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40691
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My own site! by @exasperadou | Stardance
|
exasperadou
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T23:26:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first project ever, a personal webpage and im very happy for it, even with all the bugs and the problems i had. I spent around 5 hours building it. I had fun learning HTML, CSS and JavaScript though at first it was confusing at first. I’m not a very creative person, so this project might not be as beautiful as others but this it represents my first step into development and im really proud of it.", "repo": "https://github.com/exasperadou-max/my-site", "demo": "https://exasperadou-max.github.io/my-site/"}]...
|
[{"post_id": 36085, "ts": "202 [{"post_id": 36085, "ts": "2026-07-27T23:15:12Z", "hours": 0.8108, "text": "JavaScript done!"}, {"post_id": 35988, "ts": "2026-07-27T19:47:01Z", "hours": 1.1864, "text": "Im done with the HTML now im doing the CSS and im suffering"}, {"post_id": 35936, "ts": "2026-07-27T18:19:28Z", "hours": 0.3419, "text": "I started working on the HTML part"}]...
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Title: My own site! by @exasperadou | Stardance
D Title: My own site! by @exasperadou | Stardance
Devlogs:
I started working on the HTML part
Im done with the HTML now im doing the CSS and im suffering
JavaScript done!
Ships:
I made my first project ever, a personal webpage and im very happy for it, even with all the bugs and the problems i had. I spent around 5 hours building it. I had fun learning HTML, CSS and JavaScript though at first it was confusing at first. I’m not a very creative person, so this project might not be as beautiful as others but this it represents my first step into development and im really proud of it....
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1793480211.021941
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1793566611.021941
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40693
|
My own site! by @Little_Tyler_Beau | Stardance
|
Little_Tyler_Beau
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T16:10:15Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website which tells a little about me and also has some links to the stardust website and github for easy access", "repo": "https://github.com/LittleTylerBeau/my-website-personal", "demo": "https://littletylerbeau.github.io/my-website-personal/#intro"}]...
|
[{"post_id": 36452, "ts": "202 [{"post_id": 36452, "ts": "2026-07-28T16:05:43Z", "hours": 1.7914, "text": "Very happy with my progress today! I have finally got the hang of CSS meaning the boxes lined up exactly how I wanted them to! - not super complex but happy as it is my first project!"}, {"post_id": 36037, "ts": "2026-07-27T21:12:36Z", "hours": 0.4117, "text": "Learning the basics of web development"}]...
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Title: My own site! by @Little_Tyler_Beau | Starda Title: My own site! by @Little_Tyler_Beau | Stardance
Devlogs:
Learning the basics of web development
Very happy with my progress today! I have finally got the hang of CSS meaning the boxes lined up exactly how I wanted them to! - not super complex but happy as it is my first project!
Ships:
I made a simple website which tells a little about me and also has some links to the stardust website and github for easy access...
|
1793480214.9900467
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1793566614.9900467
|
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40695
|
Agamemnon Armor From The Odyssey by @nejenabinupa Agamemnon Armor From The Odyssey by @nejenabinupa | Stardance...
|
nejenabinupa
|
1
|
46.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T22:14:49Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my Agamemnon Armor From The Odyssey that i make in 3d, all of the details are in the readme", "repo": "https://github.com/binupax6699/AGEMENMNON-ARMOR-3D-MODLE", "demo": "https://sketchfab.com/3d-models/agemenmnon-armor-3d-modle-ddb5b8fa0023412498e85a3ae109d622"}]...
|
[{"post_id": 75331, "ts": "202 [{"post_id": 75331, "ts": "2026-09-29T19:24:31Z", "hours": 3.1283, "text": "Finsh up the stuff and it’s good to go"}, {"post_id": 43114, "ts": "2026-08-08T06:24:45Z", "hours": 1.4717, "text": "Remake the textures with depth and more realistic colors,next will be baking the textures"}, {"post_id": 41351, "ts": "2026-08-05T14:41:59Z", "hours": 4.1028, "text": "I added a Sword to the armor set and make sum tweaks to the rig and now it’s good for animation"}, {"post_id": 38695, "ts": "2026-08-01T06:46:28Z", "hours": 10.6783, "text": "It took around 15h my addon got deactivated for no reason and that 5h got lost 😞, but i completed the armor and the rigging part fully need to add sum normal maps to give it sum small details for everything."}, {"post_id": 37106, "ts": "2026-07-29T16:12:54Z", "hours": 10.58, "text": "After long long time make thing much progress on making the body, now just need to clone up sum polygons Make the face from sculpting because of that there’s around 400k + faces and vertices but make the body light and have only 8.5 K faces and vertices"}, {"post_id": 36401, "ts": "2026-07-28T14:18:30Z", "hours": 9.4525, "text": "Agamemnon Helmet Cleaned up the helmet topology and cheek guards, Added the vertebrae spine, I optimization hair without a particle hair but with a custom alpha png images to make it fast And I Applied the final satin black metal, gold filigree trim. Now moving to the body and armor"}, {"post_id": 35922, "ts": "2026-07-27T17:52:20Z", "hours": 6.6144, "text": "Agamemnon Helmet Complete Base Mesh modeling for the Agamemnon helmet. "}]...
|
Title: Agamemnon Armor From The Odyssey by @nejena Title: Agamemnon Armor From The Odyssey by @nejenabinupa | Stardance
Devlogs:
Agamemnon Helmet Complete Base Mesh modeling for the Agamemnon helmet.
Agamemnon Helmet Cleaned up the helmet topology and cheek guards, Added the vertebrae spine, I optimization hair without a particle hair but with a custom alpha png images to make it fast And I Applied the final satin black metal, gold filigree trim. Now moving to the body and armor
After long long time make thing much progress on making the body, now just need to clone up sum polygons Make the face from sculpting because of that there’s around 400k + faces and vertices but make the body light and have only 8.5 K faces and vertices
It took around 15h my addon got deactivated for no reason and that 5h got lost 😞, but i completed the armor and the rigging part fully need to add sum normal maps to give it sum small details for everything.
I added a Sword to the armor set and make sum tweaks to the rig and now it’s good for animation
Remake the textures with depth and more realistic colors,next will be baking the textures
Finsh up the stuff and it’s good to go
Ships:
my Agamemnon Armor From The Odyssey that i make in 3d, all of the details are in the readme...
|
1793581043.8598099
|
1793667443.8598099
|
|
40700
|
dicey by @splice | Stardance
|
splice
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T20:08:22Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A Slack bot designed to make conversations and discussions more fun and interesting! if a new demo link is required because the old one expired let me know", "repo": "https://github.com/spliceydice/dicey", "demo": "https://hackclub.slack.com/archives/C0BN2H7R86L"}]...
|
[{"post_id": 37221, "ts": "202 [{"post_id": 37221, "ts": "2026-07-29T19:28:50Z", "hours": 0.4183, "text": "** Devlog #1 ** Hi guys, this will be the only devlog for this project mainly because of how little time is required but also that I forgot to log most of my time via Hackatime 💀💀. Anyway, Slack + VSCode Initialising the bot and navigating through Slack’s website was probably the easiest part of this. It did get confusing at times but the guide helped out a lot. The same can also be said for VSCode the programming part wasn’t the hardest. Nest The same cannot be said for using the server exclusively through CLI. It also did not help that two of the commands did not work on the server due to the URLs now pointing elsewhere and that I kept getting 403s . These two commands didn’t work: curl -fsSL https://deb.nodesource.com/setup_lts.x | bash - apt install -y nodejs So unfortunately, I did have to use Claude here and instead of installing node on the server via node source, I installed it via nvm. Instead of those two commands use these and follow the instructions: curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash source ~/.bashrc nvm install --lts I don’t know if that error was exclusive to me but if other people face that error, there’s the code you should use. Other than that, developing the bot was great and it took me around 2 hours (half an hour extra because of that error). This is probably where I’ll end development for the slack bot but if you still want to check out my repo: https://github.com/spliceydice/dicey p.s. any people who work at stardance reading this please check that error out! Thanks!"}]...
|
Title: dicey by @splice | Stardance
Devlogs:
** D Title: dicey by @splice | Stardance
Devlogs:
** Devlog #1 ** Hi guys, this will be the only devlog for this project mainly because of how little time is required but also that I forgot to log most of my time via Hackatime 💀💀. Anyway, Slack + VSCode Initialising the bot and navigating through Slack’s website was probably the easiest part of this. It did get confusing at times but the guide helped out a lot. The same can also be said for VSCode the programming part wasn’t the hardest. Nest The same cannot be said for using the server exclusively through CLI. It also did not help that two of the commands did not work on the server due to the URLs now pointing elsewhere and that I kept getting 403s . These two commands didn’t work: curl -fsSL https://deb.nodesource.com/setup_lts.x | bash - apt install -y nodejs So unfortunately, I did have to use Claude here and instead of installing node on the server via node source, I installed it via nvm. Instead of those two commands use these and follow the instructions: curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash source ~/.bashrc nvm install --lts I don’t know if that error was exclusive to me but if other people face that error, there’s the code you should use. Other than that, developing the bot was great and it took me around 2 hours (half an hour extra because of that error). This is probably where I’ll end development for the slack bot but if you still want to check out my repo: https://github.com/spliceydice/dicey p.s. any people who work at stardance reading this please check that error out! Thanks!
