One spring print later, turns out the original idea wasn’t the best. Apart from being really weird to test (both prints weren’t really willing to stretch, and were really easily stretched beyond its maximum), so new design time! This time with rubber bands instead of springs! Oh yeah, we changed the idea, it’s no longer a top down spring locking thing, it’s more sideways, essentially this idea. ( Here’s the original plan, however the space restrictions really didn’t work out…) 6/22/2026 Since the latch design got ready to test… what do you mean it’s not ready… well, yeah, turns out there were quite a good number of oversights in the original version, so two more hours of fixing the structure later, it’s printed! It looked pretty promising, but has its own set of issues. For instance, the slider doesn’t lock since the rails kinda don’t keep it in, the guide does work (which is really good!, but gets a bit caught in a couple areas. The latch also uses filament for the smaller parts and pivot bits, which is a bit annoying but it alright… though, the rubberbands do need to be pretty strong for this to work. Also, a couple of small adjustments and keeping the pivot upwards so it doesn’t enter the latch the wrong way (it doesn’t work through the bottom path), and needs a bit more alignment stuff, but it’s pretty promising for a prototype! 6/24/2026 What happened to yesterday? Well, kinda got tired after an exam and just kinda didn’t do anything for the rest of the day. Anyways, it’s currently 2:19 AM (not counting this for the time by the way!), so this is technically today’s summary! Basically, we’re behind schedule, so we should probably start printing stuff that’s pretty much finalized (gussets, etc.) and isn’t gonna change anytime soon, just so we can CAD at the same time to speed things up (spoiler, not much CAD work was done today…). However, 22 corner gussets and 4 three way gussets were printed today! 4.95 hours of printing later (including a couple of failed prints), roughly 131.3g of filament was used (not including failed prints)! That’s some scary fast usage… Also, opened a fresh roll of white filament! Gotta say, I don’t really like the resulting surface finish of the Inland filament (got it last year at Micro Center and never opened it), but it’s probably something with print settings and what not. I mean, I can also print it out in vibrant pink? (that’s the only unopened one I have from bambulab…) I’d probably just use Polymaker or Bambu filament from now on, the prices are all relatively the same at $20/spool. (If anyone has any cool discounts or cheaper but reliable places, I’m all ears!) Anyways, yeah, quite a lot of writing, wow… anyways, that’s it for now! I think I’m just gonna continue doing logs every couple of days since sometimes I don’t feel like it, but I’ll try to keep up the consistency! Catch y’all in a bit!"}, {"post_id": 12953, "ts": "2026-06-21T06:14:36Z", "hours": 7.57, "text": "Well, it’s been a hot second, Spark progress resumes! (This site editor kinda has text way too big for my liking, gonna write this in notepad first…) Anyways, Blueprint rules still apply here, most of my thinking and extensive writing is going to be located inside the repository itself (under updatelogs), while here serves as a mroe general overview of what’s going on. So, what’s going on? There’s already 3 days worth of stuff done, so let’s go through them! 6/12/2026 Basically a brief recap of some test prints here and there! More importantly, I just drafted up a pretty decently sized todo list of stuff we need to fix in the CAD, before we can start multitasking printing and doing other stuff. Tested prints include the bearing stacks, frame gussets, and tool plates! This basically gave information that some dimensions were a bit off (bearings were 4mm tall, not 3mm, frame gussets could be a bit thicker, tool plate had some sus screw locations (material too thin in some places))! It also suggested other changes to make. 6/19/2026 Giant schedule! Again, see the whole thing over there, basically a really rushed schedule on when stuff needs to get done, the goal is to finish in a bit more than two weeks. After that, a whole bunch of CAD fixes! From the stuff mentioned before to some fixes with screw lengths being somewhat impossible for the top of the tool to fixing the filament not having anywhere to go, to starting work on fixing the docking bay! Overall a really productive day! 6/20/2026 Oh, that’s today… anyways, not as productive, currently trying to implement an actually working spring latch system for it to actual work (the other version just doesn’t work). However, it’s a bit hard to think about, and the space isn’t exactly optimal (it’s kinda tightly packed…). Didn’t finish it, gonna continue with it tomorrow and take some time to think about any possible oversights or anything! And that’s it for now! Decently large first log (not as big as the ones in updatelogs lol), but I’ll try to see if I can do this daily for the site, but no promises! Ok, see ya hopefully tomorrow!"}]...