Ships:
A Slack bot designed to make conversations and discussions more fun and interesting! if a new demo link is required because the old one expired let me know...
|
1793487119.8838115
|
1793573519.8838115
|
|
40710
|
StatSbot by @static_noise | Stardance
|
static_noise
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T19:34:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "some random bot, nothing to be proud of", "repo": "https://github.com/TheStaticNoise/StatSbot", "demo": "https://staticssht.slack.com/archives/C0BM2FVC4PN"}]...
|
[{"post_id": 35975, "ts": "202 [{"post_id": 35975, "ts": "2026-07-27T19:28:20Z", "hours": 0.9989, "text": "generally done XD (almost the entire token)"}]...
|
Title: StatSbot by @static_noise | Stardance
Devl Title: StatSbot by @static_noise | Stardance
Devlogs:
generally done XD (almost the entire token)
Ships:
some random bot, nothing to be proud of...
|
1793487132.129564
|
1793573532.129564
|
|
40732
|
Pack of worlds by @freeboardtortoise | Stardance
|
freeboardtortoise
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T19:15:23Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A small tic80 retro exploring sandbox game note, I was unable to build for native executable, so only website, but the website uses much a bit of resources please keep that in mind when running or viewing it Thanks.", "repo": "https://github.com/Freeboardtortoise/gameofnote", "demo": "https://freeboardtortoise.github.io/gameofnote/"}]...
|
[{"post_id": 65556, "ts": "202 [{"post_id": 65556, "ts": "2026-09-10T19:29:12Z", "hours": 10.0839, "text": "Dev-Log Number 2 for pack of worlds (formerly know as game of note, or untitled or something else) since the last time I wrote a Dev-Log I have added the following things: a very simple combat system what could possibly be called a shader system ( remap function / class for the map() calls) for hiding what the player should not be able to see… ray casting system I think its called and have decided it is called State Machine Vector2 Class abstraction A Nice looking start Screen Ores What do I need to do next The realy urgent thing that I need to do next is to add the actual main mechanic ( the backpack entering system) and I also need to add the Persistent saving system ( but I guess that can wait a bit longer :) ) Commit hash in case you want to go and check it out: 695b4e1 The release 0.0.2 will come out as soon as I can compile it successfully. For now you will just have to run it yourself with tic80"}, {"post_id": 51682, "ts": "2026-08-21T14:20:42Z", "hours": 9.5056, "text": "Devlog number 1 for the gameofnote (lack of a nother name of yet) This is a retro tic80 game where you explore a proceduraly generated world as a small charactor where you can carry your base along with you in your inventory. The things that are currently in the game are the very basics of a sandbox survival game. A procedural generated tarain system using a single seed Mob system A system for breaking blocks that is mildly functional A simple inventory system Basic art Zero music Cave walking A lives system with a glitchy death screen git hub commit hash in case you want to check it out: de0ed54f89af40e9a4b94aa583c9eac82e04b034"}]...
|
Title: Pack of worlds by @freeboardtortoise | Star Title: Pack of worlds by @freeboardtortoise | Stardance
Devlogs:
Devlog number 1 for the gameofnote (lack of a nother name of yet) This is a retro tic80 game where you explore a proceduraly generated world as a small charactor where you can carry your base along with you in your inventory. The things that are currently in the game are the very basics of a sandbox survival game. A procedural generated tarain system using a single seed Mob system A system for breaking blocks that is mildly functional A simple inventory system Basic art Zero music Cave walking A lives system with a glitchy death screen git hub commit hash in case you want to check it out: de0ed54f89af40e9a4b94aa583c9eac82e04b034
Dev-Log Number 2 for pack of worlds (formerly know as game of note, or untitled or something else) since the last time I wrote a Dev-Log I have added the following things: a very simple combat system what could possibly be called a shader system ( remap function / class for the map() calls) for hiding what the player should not be able to see… ray casting system I think its called and have decided it is called State Machine Vector2 Class abstraction A Nice looking start Screen Ores What do I need to do next The realy urgent thing that I need to do next is to add the actual main mechanic ( the backpack entering system) and I also need to add the Persistent saving system ( but I guess that can wait a bit longer :) ) Commit hash in case you want to go and check it out: 695b4e1 The release 0.0.2 will come out as soon as I can compile it successfully. For now you will just have to run it yourself with tic80
Ships:
A small tic80 retro exploring sandbox game note, I was unable to build for native executable, so only website, but the website uses much a bit of resources please keep that in mind when running or viewing it Thanks....
|
1793519553.5324388
|
1793605953.5324388
|
|
40735
|
Asteroid survivor by @chahatesh | Stardance
|
chahatesh
|
1
|
14.0
|
106
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T14:10:30Z", "hours": 14.0, "multiplier": 7.43, "payout": 106, "blessing": "neutral", "text": "Asteroid Destroyer is a Survivor.io-themed space shooter that I had a blast making, and I really think you’d enjoy it — so please take some time to play it and try a run or two! (Sorry if it’s a bit laggy, I’m still working on smoothing things out.)", "repo": "https://github.com/chahatesh/Asteroid-survivor", "demo": "https://asteroid-survivor.wasmer.app/"}]...
|
[{"post_id": 39493, "ts": "202 [{"post_id": 39493, "ts": "2026-08-02T14:08:08Z", "hours": 1.5136, "text": "Dev Log 7 - Done So I made it in to a website and a github page so I am going to ship - https://asteroid-survivor.wasmer.app (I am very sorry if it is lagging but i tryed a lot to fix it but it did not work sorry again)"}, {"post_id": 38298, "ts": "2026-07-31T16:47:23Z", "hours": 3.1325, "text": "Dev Log 6 - Test So I made a wepons thing when you Lv up you get 3 wepons to get and you have to shouse one and you get it - here is a test and also i have like 4 wepons and 4 upgrades"}, {"post_id": 37829, "ts": "2026-07-30T19:43:56Z", "hours": 2.4267, "text": "Dev Log 5 - Top bar So here I have HP sheld LV Dash and Bag. I added the LV and the every time you kill a asteroid you get xp and you get LVs. The dash is a dash wow and we have the bag below it has the stuff we have"}, {"post_id": 37162, "ts": "2026-07-29T17:38:45Z", "hours": 1.1953, "text": "Dev Log 4 - Death I added health so health starts at 100 and shield at 50, giving a total of 150 HP, with and shield takes damage first and sheld regenerating over time. An asteroid hit deals 30 damage, subtracting from shield before health, and the player dies when health reaches zero.(I am so smart) I need to add more stuff"}, {"post_id": 37039, "ts": "2026-07-29T14:42:11Z", "hours": 1.735, "text": "Dev Log 3 - Asteroid So i worked on adding well the asteroids so now the astroides spawn randolmy and move towards the player and you can aim using your mouse to kill them and you can move using wasd"}, {"post_id": 36669, "ts": "2026-07-28T21:32:55Z", "hours": 3.3831, "text": "Dev Log 2 - player so i make the little player and it can move and fire blue pellets and it looks very cool and i added a star background and it is cool and also i have a little flame at the bottom and also it looks at my mouse"}, {"post_id": 36372, "ts": "2026-07-28T13:22:32Z", "hours": 0.8669, "text": "Dev log 1 So for the past day I learnder how to use pygame and made a start screen it is not much but it is cool"}]...
|
Title: Asteroid survivor by @chahatesh | Stardance Title: Asteroid survivor by @chahatesh | Stardance
Devlogs:
Dev log 1 So for the past day I learnder how to use pygame and made a start screen it is not much but it is cool
Dev Log 2 - player so i make the little player and it can move and fire blue pellets and it looks very cool and i added a star background and it is cool and also i have a little flame at the bottom and also it looks at my mouse
Dev Log 3 - Asteroid So i worked on adding well the asteroids so now the astroides spawn randolmy and move towards the player and you can aim using your mouse to kill them and you can move using wasd
Dev Log 4 - Death I added health so health starts at 100 and shield at 50, giving a total of 150 HP, with and shield takes damage first and sheld regenerating over time. An asteroid hit deals 30 damage, subtracting from shield before health, and the player dies when health reaches zero.(I am so smart) I need to add more stuff
Dev Log 5 - Top bar So here I have HP sheld LV Dash and Bag. I added the LV and the every time you kill a asteroid you get xp and you get LVs. The dash is a dash wow and we have the bag below it has the stuff we have
Dev Log 6 - Test So I made a wepons thing when you Lv up you get 3 wepons to get and you have to shouse one and you get it - here is a test and also i have like 4 wepons and 4 upgrades
Dev Log 7 - Done So I made it in to a website and a github page so I am going to ship - https://asteroid-survivor.wasmer.app (I am very sorry if it is lagging but i tryed a lot to fix it but it did not work sorry again)
Ships:
Asteroid Destroyer is a Survivor.io-themed space shooter that I had a blast making, and I really think you’d enjoy it — so please take some time to play it and try a run or two! (Sorry if it’s a bit laggy, I’m still working on smoothing things out.)...
|
1793576952.9835007
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1793663352.9835007
|
|
40754
|
SCRIB-DL by @codevan | Stardance
|
codevan
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T00:17:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a scribd downloader for students! The project was so fun to make because i also needed to use it for school lol! I think this project has alot of potential in a real world example, and i MIGHT make more updates.", "repo": "https://github.com/devan518/scrib-dl", "demo": "https://pypi.org/project/scrib-dl/"}]...
|
[{"post_id": 36074, "ts": "202 [{"post_id": 36074, "ts": "2026-07-27T22:36:45Z", "hours": 0.6111, "text": "devlog #1: using playwright and img2pdf, i made a scribd downloader for students"}]...
|
Title: SCRIB-DL by @codevan | Stardance
Devlogs:
Title: SCRIB-DL by @codevan | Stardance
Devlogs:
devlog #1: using playwright and img2pdf, i made a scribd downloader for students
Ships:
I made a scribd downloader for students! The project was so fun to make because i also needed to use it for school lol! I think this project has alot of potential in a real world example, and i MIGHT make more updates....
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1793494274.5769815
|
1793580674.5769815
|
|
40758
|
Game Contained Entirely Within a Minecraft Shader Game Contained Entirely Within a Minecraft Shader by @_Pm7 | Stardance...
|
_Pm7
|
1
|
48.0
|
941
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T23:53:19Z", "hours": 48.0, "multiplier": 19.46, "payout": 941, "blessing": "neutral", "text": "I created a fully functional 3d game that runs entirely through a vanilla Minecraft postprocessing effect. Anyone who owns minecraft java edition will be able to load this onto a world and play it. Player input is collected via a datapack that changes colors on the screen when keys are pressed, but besides that the entire game’s code is contained in a resource pack. It is complete with a tank-style movement system, key-door interactions, enemies, and an intuitive level loading system.", "repo": "https://github.com/Pm7-dev/posteffect-game", "demo": "https://github.com/Pm7-dev/posteffect-game/releases/latest"}]...
|
[{"post_id": 59271, "ts": "202 [{"post_id": 59271, "ts": "2026-08-31T23:38:05Z", "hours": 2.5286, "text": "It’s finally finished! After designing the main level and getting some friends to playtest it, I’m happy to say that this project is finally ready for release! The game can now be played by anyone with vanilla Minecraft Java Edition!!"}, {"post_id": 58473, "ts": "2026-08-30T21:49:59Z", "hours": 7.7214, "text": "Added cats I have added my friend’s cat, Mumuy, into the game as an enemy which follows the player around and attacks if she gets close. This took such an incredible amount of pain and debugging with the memory buffer that I’m almost ready to call this project done. In the next devlog I’d like to polish up some things and then finally release the project."}, {"post_id": 52456, "ts": "2026-08-22T16:05:18Z", "hours": 7.8172, "text": "I knew this would take a long time but uh….. oh. I have now created a functioning inventory pickup system, and opening doors will now check to make sure the player is holding the corresponding colored key before it opens. To do this, I had to store an array of colors of the keys in the program memory for the player’s inventory. But since I can’t always guarantee that the array doesn’t have gaps in it, each frame also generates a list of positions of the colors addresses (I guess in a really cursed way you could call these pointers?) so I don’t have to sample the entire inventory list for every pixel in the rendering passes and can instead read the pointers list to know what inventory index to render."}, {"post_id": 49341, "ts": "2026-08-18T03:29:17Z", "hours": 6.1069, "text": "Added spinning keys as placeable objects in the map image I modeled this key in blender and rendered out eight frames of it spinning to create this texture atlas. The atlas is pulled from based on the GameTime. Loading keys into memory from the map proved to be quite a challenge. When initializing the map, the shader reads the map texture for any pixels with opacity 150 and treats them as keys, loading them and their data into a few rows in memory. The data stored and updated along with them is: Their coordinates on the map, their colors, their distance offset from the player, and their rotational offset from the player. Using this data, I created a render pass after the map renderer that adds these in. Next will be a pickup system so they can be used to unlock doors. The player inventory system is probably gonna suuuuuuck to make."}, {"post_id": 47224, "ts": "2026-08-15T00:20:59Z", "hours": 3.9419, "text": "Map units can now be destroyed in real time by pressing the space bar. Listening for the player jump predicate and treating it like an “action” input allows me to make the map destructible. This will be used later to make doors that require keys to open. Additionally, inputs are now polled independently of one another, as shown later in the video. Each input set (movement, rotation, action) has its own text display associated with it, and now the shader samples from three points on the screen to get all the inputs at once."}, {"post_id": 44039, "ts": "2026-08-09T15:30:26Z", "hours": 1.9911, "text": "Wall texture atlas created The shader now looks for specific rgb values in the map so it knows what part of the atlas to sample from, allowing me to choose which wall texture to render when making the game map. Next I will be working on wall collision and an item pickup system."}, {"post_id": 42366, "ts": "2026-08-07T01:37:06Z", "hours": 1.3319, "text": "Wall textures are now sampled from texture images using the raycast positions, I can determine the x coordinate to sample from on the texture just by modding the larger coordinate by one (making the texture repeat every unit.) The Y coordinate is based on the current calculated wall height (determined by the distance between the raycast and the player.) Next I will make textures loaded on an atlas instead of a single image so I can make multiple different types of wall."}, {"post_id": 39874, "ts": "2026-08-03T04:25:21Z", "hours": 7.4583, "text": "Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes. Before, there was one pass to update data, and one to render the data. Now there are six: Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player. As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next."}, {"post_id": 38857, "ts": "2026-08-01T12:49:37Z", "hours": 3.535, "text": "4th Devlog, Rewritten the raycasting system. Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units. I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better."}, {"post_id": 37362, "ts": "2026-07-30T00:50:21Z", "hours": 1.4472, "text": "Beginnings of player input Because shader code is run entirely on the GPU, I can’t just directly listen for keyboard input. The only thing that the shader code actually reads is the colors rendered to the screen by minecraft, so I needed to make a sort of “translation layer” that listens for player input in minecraft and outputs a color on the screen so it can be read and interpreted by the shader code. My really jank test rig As shown in the video, the color of the square updates depending on the pressed keys. The inputs are gathered using minecraft’s “predicate” system and are translated to the background color of a text display entity. The player is mounted to an armor stand to stop them from moving away, keeping the text display in the center of the screen always. How I keep track of data in code that can’t store variables If a shader can only read colors, how does it remember where the player is? This question was one that I had until I discovered minecraft’s support for the persistent render target. This allows the shader to sample from the pixels it renders in the current frame in the next frame. A floating point number is stored using thirty two bits. Each pixel’s color is stored with eight bits of precision each for red, green, blue, and alpha channels, which also happens to total 32 bits. So I wrote what is possibly the strangest utility I have ever written, that can translate a float to an rgba color and an rgba color to a float. Now, using a persistent render target that is simply never rendered to the screen, I can store the player’s x, y, and camera position in colors, and update them based on the color in the middle of the screen from the minecraft render. I suppose the persistent render target sorta counts as the game’s “RAM.” I’ll be using it to store a lot more data in the future, but next I’ll be fixing up some issues I found with rendering and player control."}, {"post_id": 36763, "ts": "2026-07-29T01:02:02Z", "hours": 3.0931, "text": "I finally got some actual visual output!! After fixing many compiler errors, and then another few that kept causing the loaded data to reset, I got this output. The current system renders walls based on the pixel’s distance from a wall defined by a texture (visualized in the picture). This created a sort of fisheye distortion that I’ll try and work out later, but I’m happy with my progress for now, and would like to focus on getting player movement functional"}, {"post_id": 36141, "ts": "2026-07-28T01:24:17Z", "hours": 1.3989, "text": "Minecraft has in recent snapshots greatly improved the capabilities of its shader system, now allowing postprocessing shaders “post effects” to be applied using commands. This has wildly changed what is now possible in vanilla minecraft and I immediately was overcome with excitement about what was now possible. After playing around with it for a while and discovering the “persistent” mode on custom render targets, I realized that even more than expected was now possible, and found a way to make posteffects that have fade-in animations by updating the value in a persistent render target over the course of a few frames. To make it consistent across different frame rates, I had to figure out a way to get a deltatime (time between frames), which I was able to do using the GameTime uniform in minecraft. Having gotten a deltatime, I began wondering about the possibilities of creating a fully functional game contained entirely in a minecraft postprocessing shader…"}]...
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Title: Game Contained Entirely Within a Minecraft Title: Game Contained Entirely Within a Minecraft Shader by @_Pm7 | Stardance
Devlogs:
Minecraft has in recent snapshots greatly improved the capabilities of its shader system, now allowing postprocessing shaders “post effects” to be applied using commands. This has wildly changed what is now possible in vanilla minecraft and I immediately was overcome with excitement about what was now possible. After playing around with it for a while and discovering the “persistent” mode on custom render targets, I realized that even more than expected was now possible, and found a way to make posteffects that have fade-in animations by updating the value in a persistent render target over the course of a few frames. To make it consistent across different frame rates, I had to figure out a way to get a deltatime (time between frames), which I was able to do using the GameTime uniform in minecraft. Having gotten a deltatime, I began wondering about the possibilities of creating a fully functional game contained entirely in a minecraft postprocessing shader…
I finally got some actual visual output!! After fixing many compiler errors, and then another few that kept causing the loaded data to reset, I got this output. The current system renders walls based on the pixel’s distance from a wall defined by a texture (visualized in the picture). This created a sort of fisheye distortion that I’ll try and work out later, but I’m happy with my progress for now, and would like to focus on getting player movement functional
Beginnings of player input Because shader code is run entirely on the GPU, I can’t just directly listen for keyboard input. The only thing that the shader code actually reads is the colors rendered to the screen by minecraft, so I needed to make a sort of “translation layer” that listens for player input in minecraft and outputs a color on the screen so it can be read and interpreted by the shader code. My really jank test rig As shown in the video, the color of the square updates depending on the pressed keys. The inputs are gathered using minecraft’s “predicate” system and are translated to the background color of a text display entity. The player is mounted to an armor stand to stop them from moving away, keeping the text display in the center of the screen always. How I keep track of data in code that can’t store variables If a shader can only read colors, how does it remember where the player is? This question was one that I had until I discovered minecraft’s support for the persistent render target. This allows the shader to sample from the pixels it renders in the current frame in the next frame. A floating point number is stored using thirty two bits. Each pixel’s color is stored with eight bits of precision each for red, green, blue, and alpha channels, which also happens to total 32 bits. So I wrote what is possibly the strangest utility I have ever written, that can translate a float to an rgba color and an rgba color to a float. Now, using a persistent render target that is simply never rendered to the screen, I can store the player’s x, y, and camera position in colors, and update them based on the color in the middle of the screen from the minecraft render. I suppose the persistent render target sorta counts as the game’s “RAM.” I’ll be using it to store a lot more data in the future, but next I’ll be fixing up some issues I found with rendering and player control.
4th Devlog, Rewritten the raycasting system. Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units. I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better.
Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes. Before, there was one pass to update data, and one to render the data. Now there are six: Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player. As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next.
Wall textures are now sampled from texture images using the raycast positions, I can determine the x coordinate to sample from on the texture just by modding the larger coordinate by one (making the texture repeat every unit.) The Y coordinate is based on the current calculated wall height (determined by the distance between the raycast and the player.) Next I will make textures loaded on an atlas instead of a single image so I can make multiple different types of wall.
Wall texture atlas created The shader now looks for specific rgb values in the map so it knows what part of the atlas to sample from, allowing me to choose which wall texture to render when making the game map. Next I will be working on wall collision and an item pickup system.
Map units can now be destroyed in real time by pressing the space bar. Listening for the player jump predicate and treating it like an “action” input allows me to make the map destructible. This will be used later to make doors that require keys to open. Additionally, inputs are now polled independently of one another, as shown later in the video. Each input set (movement, rotation, action) has its own text display associated with it, and now the shader samples from three points on the screen to get all the inputs at once.