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Title: Spark (Build!) by @henry1155 | Stardance
D Title: Spark (Build!) by @henry1155 | Stardance
Devlogs:
Well, it’s been a hot second, Spark progress resumes! (This site editor kinda has text way too big for my liking, gonna write this in notepad first…) Anyways, Blueprint rules still apply here, most of my thinking and extensive writing is going to be located inside the repository itself (under updatelogs), while here serves as a mroe general overview of what’s going on. So, what’s going on? There’s already 3 days worth of stuff done, so let’s go through them! 6/12/2026 Basically a brief recap of some test prints here and there! More importantly, I just drafted up a pretty decently sized todo list of stuff we need to fix in the CAD, before we can start multitasking printing and doing other stuff. Tested prints include the bearing stacks, frame gussets, and tool plates! This basically gave information that some dimensions were a bit off (bearings were 4mm tall, not 3mm, frame gussets could be a bit thicker, tool plate had some sus screw locations (material too thin in some places))! It also suggested other changes to make. 6/19/2026 Giant schedule! Again, see the whole thing over there, basically a really rushed schedule on when stuff needs to get done, the goal is to finish in a bit more than two weeks. After that, a whole bunch of CAD fixes! From the stuff mentioned before to some fixes with screw lengths being somewhat impossible for the top of the tool to fixing the filament not having anywhere to go, to starting work on fixing the docking bay! Overall a really productive day! 6/20/2026 Oh, that’s today… anyways, not as productive, currently trying to implement an actually working spring latch system for it to actual work (the other version just doesn’t work). However, it’s a bit hard to think about, and the space isn’t exactly optimal (it’s kinda tightly packed…). Didn’t finish it, gonna continue with it tomorrow and take some time to think about any possible oversights or anything! And that’s it for now! Decently large first log (not as big as the ones in updatelogs lol), but I’ll try to see if I can do this daily for the site, but no promises! Ok, see ya hopefully tomorrow!
Well, it’s been another hot second, ya miss me? Jokes aside, here’s the recap of the last three days! 6/21/2026 haha funny number day Anyways, back to CAD fixing! After a quick little script writing for counting words in all the updatelogs (there’s around enough for a small novel, not including anything on the Blueprint site which is actually fully rewritten by the way, so that’s pretty cool!). Oh that’s a big list todo… again, check out the GitHub repo for more details! Anyways, today’s latch day, since, well you kinda need to finalize the latch design before fixing the docking bay… One spring print later, turns out the original idea wasn’t the best. Apart from being really weird to test (both prints weren’t really willing to stretch, and were really easily stretched beyond its maximum), so new design time! This time with rubber bands instead of springs! Oh yeah, we changed the idea, it’s no longer a top down spring locking thing, it’s more sideways, essentially this idea. ( Here’s the original plan, however the space restrictions really didn’t work out…) 6/22/2026 Since the latch design got ready to test… what do you mean it’s not ready… well, yeah, turns out there were quite a good number of oversights in the original version, so two more hours of fixing the structure later, it’s printed! It looked pretty promising, but has its own set of issues. For instance, the slider doesn’t lock since the rails kinda don’t keep it in, the guide does work (which is really good!, but gets a bit caught in a couple areas. The latch also uses filament for the smaller parts and pivot bits, which is a bit annoying but it alright… though, the rubberbands do need to be pretty strong for this to work. Also, a couple of small adjustments and keeping the pivot upwards so it doesn’t enter the latch the wrong way (it doesn’t work through the bottom path), and needs a bit more alignment stuff, but it’s pretty promising for a prototype! 6/24/2026 What happened to yesterday? Well, kinda got tired after an exam and just kinda didn’t do anything for the rest of the day. Anyways, it’s currently 2:19 AM (not counting this for the time by the way!), so this is technically today’s summary! Basically, we’re behind schedule, so we should probably start printing stuff that’s pretty much finalized (gussets, etc.) and isn’t gonna change anytime soon, just so we can CAD at the same time to speed things up (spoiler, not much CAD work was done today…). However, 22 corner gussets and 4 three way gussets were printed today! 4.95 hours of printing later (including a couple of failed prints), roughly 131.3g of filament was used (not including failed prints)! That’s some scary fast usage… Also, opened a fresh roll of white filament! Gotta say, I don’t really like the resulting surface finish of the Inland filament (got it last year at Micro Center and never opened it), but it’s probably something with print settings and what not. I mean, I can also print it out in vibrant pink? (that’s the only unopened one I have from bambulab…) I’d probably just use Polymaker or Bambu filament from now on, the prices are all relatively the same at $20/spool. (If anyone has any cool discounts or cheaper but reliable places, I’m all ears!) Anyways, yeah, quite a lot of writing, wow… anyways, that’s it for now! I think I’m just gonna continue doing logs every couple of days since sometimes I don’t feel like it, but I’ll try to keep up the consistency! Catch y’all in a bit!