Added spinning keys as placeable objects in the map image I modeled this key in blender and rendered out eight frames of it spinning to create this texture atlas. The atlas is pulled from based on the GameTime. Loading keys into memory from the map proved to be quite a challenge. When initializing the map, the shader reads the map texture for any pixels with opacity 150 and treats them as keys, loading them and their data into a few rows in memory. The data stored and updated along with them is: Their coordinates on the map, their colors, their distance offset from the player, and their rotational offset from the player. Using this data, I created a render pass after the map renderer that adds these in. Next will be a pickup system so they can be used to unlock doors. The player inventory system is probably gonna suuuuuuck to make.
I knew this would take a long time but uh….. oh. I have now created a functioning inventory pickup system, and opening doors will now check to make sure the player is holding the corresponding colored key before it opens. To do this, I had to store an array of colors of the keys in the program memory for the player’s inventory. But since I can’t always guarantee that the array doesn’t have gaps in it, each frame also generates a list of positions of the colors addresses (I guess in a really cursed way you could call these pointers?) so I don’t have to sample the entire inventory list for every pixel in the rendering passes and can instead read the pointers list to know what inventory index to render.
Added cats I have added my friend’s cat, Mumuy, into the game as an enemy which follows the player around and attacks if she gets close. This took such an incredible amount of pain and debugging with the memory buffer that I’m almost ready to call this project done. In the next devlog I’d like to polish up some things and then finally release the project.
It’s finally finished! After designing the main level and getting some friends to playtest it, I’m happy to say that this project is finally ready for release! The game can now be played by anyone with vanilla Minecraft Java Edition!!
Ships:
I created a fully functional 3d game that runs entirely through a vanilla Minecraft postprocessing effect. Anyone who owns minecraft java edition will be able to load this onto a world and play it. Player input is collected via a datapack that changes colors on the screen when keys are pressed, but besides that the entire game’s code is contained in a resource pack. It is complete with a tank-style movement system, key-door interactions, enemies, and an intuitive level loading system....
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1793570139.2905347
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1793656539.2905347
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40761
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Craft CV by @ctrl_z_assem | Stardance
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ctrl_z_assem
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1
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19.74
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T18:46:00Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it was hard bec it was my first but bec i didnt shp it bec i was not verfied i worked in other programs and had lots of exp of it so i came back and did lots of work and good code structre too so am over all happy and i hope its has use for u and feels good if i need to say what i wil ldo more to it its two main things first custom art which i do a lot and will come soon but nt in stardance :( but second is making it so its bare minunium info and make a very pro cool verstile CV am just happy bec i wanted to mkae it when i was 10 and i made the first step for ne of my dream hope u have THE BEST STAAAAAAAAAAAAAARDANCING :)))", "repo": "https://github.com/assembakr00/CraftCV", "demo": "https://assembakr00.github.io/CraftCV/"}]...
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[{"post_id": 84344, "ts": "202 [{"post_id": 84344, "ts": "2026-10-29T14:22:36Z", "hours": 1.7436, "text": "hey did lots of work the most major is i moved and added a side menu which in future will have lots of things but for now it has the settings which moves u to a new page for settings and has a choice for changing the font to pixl font if u want and can reatsrt the demo which also restarts ur api so beware of that and i simplifeid and commentd the js and added a cool hamburer for the hamburger settings icon :) and worked on the readme bec i had lots of details which honetley looked ai so i moved it to a file named extra docs which for ppl who liked the project and want more info and oh also i rewrote the funcs ai wrote and simpified it a lot in js and the classes in css and if a reveiwer is reading this btw idk why in the last reveiw in the vedio the github hosted an older version but dw its cool and new now :)"}, {"post_id": 83845, "ts": "2026-10-28T18:42:30Z", "hours": 2.2256, "text": "hey reveiwed some js i honstley tried making an api key and using it and that what toke up my 2 hrs and good and bad news good ofc it worked fine bad i found lots of holes and i need to fix it which made me take down half of my vars in js and tweak some code in css and classes but its fine rn"}, {"post_id": 83069, "ts": "2026-10-26T19:48:56Z", "hours": 13.3928, "text": "HEY LONG TIME NO SEE!!! HOW U DOING HAH ANSWER HOW U DOING!! jk hey guys am been affected by racctius in terra anyways i got bad new and good news lets start with ….“drums pls” … … … BAD NEWS oh yeah idk why am exctied anyways as u may have noticed some devlogs have 0s idk whast the reason for that and i didnt ask in slack but idk if i will do or not bec i dont even rembemer how much time was here anyways i did an unholy amount of coding bec i ofc relized why the hell is my app look like cluade and codex had an baby so i tried LOTS AND LOTS of new styles pixl art multi pages nothing and i mean nothing looked good so i looked at the date found out its only 5 days till stardance ends and sighed and just decdeid to leave most of the old design with some changes and ship i mean like bro i coded over 1k js lies but to be fair its been 3 months here and i used ai at the start bec this was my first project when i started coding and stardancng so i just reveiwed the code and found super dumb things ike bro WTH 9 THEMES WHY ARE WE MAKING A RAINBOW OR WHAT so ahem i ofc fixed that and did other things and tested it and i have a cool toggle theme i made it like a switch anyways am shipping BYE!!!"}, {"post_id": 42858, "ts": "2026-08-07T20:10:01Z", "hours": 0.0, "text": "hey i honstely just revised code and added some things like linkedin export and just waiting to get verfied"}, {"post_id": 42239, "ts": "2026-08-06T21:08:05Z", "hours": 0.0, "text": "Hey ,i added more frontend but i really wanna ship it here in stardance but i cant i need to get verfied first and the bot wont accept me i reached out to hackclub team but because so they are busy it needs more time like i have my demo link for github pages here it is btw https://assembakr00.github.io/CraftCV/"}, {"post_id": 41597, "ts": "2026-08-05T21:54:53Z", "hours": 0.0, "text": "Hey long time no see i havent been working here bec i worked on the other tick tack tread game project anyways i didnt do much but i tried some backend and made a db and tried to use it but idk if its worth it for a simple app but i mean its cool also srry this screen dont have my python files in it and json and jsonb too"}, {"post_id": 38520, "ts": "2026-07-31T23:00:55Z", "hours": 0.3194, "text": "renwed the readme and added some code"}, {"post_id": 37920, "ts": "2026-07-30T22:32:14Z", "hours": 0.2967, "text": "revised some code in js bec i acculty try to understand it more and more by writing it i wrote most of it in webstorm not vscode so it didnt get logged but i mangend to get some time in vs code at html at the end"}, {"post_id": 37314, "ts": "2026-07-29T22:33:50Z", "hours": 0.0, "text": "Hey i know i didnt ship but i feel it aint ready and i wanna add more flavor like am learning react so i can use it for this and other projects"}, {"post_id": 36698, "ts": "2026-07-28T22:29:12Z", "hours": 0.3014, "text": "i did a lot f things and small bug patches too and this a new sub version btw What changedSticky preview panel styling for the desktop two-column layout, with the mobile override kept static below the 900px breakpoint. Theme swatches now appear with small labels underneath each color.Each form section now has a collapse/expand toggle, and the state is saved in localStorage. A “Missing: …” counter now appears beside the progress bar and updates from the same progress logic.Added “Copy as JSON” and “Import JSON” actions with validation and toast feedback. Theme switching now uses smoother crossfade-like transitions across the main UI surfaces."}, {"post_id": 36082, "ts": "2026-07-27T23:12:05Z", "hours": 0.6194, "text": "i having hell with these bugs from new feauters rn!!!"}, {"post_id": 36045, "ts": "2026-07-27T21:26:11Z", "hours": 0.3547, "text": "hey guys just patched a few bugs and i think am ready for at least github pages"}]...
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Title: Craft CV by @ctrl_z_assem | Stardance
Devl Title: Craft CV by @ctrl_z_assem | Stardance
Devlogs:
hey guys just patched a few bugs and i think am ready for at least github pages
i having hell with these bugs from new feauters rn!!!
i did a lot f things and small bug patches too and this a new sub version btw What changedSticky preview panel styling for the desktop two-column layout, with the mobile override kept static below the 900px breakpoint. Theme swatches now appear with small labels underneath each color.Each form section now has a collapse/expand toggle, and the state is saved in localStorage. A “Missing: …” counter now appears beside the progress bar and updates from the same progress logic.Added “Copy as JSON” and “Import JSON” actions with validation and toast feedback. Theme switching now uses smoother crossfade-like transitions across the main UI surfaces.
Hey i know i didnt ship but i feel it aint ready and i wanna add more flavor like am learning react so i can use it for this and other projects
revised some code in js bec i acculty try to understand it more and more by writing it i wrote most of it in webstorm not vscode so it didnt get logged but i mangend to get some time in vs code at html at the end
renwed the readme and added some code
Hey long time no see i havent been working here bec i worked on the other tick tack tread game project anyways i didnt do much but i tried some backend and made a db and tried to use it but idk if its worth it for a simple app but i mean its cool also srry this screen dont have my python files in it and json and jsonb too
Hey ,i added more frontend but i really wanna ship it here in stardance but i cant i need to get verfied first and the bot wont accept me i reached out to hackclub team but because so they are busy it needs more time like i have my demo link for github pages here it is btw https://assembakr00.github.io/CraftCV/
hey i honstely just revised code and added some things like linkedin export and just waiting to get verfied
HEY LONG TIME NO SEE!!! HOW U DOING HAH ANSWER HOW U DOING!! jk hey guys am been affected by racctius in terra anyways i got bad new and good news lets start with ….“drums pls” … … … BAD NEWS oh yeah idk why am exctied anyways as u may have noticed some devlogs have 0s idk whast the reason for that and i didnt ask in slack but idk if i will do or not bec i dont even rembemer how much time was here anyways i did an unholy amount of coding bec i ofc relized why the hell is my app look like cluade and codex had an baby so i tried LOTS AND LOTS of new styles pixl art multi pages nothing and i mean nothing looked good so i looked at the date found out its only 5 days till stardance ends and sighed and just decdeid to leave most of the old design with some changes and ship i mean like bro i coded over 1k js lies but to be fair its been 3 months here and i used ai at the start bec this was my first project when i started coding and stardancng so i just reveiwed the code and found super dumb things ike bro WTH 9 THEMES WHY ARE WE MAKING A RAINBOW OR WHAT so ahem i ofc fixed that and did other things and tested it and i have a cool toggle theme i made it like a switch anyways am shipping BYE!!!
hey reveiwed some js i honstley tried making an api key and using it and that what toke up my 2 hrs and good and bad news good ofc it worked fine bad i found lots of holes and i need to fix it which made me take down half of my vars in js and tweak some code in css and classes but its fine rn
hey did lots of work the most major is i moved and added a side menu which in future will have lots of things but for now it has the settings which moves u to a new page for settings and has a choice for changing the font to pixl font if u want and can reatsrt the demo which also restarts ur api so beware of that and i simplifeid and commentd the js and added a cool hamburer for the hamburger settings icon :) and worked on the readme bec i had lots of details which honetley looked ai so i moved it to a file named extra docs which for ppl who liked the project and want more info and oh also i rewrote the funcs ai wrote and simpified it a lot in js and the classes in css and if a reveiwer is reading this btw idk why in the last reveiw in the vedio the github hosted an older version but dw its cool and new now :)
Ships:
it was hard bec it was my first but bec i didnt shp it bec i was not verfied i worked in other programs and had lots of exp of it so i came back and did lots of work and good code structre too so am over all happy and i hope its has use for u and feels good if i need to say what i wil ldo more to it its two main things first custom art which i do a lot and will come soon but nt in stardance :( but second is making it so its bare minunium info and make a very pro cool verstile CV am just happy bec i wanted to mkae it when i was 10 and i made the first step for ne of my dream hope u have THE BEST STAAAAAAAAAAAAAARDANCING :)))...
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1793522998.4055948
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1793609398.4055948
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40776
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Generic Functional Programming Language by @Yoyodo Generic Functional Programming Language by @Yoyodotpy | Stardance...
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Yoyodotpy
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1
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17.51
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274
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T20:18:20Z", "hours": 17.0, "multiplier": 15.69, "payout": 274, "blessing": "neutral", "text": "This is a simple interpretted functional programming language. Originally, I intended for it to be compiled, but after dealing with llvm for a few days I gave up on this and just made it be interpretted. I struggled a lot with making the language not look incredibly ugly as I was designing it, but in the end I managed to make it look half decent. It also only works in the cli and has no options beyond just putting the file path to run a program. Despite all that, I think that this went pretty well. It was my first time trying to make a language, and I learnt a whole lot about the backend and design of programming languages (and gained a couple more strong opinions about programming syntax). It ended up being functional in both ways, and capable of making and running simple programs. I’ll probably try to make a new language in the future, with everything I’ve learnt.", "repo": "https://github.com/Yoyodotpy/programming-language", "demo": "https://github.com/Yoyodotpy/programming-language/releases/latest"}]...
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[{"post_id": 67443, "ts": "202 [{"post_id": 67443, "ts": "2026-09-13T15:32:25Z", "hours": 0.5092, "text": "I added help text and changed the demo folder to be called examples."}, {"post_id": 66866, "ts": "2026-09-12T20:04:18Z", "hours": 1.7833, "text": "I got this ready to ship because I lost interest in this, but i might make another project in the remaining time in Stardance. Either way, i finished the README.md, added a release with prebuilt binaries, and made a demo using asciinema."}, {"post_id": 40916, "ts": "2026-08-04T19:04:54Z", "hours": 2.2236, "text": "llvm is pain it compiles but it doesnt work i might just pivot and make it interpretted only, maybe have it transpile to scheme instead."}, {"post_id": 39809, "ts": "2026-08-03T01:30:00Z", "hours": 3.8047, "text": "I got started on making the compiler convert my language to LLVM IR code, and it genuinely sucks. I basically need to make my language un-functional itself into a primitive language, and I need to deal with the limits of my own language, golang, and C at the same time and it’s torture. I’m powering through though and I’m almost at a point where it’ll actually manage to compile my language."}, {"post_id": 38588, "ts": "2026-08-01T02:06:56Z", "hours": 3.6814, "text": "This is now technically a usable programming language! It can interpret code, and I even made a Fibonacci program. I spent most of the day making some basic primitives, alongside starting the standard library with things like true, false, or, and, not, nil, print, addition, multiplication, subtraction, division and more! Tomorrow I’ll set it up with LLVM and try my best to get it to actually compile. Wish me luck! Also, if any of you have ideas for how I can make the code less ugly, I would appreciate some advice."}, {"post_id": 37999, "ts": "2026-07-31T03:30:44Z", "hours": 3.1147, "text": "I pretty much finished the AST and I’m basically ready to start working on the interpretter."}, {"post_id": 37267, "ts": "2026-07-29T20:48:55Z", "hours": 2.8633, "text": "I finalized the lexer and I’m almost done with generating the AST, so nearly done with the boring bit! I also made some very basic test programs."}]...
|
Title: Generic Functional Programming Language by Title: Generic Functional Programming Language by @Yoyodotpy | Stardance
Devlogs:
I finalized the lexer and I’m almost done with generating the AST, so nearly done with the boring bit! I also made some very basic test programs.
I pretty much finished the AST and I’m basically ready to start working on the interpretter.
This is now technically a usable programming language! It can interpret code, and I even made a Fibonacci program. I spent most of the day making some basic primitives, alongside starting the standard library with things like true, false, or, and, not, nil, print, addition, multiplication, subtraction, division and more! Tomorrow I’ll set it up with LLVM and try my best to get it to actually compile. Wish me luck! Also, if any of you have ideas for how I can make the code less ugly, I would appreciate some advice.
I got started on making the compiler convert my language to LLVM IR code, and it genuinely sucks. I basically need to make my language un-functional itself into a primitive language, and I need to deal with the limits of my own language, golang, and C at the same time and it’s torture. I’m powering through though and I’m almost at a point where it’ll actually manage to compile my language.
llvm is pain it compiles but it doesnt work i might just pivot and make it interpretted only, maybe have it transpile to scheme instead.
I got this ready to ship because I lost interest in this, but i might make another project in the remaining time in Stardance. Either way, i finished the README.md, added a release with prebuilt binaries, and made a demo using asciinema.
I added help text and changed the demo folder to be called examples.
Ships:
This is a simple interpretted functional programming language. Originally, I intended for it to be compiled, but after dealing with llvm for a few days I gave up on this and just made it be interpretted. I struggled a lot with making the language not look incredibly ugly as I was designing it, but in the end I managed to make it look half decent. It also only works in the cli and has no options beyond just putting the file path to run a program. Despite all that, I think that this went pretty well. It was my first time trying to make a language, and I learnt a whole lot about the backend and design of programming languages (and gained a couple more strong opinions about programming syntax). It ended up being functional in both ways, and capable of making and running simple programs. I’ll probably try to make a new language in the future, with everything I’ve learnt....
|
1793581061.3455915
|
1793667461.3455915
|
|
40777
|
my APOD site by @CherryMG | Stardance
|
CherryMG
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T21:06:43Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The most challenging part of this project was well, javascript. I have created multiple websites before, even one for my business, but I have avoided js nearly entirely. Took me a bit of trying but was so worth it.", "repo": "https://github.com/CherryMakesGames/nasa-plaything", "demo": "https://cherrymakesgames.github.io/nasa-plaything/"}]...
|
[{"post_id": 36618, "ts": "202 [{"post_id": 36618, "ts": "2026-07-28T20:55:16Z", "hours": 1.5228, "text": "So, this is basically it for the project. I did a few simple changes including: making the text glow improving the look of the date picker using flatpickr adding a “random day” button adding a “load high resolution” button to images."}, {"post_id": 36377, "ts": "2026-07-28T13:31:00Z", "hours": 0.6186, "text": "Improvements to the typography and site look"}, {"post_id": 36352, "ts": "2026-07-28T12:29:14Z", "hours": 0.3317, "text": "Created a small date picker that allows me to view past days, by default it is obviously set to the current day and it ends up lodaing it from the start."}, {"post_id": 36079, "ts": "2026-07-27T22:49:56Z", "hours": 0.2908, "text": "Added some basic CSS as a starter"}, {"post_id": 36070, "ts": "2026-07-27T22:26:49Z", "hours": 0.3119, "text": "Using the provided guide I have quickly went through the setup process and after a short amount of research I managed to have the first base website set-up. What I will be focusing on next is making it more functional via having some sort of search and a “surprise me” button"}]...
|
Title: my APOD site by @CherryMG | Stardance
Devl Title: my APOD site by @CherryMG | Stardance
Devlogs:
Using the provided guide I have quickly went through the setup process and after a short amount of research I managed to have the first base website set-up. What I will be focusing on next is making it more functional via having some sort of search and a “surprise me” button
Added some basic CSS as a starter
Created a small date picker that allows me to view past days, by default it is obviously set to the current day and it ends up lodaing it from the start.
Improvements to the typography and site look
So, this is basically it for the project. I did a few simple changes including: making the text glow improving the look of the date picker using flatpickr adding a “random day” button adding a “load high resolution” button to images.