What do you mean 14hrs+ passed? Anyways, here’s a quick recap! Frame Assembly and Even More Printing! 6/25/2026 On a kinda windy day in NYC, printing continues! But hold up, what’s this? Yes, it’s also extrusions cutting day! While printing the stands for the bottom of the printer (after printing a whole bunch of gussets the previous day) after optimizing the print settings, I did some quick reviewing of the extrusion and rod cut lengths and then realized that I miscounted the middle frame y extrusions, it should’ve been three instead of two. So there wasn’t enough length for this extra extrusion (the tmm extrusion). Yeah. Anyways, not shortening the print area by 6cm to get the length, so calculated the linear rod cut lengths and headed downstairs. Huge thanks to my dad for cutting all these extrusions and rods! Now that I think about it, I did work with a blade saw up down thing before (idk what its called, a cold saw but its not cold and goes to higher rpms), but not with a handheld grinder before (i think that’s what it’s called?). Anyways, I learned that the little aluminum chips (that you can’t eat unfortunately) is actually the material, since you lose material every time you cut! This means that some extrusions are a little shorter, but the gussets helped work fine with this! Anyways, after seeing real sparks from the rods getting cut and theneating dinner, finished printing the stands and then realized the bmm extrusion doesn’t have any support. Yeah. Anyways, counted the number of extrusions and ended that day starting a little bit of assembly! 6/26/2026 Frame assembly day! Not much to say other than it involved roughly 5 hours of manual screwing with a screwdriver (using a drill did not really end that well, yes, I tried, probably a skill issue though). Anyways, printed a good amount of tool base stuff at the same time (the tool base print fell on my foot off a table (ouch)), and did a lot of frame assembly! In fact, used 203 T-nuts and 128 screws! Mostly just a lot of tedious work, but hey, the main frame’s done! 6/27/2026 Oh that’s yesterday! Anyways, first part of the day was just me at the doctor’s office, so couldn’t get much done, but I did set an x slider block to print, and it came out pretty well! Also, all three extruders got assembled! And the starts of the tool base! Nothing else much though, unfortunately! Well, that’s it for now, not writing today’s (6/28/2026) since that’s still happening right now, see ya after corexy assembly! (hopefully???)
it’s been four days oops More Assembly and Electronics! 6/28/2026 Ok, it’s z axis day! Gonna try to keep these recaps short since I’ve mostly been writing giant blobs of text with little images recently, since moving photos from my phone to the laptop and into the update log is a bit annoying, but yeah, z axis and motor mounts were started today! 6/29/2026 Realizing that time was really running out, along with the fact that NYC is attempting to reach high temperatures out of nowhere, a schedule was made and coreXY pulley stands were sent to print! First things first though, the z axis lift base thing was added , and some electronics stuff was started! It’s a little different from the wiring diagram, along with the fact we’re using a raspberry pi 4b, and a couple other stuff. Also, the docking bay got redesigned! 6/30/2026 Anyways, coreXY stuff printed and the layer is assembled! The gantry has a bit of wobble (and the bearings aren’t a tight fit), but nothing some hot glue can’t help with! (Well, maybe the wobble). Anyways, mainsail flashed on the raspberry pi 4 and figured out the weird issues! Also, reminder to switch the jumper thing for input form the side to the usb power.. so, the t rods hit the gantry too, along with the fact that the build plate doesn’t exist. Decently productive day, 5 days left. 7/1/2026 go go go New month, and leectronics work continues! Sacrificed the aliexpress USB power cable, split the wires, and attached it to the LM2596, looks good! Also learned how to crimp today, so that’s pretty cool. There’s also a picture of the thermistor of the heater bed in the mainsail graph somewhere down there! Unfortuantely, I don’t have free JST connectors on ahdn, so we’re gonna be doing sketchy stuff with a dupont connector in there (the pitches are a bit different, yes, i know it’s crazy sketchy, shhhhh) Anyways, after setting tool stuff to print, went downstairs and (thanks to my dad) got the t screws cut and a 15x15 build plate out of some aluminum (it’s like 1.3-1.6mm thick?). We did have to make it out of sheet aluminum that was laying around, but it came out alright, the holes are just a little misaligned but that’s a bit on me. Anyways, realized the tool stuff printed was super cursed, had to work on redesigning a lot of parts, specifically the sahft collar, the gearing (no more bearings should be needed, all the stuff should be using filament as deadaxles). Anyways, we have to fix this cad stuff (half way done), then hopefully belt the corexy and do electronics while it prints tomorrow (aka, today)? Well, that’s it for now, gotta go fast (sonic reference?), only four days left…
I’ve just been told 75% of my time spent on this log doesn’t count (apparently), so instead of dedicating probably an extra two hours of unlogged time to write a clean version, yall gonna get my thoughts DAILY, straight from the source, raw updatelog content. just kidding, there’s now a world limit so im just gonna speedrun this (since no one reads this and i read my own raw thoughts) 7/2/2026 Mostly electronics work, on 7/1/2026 night, realized that I can actually gently pry off the jst connector shells, removed a good amount of them. Wrote a devlog, worked on tuning the extruder filament tgrabbing gears. After dinner, printed some stuffs, then started adding the corexy belting path. Spent a long time, didn’t really feel very motivated at 3:42 AM and ended the day almost finishing assembling the belts and with not working extruders. 7/3/2026 Woke up early, last night wasn’t a fun night, increased the gear scale, finally actually put the corexy belt together. The filament gears now grab, though it does skip when too much filament is put in. After fixing the shaft collar and adding it back, reassembled the test tool and it attaches! The corexy does have quite a bit of friction, but the tool is assembled! However, waiting on terminal stuffs. Rest of the day is starting the electronics stuff. 7/4/2026 Motors not moving? Removed wires from housing and fix phases, motors now moving! Wondered why one motor was faster, then they both became slow. Fans wired, heaters wired, more testing, heaters can heat up! 7/5/2026 Bad sleep schedule strikes again, some soldering and added the limit switches, more stuff sent to print. A bit of config editing later and the corexy moves properly now! With the correct x and y axis! Filament doesnt really grab very well, idk.More intense filament testing, extruder can reach 230C! 7/6/2026 Really late start, more tool printing, more tool assembly, all tools and extruders are assembled now! 7/7/2026 Schedule and todo list made, support bracket set to print, top shaft supports made a printed, belts tensioned again. Some fixing later, two part inlet case CAD done and sent to print and attached, second tool head also wired up. There’s your week of updatelogs compressed into a format because theres a character limit. From now on, all devlogs will be the updatelogs and not be as extra refined, since I don’t get time counted for writing these, and it’s really a pain and insult to just say that more than a whole 24 hour day worth of actual work doesn’t count because someone added a time limit per log out of nowhere.