Ships:
The most challenging part of this project was well, javascript. I have created multiple websites before, even one for my business, but I have avoided js nearly entirely. Took me a bit of trying but was so worth it....
|
1792878766.5003085
|
1793742766.5003085
|
|
40779
|
My own site! by @ARG_Lightning | Stardance
|
ARG_Lightning
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T01:44:33Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal site. It is pretty mediocre, but this is my first real site without the help of AI. I made game sites before with a canvas, but nothing like this. I included a decent bit of information about myself including sections such as about me, projects, awards, and my hobbies. I used flex containers to hold a lot of the boring information, but to avoid making it to repetitive, I used an unordered list at the end for my hobbies. The navigation bar also constantly sticks to the top of the screen which I think is pretty dope. I used only the Google Search AI for quick questions without it giving me entire code snippets. I had fun with this website and I know it needs improvement, but I need feedback on what that should be. I seem a little lost. It feels like anything I do next is above my skill level. Any suggestions will be appreciated. Thanks for your time.", "repo": "https://github.com/AyushRG10/AyushPersonalWebsite", "demo": "https://ayushrg10.github.io/AyushPersonalWebsite/"}]...
|
[{"post_id": 36145, "ts": "202 [{"post_id": 36145, "ts": "2026-07-28T01:37:35Z", "hours": 3.04, "text": "Today, I started my first actual website build without the help of AI (except for google search AI for quick questions). I learned quite a bit and was able to build this site within 3 hours. It contains four different sections such as about me, projects, hobbies, and my awards. I added some basic information as well as decent styling right now. I developed a color pallete I plan to follow. It does need a lot of work, but I feel like I learned a lot. If any of yall has any feedback, it is much appreciated. I know I have to change some things, but I do not know how or what. Thanks for reading!"}]...
|
Title: My own site! by @ARG_Lightning | Stardance
Title: My own site! by @ARG_Lightning | Stardance
Devlogs:
Today, I started my first actual website build without the help of AI (except for google search AI for quick questions). I learned quite a bit and was able to build this site within 3 hours. It contains four different sections such as about me, projects, hobbies, and my awards. I added some basic information as well as decent styling right now. I developed a color pallete I plan to follow. It does need a lot of work, but I feel like I learned a lot. If any of yall has any feedback, it is much appreciated. I know I have to change some things, but I do not know how or what. Thanks for reading!
Ships:
I made my own personal site. It is pretty mediocre, but this is my first real site without the help of AI. I made game sites before with a canvas, but nothing like this. I included a decent bit of information about myself including sections such as about me, projects, awards, and my hobbies. I used flex containers to hold a lot of the boring information, but to avoid making it to repetitive, I used an unordered list at the end for my hobbies. The navigation bar also constantly sticks to the top of the screen which I think is pretty dope. I used only the Google Search AI for quick questions without it giving me entire code snippets. I had fun with this website and I know it needs improvement, but I need feedback on what that should be. I seem a little lost. It feels like anything I do next is above my skill level. Any suggestions will be appreciated. Thanks for your time....
|
1793494279.0748236
|
1793580679.0748236
|
|
40801
|
SDR Project by @antonio_passos | Stardance
|
antonio_passos
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T18:24:34Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a video transmission system using Pluto radios that can transmit images! It can transmit webcam feed and we also tested using ADS-B (flight signals) to transmit a rendered map. The hardest part was trying to optimize it to be somewhat realtime, we used 24-bit color compression and 16-QAM but if we had more time we would have used some other compression techniques like maybe MPEG. You can try it at home if you have two Pluto radios, one will transmit and the other receives.", "repo": "https://github.com/antonio-pas/cosmos-lab-2026", "demo": "https://github.com/antonio-pas/cosmos-lab-2026/releases"}]...
|
[{"post_id": 38530, "ts": "202 [{"post_id": 38530, "ts": "2026-07-31T23:47:10Z", "hours": 5.2889, "text": "ADS-B Airplane tracking added! The photo is created using folium, then sent over the radio. One radio receives ADS-B and transmits photos, the other radio receives the photos and renders them. Plus more optimization features and tweaking"}, {"post_id": 36768, "ts": "2026-07-29T01:13:34Z", "hours": 12.0958, "text": "Basic radio transmission using QAM with ~1 FPS video, 40x40 and 8bit color (3 3 2 RGB). Slightly inconsistent but works decently and can transmit across a hallway."}]...
|
Title: SDR Project by @antonio_passos | Stardance
Title: SDR Project by @antonio_passos | Stardance
Devlogs:
Basic radio transmission using QAM with ~1 FPS video, 40x40 and 8bit color (3 3 2 RGB). Slightly inconsistent but works decently and can transmit across a hallway.
ADS-B Airplane tracking added! The photo is created using folium, then sent over the radio. One radio receives ADS-B and transmits photos, the other radio receives the photos and renders them. Plus more optimization features and tweaking
Ships:
I made a video transmission system using Pluto radios that can transmit images! It can transmit webcam feed and we also tested using ADS-B (flight signals) to transmit a rendered map. The hardest part was trying to optimize it to be somewhat realtime, we used 24-bit color compression and 16-QAM but if we had more time we would have used some other compression techniques like maybe MPEG. You can try it at home if you have two Pluto radios, one will transmit and the other receives....
|
1793498215.7825313
|
1793584615.7825313
|
|
40811
|
Lunux by @lune | Stardance
|
lune
|
1
|
26.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T02:32:07Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "a 64 bit operating system with my own kernel! its meant to be a base for other operating systems projects with a basic IDT, display functions, and its own CLib! https://github.com/lun3ux/lunux/releases", "repo": "https://github.com/lun3ux/lunux", "demo": "https://github.com/lun3ux/lunux/releases"}]...
|
[{"post_id": 44280, "ts": "202 [{"post_id": 44280, "ts": "2026-08-09T22:37:08Z", "hours": 7.9286, "text": "Added interrupt handlers It has been 8 hours. 8 hours of pure agony as I try to mimic the linux interrupt handling system. This has by far been the hardest challenge that I have ever faced, and I honestly took a break to recuperate myself and not lose motivation. but we created system interrupts! we can now do much more cool stuffs like virtual memory management and eventually keyboard input, so overall this is exciting."}, {"post_id": 39857, "ts": "2026-08-03T03:46:38Z", "hours": 5.3342, "text": "Added CLib and Cross-Compiling Changes Either way, from the surface, lunux looks exactly the same, but its litterally anything but. Since the version of C we were using was freestanding, I had accsess to no libraries whatsoever, meaning that I couldnt even use printf(), So I had to create all of stdlib that was important FROM SCRATCH. Its embarrassing to think that up to this point, i actually wasn’t using a cross compiler until I literally had to. This thing was a marathon and I’m honestly amazed that I finished it. It taught me a lot about low level programming, alongside learning to be much more resourceful with no libraries, making me realize just how powerful C actually is. Admission Honestly, my motivation of the project was really going low around halfway into this. Although C is my “main language”, i dont consider myself a programmer, and I ran into so many troubles not having any tools by my side, but to be an engineer is to persevere, so I did that. Next Steps We need to get hardware interrupts back. As nice as it is to have Clib inside of lunux, we objectively cannot interact with the operating system at all. With hardware interrupts, we will be able to read data from the keyboard, mouse, and any other USB device. Overall, im feeling really optimistic!"}, {"post_id": 39091, "ts": "2026-08-01T19:49:53Z", "hours": 3.4722, "text": "WORKING ON REAL HARDWARE! These past 3 days have been super difficult for me, as I’ve spent them doing as much research about operating system development as I can. It was really demotivating to see lunux enter a boot loop over and over again, but I persisted and learned more about the linux boot process and how I can make something similar. So i rewrote everything from scratch. It took almost an entire day of research but I realized that I dont even need a multistage bootloader, or anything even remotely fancy, so I used GRUB to load in a basic assembly file that just calls in the kernel, and it works! I had to rewrite my kernel to accommodate for this as well, but nothing too much. Now it works on real hardware and I’m so happy! Soon, I hope to add basic text input and virtual memory."}, {"post_id": 37835, "ts": "2026-07-30T19:54:57Z", "hours": 3.5206, "text": "Now reading from the disk! (Lune + Linux) Its really exciting to see this. I’ve been working for hours, and figured out that a lot of the bugs that I was encountering was coming from how I was loading data from the disk. This is because i was coming dl to the number of sectors I wanted, instead of al. it was a typo that costed me an hour. that initialized most of my 32 bit logic, but there’s still some work to be done. We’re making amazing progress though!"}, {"post_id": 37393, "ts": "2026-07-30T02:28:59Z", "hours": 3.5142, "text": "Devlog #3 of Lunux! (Lune + Linux!) Things aren’t really going how I wanted them to, I learned to read pure binary and hex by just how much my mind is breaking. Basically, I had originally planned for the bootloader to be a multistage bootloader, and so I had made a stage2 file. And then I realized around 2 hours after debugging things related to memory and disk reading, that I don’t… need. a multistage bootloader. Either way, today was very educational; I learned much more about CPU interrupts and how to use them properly in 16 bit assembly. Honestly, I’m at a really weird point where I’m definitely overstepping in my ability in terms of assembly and what I know about low-level programming, but It’s fun to explore uncharted waters. Tomorrow, I hope to enter 32-bit protected mode."}, {"post_id": 36827, "ts": "2026-07-29T04:03:20Z", "hours": 1.1567, "text": "Devlog #2! This is pretty difficult but some progress has been made. What I’ve added Basic memory reading and writing functionality Buggy keyboard input. – I know it’s reading SOMETHING; I just need to figure out what because it activates when I press a key, but clearly isn’t what I’m typing. What I want to add Stage 2 of the bootloader Overall, I think this is going pretty well. Just some bugs I gotta fix tomorrow."}, {"post_id": 36183, "ts": "2026-07-28T03:18:16Z", "hours": 1.3492, "text": "It was pretty hard to get this working. Setup a few utility functions so that we can start printing some stuff out, getting the github repository setup was pretty difficult. This first chapter helped me learn about assembly a little more since its been a while since Ive coded in it. Overall, im really excited for this project."}]...
|
Title: Lunux by @lune | Stardance
Devlogs:
It was Title: Lunux by @lune | Stardance
Devlogs:
It was pretty hard to get this working. Setup a few utility functions so that we can start printing some stuff out, getting the github repository setup was pretty difficult. This first chapter helped me learn about assembly a little more since its been a while since Ive coded in it. Overall, im really excited for this project.
Devlog #2! This is pretty difficult but some progress has been made. What I’ve added Basic memory reading and writing functionality Buggy keyboard input. – I know it’s reading SOMETHING; I just need to figure out what because it activates when I press a key, but clearly isn’t what I’m typing. What I want to add Stage 2 of the bootloader Overall, I think this is going pretty well. Just some bugs I gotta fix tomorrow.
Devlog #3 of Lunux! (Lune + Linux!) Things aren’t really going how I wanted them to, I learned to read pure binary and hex by just how much my mind is breaking. Basically, I had originally planned for the bootloader to be a multistage bootloader, and so I had made a stage2 file. And then I realized around 2 hours after debugging things related to memory and disk reading, that I don’t… need. a multistage bootloader. Either way, today was very educational; I learned much more about CPU interrupts and how to use them properly in 16 bit assembly. Honestly, I’m at a really weird point where I’m definitely overstepping in my ability in terms of assembly and what I know about low-level programming, but It’s fun to explore uncharted waters. Tomorrow, I hope to enter 32-bit protected mode.
Now reading from the disk! (Lune + Linux) Its really exciting to see this. I’ve been working for hours, and figured out that a lot of the bugs that I was encountering was coming from how I was loading data from the disk. This is because i was coming dl to the number of sectors I wanted, instead of al. it was a typo that costed me an hour. that initialized most of my 32 bit logic, but there’s still some work to be done. We’re making amazing progress though!
WORKING ON REAL HARDWARE! These past 3 days have been super difficult for me, as I’ve spent them doing as much research about operating system development as I can. It was really demotivating to see lunux enter a boot loop over and over again, but I persisted and learned more about the linux boot process and how I can make something similar. So i rewrote everything from scratch. It took almost an entire day of research but I realized that I dont even need a multistage bootloader, or anything even remotely fancy, so I used GRUB to load in a basic assembly file that just calls in the kernel, and it works! I had to rewrite my kernel to accommodate for this as well, but nothing too much. Now it works on real hardware and I’m so happy! Soon, I hope to add basic text input and virtual memory.
Added CLib and Cross-Compiling Changes Either way, from the surface, lunux looks exactly the same, but its litterally anything but. Since the version of C we were using was freestanding, I had accsess to no libraries whatsoever, meaning that I couldnt even use printf(), So I had to create all of stdlib that was important FROM SCRATCH. Its embarrassing to think that up to this point, i actually wasn’t using a cross compiler until I literally had to. This thing was a marathon and I’m honestly amazed that I finished it. It taught me a lot about low level programming, alongside learning to be much more resourceful with no libraries, making me realize just how powerful C actually is. Admission Honestly, my motivation of the project was really going low around halfway into this. Although C is my “main language”, i dont consider myself a programmer, and I ran into so many troubles not having any tools by my side, but to be an engineer is to persevere, so I did that. Next Steps We need to get hardware interrupts back. As nice as it is to have Clib inside of lunux, we objectively cannot interact with the operating system at all. With hardware interrupts, we will be able to read data from the keyboard, mouse, and any other USB device. Overall, im feeling really optimistic!
Added interrupt handlers It has been 8 hours. 8 hours of pure agony as I try to mimic the linux interrupt handling system. This has by far been the hardest challenge that I have ever faced, and I honestly took a break to recuperate myself and not lose motivation. but we created system interrupts! we can now do much more cool stuffs like virtual memory management and eventually keyboard input, so overall this is exciting.
Ships:
a 64 bit operating system with my own kernel! its meant to be a base for other operating systems projects with a basic IDT, display functions, and its own CLib! https://github.com/lun3ux/lunux/releases...
|
1793526435.926029
|
1793612835.926029
|
|
40822
|
Zenith's Story by @Zeniths_story | Stardance
|
Zeniths_story
|
1
|
45.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T21:35:59Z", "hours": 45.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site with: links to my (basically never posted on) socials mini intro list of hobbies & interests/fandoms current projects highlighted on main page basic intros to all our headmates projects/art we have finished or are working on space for us to rant about our life (still wip) space for us to go in-depth about all the stories we’re writing As a personal site there will always be something to add and particurally the next step would be to make it look good on mobile. For now it works to give information. :)", "repo": "https://github.com/zeniths-story/Zeniths-Site", "demo": "https://zeniths-story.github.io/Zeniths-Site/"}]...
|
[{"post_id": 54764, "ts": "202 [{"post_id": 54764, "ts": "2026-08-25T21:23:40Z", "hours": 9.5053, "text": "Zenith’s Story (Site) Devlog #7 Pretty sure I’m ready to ship! The front page current projects are now automated. Links to my profile on most socials have been added. You can now click on a project to spotlight it. If it has multiple pictures, you can now click through them. Tapestry has been hidden for now as I fill in info but you can still reach it if you want."}, {"post_id": 50668, "ts": "2026-08-19T23:03:35Z", "hours": 7.3253, "text": "Zenith’s Story (Site) Devlog #6 After a couple bugs with the Projects tab it should be fully functional now! Also made a Blog tab for no real reason. Couple posts there if you want to read them. Also the headmate number on the front page is automated by how many headmates are in the Headmates tab. Tapestry is still pretty bare bones so I might disable it while getting the info in."}, {"post_id": 45997, "ts": "2026-08-12T20:49:24Z", "hours": 8.0308, "text": "Zenith’s Story (Site) Devlog #5 After a lot of trial and error (and error and bug and error) the projects tab now works! I’m going to bring some past projects into it to see how it handles more than two projects and it should be ready to ship!"}, {"post_id": 40921, "ts": "2026-08-04T19:11:16Z", "hours": 8.1442, "text": "Zenith’s Story (site) Devlog #4 all headmates have basic info and most have pictures. Still working on the projects tab & tapestry stuff"}, {"post_id": 39714, "ts": "2026-08-02T20:59:00Z", "hours": 6.8356, "text": "Zenith’s Story (Site) Devlog #3 Switching between pages has been fully implemented. Tapestry color scheme is Semi-Finalized. Headmate info has been put in. Now to make it pretty…"}, {"post_id": 36720, "ts": "2026-07-28T23:21:15Z", "hours": 2.5153, "text": "Zenith’s Story (site) Devlog #2 You can now switch between tabs (on the homepage) and I added the Tapestry page. …The color scheme is temporary."}, {"post_id": 36095, "ts": "2026-07-27T23:31:32Z", "hours": 2.2681, "text": "Zenith’s Story (Site) Devlog #1 The first photo is what it looked like this morning and the second is what it looks like now. “Meet The Headmates!” currently doesn’t work, but we plan to change that. We currently plan for several more tabs as well as putting our projects in the “Current Projects” sections. (White borders are temporary)"}]...
|
Title: Zenith's Story by @Zeniths_story | Star Title: Zenith's Story by @Zeniths_story | Stardance
Devlogs:
Zenith’s Story (Site) Devlog #1 The first photo is what it looked like this morning and the second is what it looks like now. “Meet The Headmates!” currently doesn’t work, but we plan to change that. We currently plan for several more tabs as well as putting our projects in the “Current Projects” sections. (White borders are temporary)
Zenith’s Story (site) Devlog #2 You can now switch between tabs (on the homepage) and I added the Tapestry page. …The color scheme is temporary.
Zenith’s Story (Site) Devlog #3 Switching between pages has been fully implemented. Tapestry color scheme is Semi-Finalized. Headmate info has been put in. Now to make it pretty…
Zenith’s Story (site) Devlog #4 all headmates have basic info and most have pictures. Still working on the projects tab & tapestry stuff
Zenith’s Story (Site) Devlog #5 After a lot of trial and error (and error and bug and error) the projects tab now works! I’m going to bring some past projects into it to see how it handles more than two projects and it should be ready to ship!
Zenith’s Story (Site) Devlog #6 After a couple bugs with the Projects tab it should be fully functional now! Also made a Blog tab for no real reason. Couple posts there if you want to read them. Also the headmate number on the front page is automated by how many headmates are in the Headmates tab. Tapestry is still pretty bare bones so I might disable it while getting the info in.
Zenith’s Story (Site) Devlog #7 Pretty sure I’m ready to ship! The front page current projects are now automated. Links to my profile on most socials have been added. You can now click on a project to spotlight it. If it has multiple pictures, you can now click through them. Tapestry has been hidden for now as I fill in info but you can still reach it if you want.
Ships:
I made a personal site with: links to my (basically never posted on) socials mini intro list of hobbies & interests/fandoms current projects highlighted on main page basic intros to all our headmates projects/art we have finished or are working on space for us to rant about our life (still wip) space for us to go in-depth about all the stories we’re writing As a personal site there will always be something to add and particurally the next step would be to make it look good on mobile. For now it works to give information. :)...
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1793516070.3221073
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1793602470.3221073
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40837
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SumoRobot by @angelmh2012 | Stardance
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angelmh2012
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T18:57:58Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made from scratch a sumo robot for a basic competence in Romania, it responds to joystick commands from RemoteXY the more difficult part was trying to simulate the movement in Proteus because I have never used it and I didn’t know it can simulate bluetooth", "repo": "https://github.com/angelmh2012-cloud/Sumo", "demo": ""}]...
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[{"post_id": 38570, "ts": "202 [{"post_id": 38570, "ts": "2026-08-01T01:36:11Z", "hours": 3.6683, "text": "I installed proteus for a probe of my motors, i was thinking about making my robot controlled by Bluetooth 📶 but at first I didn’t knew that Proteus can simulate Bluetooth till I found a video, I have never used Proteus so it was really dificult and I installed a lot of libraries like a motor driver because the other one I can’t controlled well. Also i did’nt knew what .hex file is and how to upload it to the Arduino Uno of Proteus. Finally I’ve controled it well and work with RemoteXY of my cellphone"}, {"post_id": 36191, "ts": "2026-07-28T03:42:19Z", "hours": 1.2003, "text": "SumoBot. It is a robot that will represent my school at Romania robochallenge it would function with material I already had in my house because I don’t wanna wait for the funding If you don’t know how does a sumo robot do, it basically detect enemies or other robots and eventually it must push them to outside of a dojo or table like real sumos… I design it in onshape with two yellow DC motors as actuators, a DRV8833 as my H-bridge for motor controlling, and an Arduino Uno as the brain of my robot Features: I use a 10x10mm chasis for real regulations, also using a atach for the DRV8833, because the other components can easily get attached with silicon :)"}]...