7/8/2026 - 75th Update! mfw when the stardance bot tells me that only 10 hours per devlog counts now that’s just rude well, welcome back! 5:01 PM today and starting things off in a bad mood. guess we gotta waste our precious time by cleaning stuff up anyways, 15 minutes later and some serious condensing (each day is like 5 sentences max), back to work! got some unfinished business to do while we work on today’s stuff! so a series of event have occured and now it’s 10:13 PM. oops. for a second i got scared something was wrong but turns out the connecting wire to the inlet thing was just a bit disconnected, trying to access the web interface right now… oh it’s because im on downstairs wifi. oh. gonna be following this for calibration! not exactly sure why there’s so many connection issues today. ok, while that’s connecting, gonna print the latch parts so my s key finally fell off. oh. that’s not good (yes im touching the little button under it) ok, w repair, cleaned it up, the key still does the weird tilt thing, but it stays in there, so that’s good so uh it fell out again. not good. ssssssssssssssssssssssssssssssssssssssssssssssssss oh i guess im gonna keep that, i just need to be more mindful of where i press it i guess, problem is currently that the mcu keeps disconnecting whenever i change the extruder temperature, which is kinda weird hmm mightve been an electrical thing? so i just spent an hour trying to come up a solution for the extruder, none of them are reliable or possible (rubber band placement just gets in the way). so yeah. whys it working now i guess the solution is grinding the gears down? whys the “rushed for display” extruder the only working one now, wow ok, latches made, no rubber bands since that just doesnt work (both the track and the thing), idk, later issue, right now i guess we’re gonna tune z stuff or gonna just try to make it as flat as possible? i think for now let’s just assume perfect flatness for time, let’s replace the heater section of 1 with the one of 3 and just basically use tool 3 instead for time (since the gearing apparently works???) (please stay that way) i guess making it as flat as possible is the best idea for now ok so it’s now 2:32 AM, the docking bay and the latches are added (ngl, they are bending because of a fillet), gonna ignore the fact that it’s slightly broken (nothing tape can’t fix), it does work, takes a bit of force though (as always) 7/7/2026: DONE - print, assemble, and add latches 7/8/2026 DONE - heating tuning DONE GOOD - z bed tuning GOOD - either assume perfect flatness or work on bed mesh/calibration g code should be able to run easily (simple commands of course) look into how to print stuff PRINTING WORKING BY EOD it’s 2:50 AM, tested it out, IT EXTRUDES! YAY! (like i let go of the filament after pushing it to the cooling area and then it extruded!!! by itself with its own gearing!!!) the clicking noises are a bit questionable but sure, ill take it! also did the z paper thingy! missed opportunity to call it cerberus, i might just add that somewhere… anyways, here’s the extruded stuff picture! woo! i mean, what a way to end the day! ok, it’s 2:56 AM, that’s about it for tonight, gonna copy paste this into the website for today’s log and yeah, good night!
7/9/2026 - 76th Update! yo and welcome back! it’s 8:57 PM at night, don’t have much time to waste now, today’s hopefully printing day? (with the actual printer of course) saw online last night from like a video from 6 years ago that using blue painters tape is a good idea (why does my s key consistently fall out now aaaaa), well look what i got here (figuratively), it’s a roll of scotch blue 2090 tape! ok, watched a couple of enlightening videos, so, i think we’re just gonna use some blue tape, seems pretty much good enough for our purpose, not sure if i really want to get orca slicer just now, i think i just want the printer to at least extrude something at this point in time? center is roughly (50.00, 77.50, ~) right now, ok, wrote a little something to center the stuff so (0, 0, 0) should hopefully be the center? yeah, close enough! ok, it’s probably a good time to apply the tape ok, tape applied, cleaned the nozzle, planning on doing the paper thing right after, then we need to print like something flat real quick (if it works, since we still need to do the config stuff for the extruder) quick 20 minute break to let it cool down later, it’s 11:07 PM, time for the paper stuff! so it doesnt really do a good job at staying level, but i do have a solution in mind, aka, having weights on both the sides to keep it flat. yeah. or a rubber band thing stretching the entire length. anyways, configs inputted! so at this point, the thing we need to focus on is getting the extruder config up and running! ok, set up the slicer with the stuff, gear ratio is start (14) to mid (28->14) to final (28->12), where it ends ok, gonna do a test “print”! it’s in quotes since it’s actually not gonna have any filament, just gonna make sure the motion works/makes sense ok, 12:31 AM, let’s run it! ok, temperature below min or something (as in the gcode stuff) 12:40 AM and still figuring stuff out, hold on a second… ok, it’s running! at least, the stuffs moving, not sure if it’s printing well? idk, gonna watch it go! it’s going! that looks… fairly realistic? idk why the heatbed’s at 60.7C right now ok, 12:54 AM, filament loaded on the top in a semi precarious matter, things are ready! 12:57 AM, here we go! timelapse running on my phone, let’s see it! heat bed termperature good, extruder temperature rising, oh turns out i have to have the tab active for it to update the graph visually, whoops well, reached the temperature, let’s see something? oh it just stopped itself because axis werent homed, ok, test 2! 1:03 AM, z axis is lifting, here we go! hmm so the extruder didnt really try… anything. like it wasnt running the whole time (unless it’s just a really small amount that the gearing cant handle?) ok the issue might just be i didnt push the filament in enough, since i just gave it multiple aggresive tugs and a whole bunch just came out of the nozzle, 1:14 AM, here we go again! (i do not want to know what the weird vapors or gasses it just released (yes i saw it, which isnt a very good thing)) also, wow, the heating controls are tuned really nicely! ok, 1:17 AM, z axis going up again so wasnt extruding anything, had to push on it to move, and that resulted in an obvious pile of sad sad so i feel like this is a bit of a gearing thing, since small amount arent really wanting to come out at least it got the rough shape correct? hmm i want to try it out without me pushing on the filament, expecting nothing to happen but who knows yeah i think its just really under extruding, probably because of slip inside? 1:43 AM, trying again, yep, nothing good, it’s now 2:00 AM, gonna go to sleep at this point yeah. idk. the one on the left is forced filament, the middle had a bit of push at the beginning, the last one was mostly by itself. yeah, idk what to do at this point. it’s 2:03 AM, idk what to do, and yeah, we’re kinda behind schedule. anyways, good night!
7/10/2026 - 77th Update! wow, 77 updates, so it’s now 10:00 PM, idk what happened to this afternoon (basically just vanished, went to some job in the morning, slept when i got home, ate lunch at 4 PM, slept again, ate dinner at 8 PM, then showered and now it’s somehow 10:00 PM) im thinking media is gonna have to be moved to tomorrow, my only goal today is to find diamonds get the printing to work reliably here’s a couple ideas i brainstormed last night increase the extruder heating temperature should make it way easier for the gearing to push as well double check gearing probably not this now that i think about it, but check docs double check rotation distance again, probably correct add extra pressure in the config similar to the first idea as in trying to actually push more filament slow things down even more very sad but self explanatory if we overextrude, that’s ok, we just need to find the tuning sweet spot where it is actually decent, but of course, the more important goal is to actually get some reasonable stream of filament flowing out (constantly extruding is not optimal but it’s whatever) ok, upped the printing temperature by 10C, also decreased a lot of speeds, 10:33 PM, hopefully ready to test? ok, prepping the stuff, gotta clean the nozzle too, ok 10:40 PM, ready to go! well that didnt print anything ok, so shoving filament down the throat extrudes, pushing filament from far above works well (it does slam left and right but still functions fine), the velocity isnt correct AT ALL (might just be from the compression/friction), hmm ive been suggested to look into the heatbreak and stuff, so gonna take a look at that, idk a bit of a break later, the gearing is sus, trying to move it with the top off and only the heatsink attached, seems off it’s been two hours and ive been playing with so so so many configurations (probably at least thirty?), moving spacers, adding rubber bands, readjusting, measuring, and i think ive come to a point where it’s “ok”. it goes out ok (3 rotations of the motor connection results in: ~1.8cm pushing fast, ~1.7cm pushing slow, idk for expected), but it’s basically incapable of going back up for some reason. it also produces a good amount of force out, but, as mentioned before, barely any up (skips a bunch) ok, played around a bit more, idk, retraction worked for a second randomly, idk, installed it back on, ready to test again 3:36 AM, did a couple of cursed things in the config, specifically making it extrude 4x as much, along with making the deretraction speed higher in the slicer, that said, here we go! ey it printed something! its still really fuzzy so i guess we still got more work to do (that was v1.4), ok v1.5 uploaded, let’s see! 4:12 AM, here we go oh yeah also added fancy ending gcode lol hmm, it’s more complete, but stll missing stuff, ok, 4:27 AM, the birds are probably coming out soon, v1.6 going! well that didnt end well huh seems like the issue was just that the filament wasnt fully loaded, whoops ok, v1.7 uploaded with some print skirts on the outside to help with the missing start extruding, flow rate also increased, let’s see, it’s 4:54 AM, so last print of the day! uh oh it seems to be underextruding now, ok, 5:09 AM, here’s v1.8 ow was in the middle of cleaning the print bed and a piece of the skirt just went straight under my fingernail ouch well, with the sun rising, here’s the end of today! imo v1.5/v1.6 is my favorite, but it’s getting there in terms of smaller details, so i think tomorrow one or two more test prints and then a benchy would be a smart move? idk, the benchy’s just for the reveal video (yes i will try to fit in media here!) well, 5:33 AM, that’s it for me tonight (tomorrow morning?), and yeah, good night!
7/11/2026 - 78th Update! in theory, the last one? in reality, probably not. anyways, it’s 3:22 PM, today’s reveal/edit day! of course, i got a bit of table clean up to do and recording, but i also wanted to play around with the settings a little more to get a somewhat better print? (and maybe test another print since this ones a little small) anyways, parent meeting at 5 PM today, gonna be attending on the side while probably editing? im planning on doing two more test prints before then test 1: turned layer speeds from 90mm/s to 70mm/s increase flow ratio from 1.15 to 1.21 decrease skirt loops from 7 to 5 ok, 3:43 PM, sliced and uploaded, heaters all heated, ready to go! gonna use the bathroom, seems to be printing well though! back at 3:55 PM, it printed well and ended well! gonna modify the ending gcode to cool down, analyzing results now! kinda wanna replace the middle tape strip since i kinda messed up and removed a ripped a bit of it while scrapping the skirts off (whoops), gonna go for one more print, im pretty satisfied, this ones gonna be a bigger test print (not a benchy yet though), im thinking calibration cube? test 2: increase flow rate from 1.21 to 1.30 decreae rotation distance from 6.4 to 6.0 increase deretraction speed from 6mm/s to 6.5mm/s decrease jerk for x (5mm/s to 4.5mm/s) y (5mm/s to 4.5mm/s) z (0.2mm/s to 0.175mm/s) x (0.3mm/s to 0.25mm/s) gonna use this makerworld one for this! intrested to see how this one goes! it’s more of a z axis and consistency ending test should have just enough filament? expecting like 2-3cm left on the top after this? might not have enough on the top but that should be fine? hopefully? i mean, if i see the filaments about to run out id rather end the test? idk footage time yeah its kinda… erm. it kinda failed to print beyond the base layer, seems to just struggle with grabbing filament on its side, let me get a straw real quick, nvm, just used a piece of filament taped down for it, i think its just a filament grabbing issue (probably fighting against the curl?), so yeah, this should straighten that out a bit? test 3 (aka, 2 again), decided not to change anything, here we go! gonna focus on footage for this one so that might have been the… worst prints ive seen, but sure ok, just added the filament from the spool, should be ready for a bigger test? test 4: changed max volumetric speed from 5mm^3/s to 3mm^3/s turned flow ratio from 1.3 down to 1.22 rotation distance reverted from 6.0 back to 6.4 oh yeah heres the image of the cube yeah, gonna go for a 50% benchy erm 50 minute print uhh, well, 5:50 PM, now or never, i guess imma setup for a reveal scene ok, created a nice set for filming, gonna be doing mostly footage stuff while this prints, not really any timelapse? i guess i could? ok, hopefully printing and footage done by 7PM, then probably editing or dinner sometime around there (yes, todays the end day i think, at least my goal) ok, quite some time later, gonna speedrun dinner, its 7:31 PM though i was away for a bit before then welcome back, 9:11 PM, did a bit of footage getting earlier, here goes a print so. half way through. turns out our cold end/heatsink or whatever kinda doesnt cool it well enough. essentially, yeah. it just started curling up halfway in. yeah. however, it did successfuly print half of it! test 5: turned layer speeds from 70mm/s to 80mm/s changed max volumetric speed from 4mm^3/s to 3mm^3/s (seems like i forgot to do it whoops) most devious gcode modifications and slicer shenanigans later devious part 2 well, it’s 6:02 AM now, after lots of editing, submitted the forms, time to head off to bed! and yeah, good night!
7/23/2026 - 80th Update! well. so im back from open sauce! actually, flight entered back to NYC on the morning of 7/21/2026, but the last two days have really just trying to get back in motion lol (turns out having crazy fun and instantly returning to “normal life” is somewhat rough) anyways, it’s 9:18 PM, here’s a recap! i dont think timelapsing all the work there would be reasonable (i estimate probably around 8 hours of work?), but yeah, mostly just config tuning and working on irl stuff, the base plate sort of didnt like the flight (but it’s really alright? basically the screws kinda ripped through the tape a bit) after the return flight, one of the LM2596’s input wires fell out, took a bit to get it in (haha get it screwdriver bit), anyways, still got a lot to do, i think for now im gonna just finish the update log on the stardance site, then update all the graphics over here, and yeah, prepare for something new??? (i have some ideas…) anyways, i think im gonna prep the stardance project to ship, idk if i can? ok, 11:00 PM, updated the front image, gonna work on updating some stuff ok, 11:06 PM (almost typed AM, that would be funny), added the open sauce image to the readme, brb! back at 12:42 AM, yeah, i think it’s a good time to ship? mfw fixing the position so the aspect ratio for the banner and the project banner (the different pages) are so so hard to get correct anyways, yeah, gonna copy this stuff over and we should be good to go? well, 1:22 AM, for now, good night!
7/28/2026 - 81st Update! Note: I wrote this back on 7/28/2026 but never published it here! (What? The return of Spark?) Well, not exactly, this is more of a thing for the latest announcement in #stardance-bulletin ! Here’s the edited video from a while back! It’s kinda for vertical/short form content, also, BIG EPILEPSY WARNING!!! While you’re here, you should definitely check out fermion , the “spark v2” in a way! It has a very different architecture (that’s surprisingly hard to cad), so check that out! Anyways, here’s the log without further ado… There’s really not that much to say. On July 26th, Spark was repackaged into a box and put into storage, almost a week after returning to New York City. It’s still in an operational state, with few wires disconnected, only with the WiFi credentials incorrect. For a logged 9 months and 2 weeks, a total of 287 days, with 80 progress updates in that time, Spark’s been on my mind for a long while, no doubt about that. Across the more than 64k words, 240+ hours, from the definitely overscoped original concept to the rush to finish it before Blueprint ended, Spark has existed between two whole YSWS programs, one used for design and one used for build. I have to say, with more than three quarters of a year, a lot has changed, both outside, in my actual life, and with Spark, as the idea changed through every log, slowly and carefully. There were highs and lows, and really, really, low lows, from feeling lost at the end of day 9 of build, to the excitment of the first motor turning during day 11. But now, it’s all neatly packed in the garage, waiting to be used another day. Spark isn’t gone, it still physically exists. It may not be resting on a giant wooden board I use for soldering next to my bed, but it still exists next to me through all the hard CAD and build days. It’s strange, this sudden change. For the last week, I haven’t really done much besides plan. And that’s probably a good thing, given all the planning Spark took. I haven’t really done much build, I haven’t really felt anything. Post convention depressions, I have to say, is hitting pretty hard. After such insane fun and wonder for a week, it’s suddenly back to a cool, rainy day, here in New York City. Sleeping through the afternoon, after sleeping not enough hours in the morning. As the rain starts pouring from the sky again, I’ve been wondering what the meaning of joy is. Alas, it might just be time. Adapting to such changes is obviously difficult, and the road of projects is too. But that doesn’t mean roadstops aren’t along the way. As I wrap up this update log, I want to leave a quick quote, one of my favorites. It probably sounds like a dumb platitude to say “it’s not the destination, it’s the journey”, but truth is, we’re made up of journeys. You’re never going to be who you’re supposed to be unless you take that road. … There is room in there for surprise, for deviations, for re-evaluations. I wouldn’t dare deprive you of that adventure. You only get one , after all. I know, you’re tired; resting is part of the journey too. But not giving up… Winter, in Housepets! (Rick Griffin, Dec 25, 2020) That said, what’s next? Well, first we’re gonna take a stepping stone. What’s next is still in concept form, but the unique constraints might require a custom PCB, which is where river comes in. First, it’s gonna be a quick project, just a custom PCB music player, just to jog the electrical skills. But after a quick skip over a stream, what’s truly next? What’s the successor to Spark? What’s next to rival its top 1 status? Fermion. See ya around.
Ships:
Well, after 120+ hours of building across some 18 days, and another hundred hours of CAD previously, it’s a good time to present Spark, this time irl! Anyways, after last summer, I fell into a sort of hole of demotivation where I didn’t really see what I was “working towards” in terms of school and just waiting six months for the FRC build season to start. In order to try to get my creativity and to prove to myself I wasn’t washed, I decided to throw myself into the deep end and to create a 3D printer. That said, 9 months later and way too many demotivation breaks, I locked in after exams and fully assembled and programmed and tested the build in 18 days! It features a coreXY gantry system, along with a passive tool changing setup with latches and the friction of the top docking piece. This kept the overall motor count to be 5 (2 for xy, 2 for z, 1 for tool). The tool changing setup and printing is nowhere near perfect (after all, this thing’s mostly made of PLA and was programmed in a week), but it’s definitely able to be tuned and better perfected with more programming time! In the end, Spark did achieve its goal of sparking some figurative sparks for me to continue building! After this, it was shipped off and exhibited at Open Sauce in California as part of Outpost where I’ve met amazing people and learned more about 3D printers and how to design them better!
hey! re-ship with an edited video! (and the bonus updatelog!)(NOTE: EPILEPSY WARNING! (it is an edit after all)) ( https://www.youtube.com/watch?v=ktODngPF7UI ) (i have fond memories of this, it was the saturday before the week of outpost and i stayed up to 6 AM edited, after a full day of getting footage and stuff (and dealing with goofy kdenlive crashes)) i also somehow did 10hrs+ that day so that was pretty insane! anyways, thanks for reviewing :D...
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Camo Generator by @aamir_pa2009 | Stardance
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aamir_pa2009
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T01:51:50Z", "hours": 1.0, "multiplier": 3.69, "payout": 2, "blessing": "neutral", "text": "I made a digicam type camo generator that you can use different colours to generate. I attached some of the CADPAT patterns I made.", "repo": "https://github.com/AamirKPathan/Camo-Generator", "demo": "https://aamirkpathan.github.io/Camo-Generator/"}]...
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[{"post_id": 51391, "ts": "202 [{"post_id": 51391, "ts": "2026-08-21T02:06:40Z", "hours": 0.9903, "text": "I made a digiCAM type CAMO generator."}]...
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Title: Camo Generator by @aamir_pa2009 | Stardance Title: Camo Generator by @aamir_pa2009 | Stardance
Devlogs:
I made a digiCAM type CAMO generator.
Ships:
I made a digicam type camo generator that you can use different colours to generate. I attached some of the CADPAT patterns I made....
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Phantom Vault by @phantom-ascii | Stardance
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phantom-ascii
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1
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3.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T22:54:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Phantom Vault is a local file vault I built with HTML, CSS and JavaScript. It lets you upload files, encrypt them and store them locally in your browser instead of sending them to a server. It uses the Web Crypto API for encryption and IndexedDB for local storage. You can lock and unlock the vault, open your encrypted files, delete them, or completely reset the vault if you forget your passkey. This is mainly a learning project where I wanted to understand how encryption, browser storage and JavaScript actually work by building something myself.", "repo": "https://github.com/phantom-ascii/PhantomVault", "demo": "https://phantom-ascii.github.io/PhantomVault/"}]...
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[{"post_id": 51958, "ts": "202 [{"post_id": 51958, "ts": "2026-08-21T22:51:20Z", "hours": 1.0256, "text": "#DevLog 2: the end pretty quickly finished, Hope you enjoy"}, {"post_id": 51932, "ts": "2026-08-21T21:17:41Z", "hours": 1.6972, "text": "DevLog 1: New World Ive started this small quirky website. Its a vault with all you file stored locally.* Its current a work in progress.* I made a simple locked screen and a working button i also added a effect where the screen leans towards your mouse.If you like what im making make sure to follow! byeee"}]...
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Title: Phantom Vault by @phantom-ascii | Stardance Title: Phantom Vault by @phantom-ascii | Stardance
Devlogs:
DevLog 1: New World Ive started this small quirky website. Its a vault with all you file stored locally.* Its current a work in progress.* I made a simple locked screen and a working button i also added a effect where the screen leans towards your mouse.If you like what im making make sure to follow! byeee
#DevLog 2: the end pretty quickly finished, Hope you enjoy
Ships:
Phantom Vault is a local file vault I built with HTML, CSS and JavaScript. It lets you upload files, encrypt them and store them locally in your browser instead of sending them to a server. It uses the Web Crypto API for encryption and IndexedDB for local storage. You can lock and unlock the vault, open your encrypted files, delete them, or completely reset the vault if you forget your passkey. This is mainly a learning project where I wanted to understand how encryption, browser storage and JavaScript actually work by building something myself....
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My own site! by @Nandan_6060 | Stardance
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Nandan_6060
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1
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1.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T18:19:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very own website", "repo": "https://github.com/Nandan6060/My-personal-website", "demo": "https://nandan6060.github.io/My-personal-website/"}]...
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[{"post_id": 34172, "ts": "202 [{"post_id": 34172, "ts": "2026-07-24T18:17:46Z", "hours": 0.8536, "text": "This is my very own personal site"}]...
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Title: My own site! by @Nandan_6060 | Stardance
D Title: My own site! by @Nandan_6060 | Stardance
Devlogs:
This is my very own personal site
Ships:
I made my very own website...
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1793087426.8365495
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Jarvis Graph-RAG Personal Assistant by @jaysonkuan Jarvis Graph-RAG Personal Assistant by @jaysonkuang21 | Stardance...
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jaysonkuang21
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:02:50Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Jarvis assistant which has fully adjust RAG pipeline while using Obsidian vault as relational database and vector database for querying. The assistant is designed as a harness for any model of the user’s choice. The voice model (only available locally) uses Fish TTS to replicate Jarvis’s voice.", "repo": "https://github.com/jaysonkuang21-source/Jarvis", "demo": "https://agent15365.hackclub.app/"}]...
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[{"post_id": 49384, "ts": "202 [{"post_id": 49384, "ts": "2026-08-18T05:30:53Z", "hours": 1.8492, "text": "Fixing frontend error on demo. Couldn’t call embedding model and kept on failing chunking. Now fixed."}, {"post_id": 48013, "ts": "2026-08-16T09:22:29Z", "hours": 1.4531, "text": "Finished uploading to frontend and some final touches. Also added details to readme."}, {"post_id": 47896, "ts": "2026-08-16T05:21:57Z", "hours": 4.3289, "text": "Tested the different chunker options, a few frontend bug fixes, quality of life improvements to view chunking quality, preparing for demo version"}, {"post_id": 45442, "ts": "2026-08-11T21:49:12Z", "hours": 11.535, "text": "Creating Demo Frontend With Rate Limiting"}, {"post_id": 42414, "ts": "2026-08-07T03:12:46Z", "hours": 1.8725, "text": "Working on prompt cleanup to prevent prompt injections!!"}]...
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Title: Jarvis Graph-RAG Personal Assistant by @jay Title: Jarvis Graph-RAG Personal Assistant by @jaysonkuang21 | Stardance
Devlogs:
Working on prompt cleanup to prevent prompt injections!!
Creating Demo Frontend With Rate Limiting
Tested the different chunker options, a few frontend bug fixes, quality of life improvements to view chunking quality, preparing for demo version
Finished uploading to frontend and some final touches. Also added details to readme.
Fixing frontend error on demo. Couldn’t call embedding model and kept on failing chunking. Now fixed.
Ships:
I made a Jarvis assistant which has fully adjust RAG pipeline while using Obsidian vault as relational database and vector database for querying. The assistant is designed as a harness for any model of the user’s choice. The voice model (only available locally) uses Fish TTS to replicate Jarvis’s voice....
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1793087427.725046
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