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Title: SumoRobot by @angelmh2012 | Stardance
Devl Title: SumoRobot by @angelmh2012 | Stardance
Devlogs:
SumoBot. It is a robot that will represent my school at Romania robochallenge it would function with material I already had in my house because I don’t wanna wait for the funding If you don’t know how does a sumo robot do, it basically detect enemies or other robots and eventually it must push them to outside of a dojo or table like real sumos… I design it in onshape with two yellow DC motors as actuators, a DRV8833 as my H-bridge for motor controlling, and an Arduino Uno as the brain of my robot Features: I use a 10x10mm chasis for real regulations, also using a atach for the DRV8833, because the other components can easily get attached with silicon :)
I installed proteus for a probe of my motors, i was thinking about making my robot controlled by Bluetooth 📶 but at first I didn’t knew that Proteus can simulate Bluetooth till I found a video, I have never used Proteus so it was really dificult and I installed a lot of libraries like a motor driver because the other one I can’t controlled well. Also i did’nt knew what .hex file is and how to upload it to the Arduino Uno of Proteus. Finally I’ve controled it well and work with RemoteXY of my cellphone
Ships:
I made from scratch a sumo robot for a basic competence in Romania, it responds to joystick commands from RemoteXY the more difficult part was trying to simulate the movement in Proteus because I have never used it and I didn’t know it can simulate bluetooth...
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1793498218.5587132
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1793584618.5587132
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|
40838
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torchbearer by @NosyMonty | Stardance
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NosyMonty
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1
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29.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T11:34:30Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "its a short platformer that has three levels and much more see past devlogs for more details", "repo": "https://github.com/NosyMonty/torchbearer", "demo": "https://nosymonty.itch.io/the-torchbearer"}]...
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[{"post_id": 62826, "ts": "202 [{"post_id": 62826, "ts": "2026-09-06T11:02:03Z", "hours": 7.2519, "text": "devlog #15 so i think the game is finally finished its not as long as i wanted nor was i able to get the twist to work (i can’t 3d design very well) and I have lost the passion to work on the game it is a finished version playable takes about 10 minutes for those who want to but id rather have a finished playable version for everyone who would wanna play it then just leave it but basically it has 3 levels tutorial and then 2 main levels they are short but they all have boss battles and some form of enemy there is music, SFX and all, and backgrounds, there is a title screen and a portal to transport you from level to level once you finish there is a you win screen with a button to return to main menu there is themes and everything"}, {"post_id": 58601, "ts": "2026-08-31T02:22:29Z", "hours": 5.5758, "text": "devlog #14 worked on the tutorial level with text on how to play movement etc, also added 4 new enemies 3 bosses and one normal enemy but will keep them a secret untill i utalise them"}, {"post_id": 50746, "ts": "2026-08-20T03:04:50Z", "hours": 3.23, "text": "Devlog #13 added multiple things like new enemy to a point haven’t actually made the script yet. fixed and added the themes for the home and game over screen with there being two cave and village, with music on the way. I also added new attacks for the player where it has air attacks where it freezes and then accelerates down to deal more damage that is basically it it was mostly the player script that was a pain"}, {"post_id": 46234, "ts": "2026-08-13T10:24:05Z", "hours": 1.8192, "text": "devlog #12 im going to be honest this devlog is like 4 days’ worth of 30-minute stuff i think i showed everything i added but i can’t remember (stupid me) what i do know is that i have started and failed at a moving background with like 6 layers and attempted to make themes which I’ll explain/ show why at a later date but i think that is it (let’s not make this mistake again)"}, {"post_id": 43939, "ts": "2026-08-09T12:06:54Z", "hours": 1.6208, "text": "Devlog #11 over the past three days I have worked little on torchbearer, and it is going well I have updated the level design a bit not fully completed, added a coin with an animation, and am working on a vase that can be broken and it will drop 1-3 coins, I also added a tile screen, game manager where it can track coins bosses and levels and stuff and a game over screen, now I just need to finish implementing then into the actual game so they come onto the screen at the correct time and the buttons work, I am also planning to add more sprites to the game and start working on the first boss"}, {"post_id": 41859, "ts": "2026-08-06T10:31:58Z", "hours": 1.1336, "text": "I’m going to try this devlog thing it seem like a cool way for me to keep track devlog #10 in today’s 1 hr coding session I actually got a lot done, I added some new animations for the player like slide which when activated it actually gives the player a speed boost, I enabled the player to attack and kill the bat and added its dying animation. I also added a new death screen where it fades to black still need to make a way to actually start again when you die, I fixed the spikes so the player just dies not fall through the ground it fades to black. Next session my goal is to add more enemies, start working on the tutorial level and expand on the cave level as well as start other levels and if im feeling nice i might give you a sneek peak at the twist at the end so follow along but take your time this might take a while with the little progress i have made in about 10 hours."}, {"post_id": 41269, "ts": "2026-08-05T11:45:34Z", "hours": 1.0392, "text": "worked on a spike where it will reset the character a.k.a the character will die and the scene will reset. I also went the complex route of making it with a collision polygon shape instead of a normal collision shape now I just need to work out how to get the killzone script working with the spikes on every scene so i can just add the spikes scene"}, {"post_id": 40018, "ts": "2026-08-03T11:21:10Z", "hours": 0.7431, "text": "added enemy attacks where the player can now die when health reaches zero and it also follows the player you can’t kill it yet still need to set up the zones and stuff but at least it took me 40 minutes to write some code"}, {"post_id": 39785, "ts": "2026-08-02T23:56:12Z", "hours": 0.4542, "text": "built an enemy follow feature which allows the bat to follow the player and attack but after one attack it freezes and does not follow or attack again next time, I need to fix that and also add player damage to allow the user to kill enemy’s"}, {"post_id": 39400, "ts": "2026-08-02T10:45:35Z", "hours": 0.78, "text": "added the foundation for the bat script and player damage but will need to continue on it with hitboxes and deal damage"}, {"post_id": 38879, "ts": "2026-08-01T13:22:10Z", "hours": 1.4586, "text": "started on an enemy attack system where the enemy will follow you and try to attack also started on the player attack and health system, aiming to finish by tomorrow"}, {"post_id": 37953, "ts": "2026-07-31T00:20:37Z", "hours": 1.0378, "text": "Added a new/first enemy with animations. My next goal is to make a tile set for one of my levels and get enemies attacking and dealing damage"}, {"post_id": 37487, "ts": "2026-07-30T08:22:14Z", "hours": 1.3272, "text": "added more attacks so they link up it will have a count and depending on the count it will play a different player animation"}, {"post_id": 36759, "ts": "2026-07-29T00:53:52Z", "hours": 1.2675, "text": "attack animation added"}, {"post_id": 36185, "ts": "2026-07-28T03:23:16Z", "hours": 0.4917, "text": "The player movement script is done and allows for movement in the 2d game with sprite animations and the vector flip, so it flips based on the direction the character is moving"}]...
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Title: torchbearer by @NosyMonty | Stardance
Devl Title: torchbearer by @NosyMonty | Stardance
Devlogs:
The player movement script is done and allows for movement in the 2d game with sprite animations and the vector flip, so it flips based on the direction the character is moving
attack animation added
added more attacks so they link up it will have a count and depending on the count it will play a different player animation
Added a new/first enemy with animations. My next goal is to make a tile set for one of my levels and get enemies attacking and dealing damage
started on an enemy attack system where the enemy will follow you and try to attack also started on the player attack and health system, aiming to finish by tomorrow
added the foundation for the bat script and player damage but will need to continue on it with hitboxes and deal damage
built an enemy follow feature which allows the bat to follow the player and attack but after one attack it freezes and does not follow or attack again next time, I need to fix that and also add player damage to allow the user to kill enemy’s
added enemy attacks where the player can now die when health reaches zero and it also follows the player you can’t kill it yet still need to set up the zones and stuff but at least it took me 40 minutes to write some code
worked on a spike where it will reset the character a.k.a the character will die and the scene will reset. I also went the complex route of making it with a collision polygon shape instead of a normal collision shape now I just need to work out how to get the killzone script working with the spikes on every scene so i can just add the spikes scene
I’m going to try this devlog thing it seem like a cool way for me to keep track devlog #10 in today’s 1 hr coding session I actually got a lot done, I added some new animations for the player like slide which when activated it actually gives the player a speed boost, I enabled the player to attack and kill the bat and added its dying animation. I also added a new death screen where it fades to black still need to make a way to actually start again when you die, I fixed the spikes so the player just dies not fall through the ground it fades to black. Next session my goal is to add more enemies, start working on the tutorial level and expand on the cave level as well as start other levels and if im feeling nice i might give you a sneek peak at the twist at the end so follow along but take your time this might take a while with the little progress i have made in about 10 hours.
Devlog #11 over the past three days I have worked little on torchbearer, and it is going well I have updated the level design a bit not fully completed, added a coin with an animation, and am working on a vase that can be broken and it will drop 1-3 coins, I also added a tile screen, game manager where it can track coins bosses and levels and stuff and a game over screen, now I just need to finish implementing then into the actual game so they come onto the screen at the correct time and the buttons work, I am also planning to add more sprites to the game and start working on the first boss
devlog #12 im going to be honest this devlog is like 4 days’ worth of 30-minute stuff i think i showed everything i added but i can’t remember (stupid me) what i do know is that i have started and failed at a moving background with like 6 layers and attempted to make themes which I’ll explain/ show why at a later date but i think that is it (let’s not make this mistake again)
Devlog #13 added multiple things like new enemy to a point haven’t actually made the script yet. fixed and added the themes for the home and game over screen with there being two cave and village, with music on the way. I also added new attacks for the player where it has air attacks where it freezes and then accelerates down to deal more damage that is basically it it was mostly the player script that was a pain
devlog #14 worked on the tutorial level with text on how to play movement etc, also added 4 new enemies 3 bosses and one normal enemy but will keep them a secret untill i utalise them
devlog #15 so i think the game is finally finished its not as long as i wanted nor was i able to get the twist to work (i can’t 3d design very well) and I have lost the passion to work on the game it is a finished version playable takes about 10 minutes for those who want to but id rather have a finished playable version for everyone who would wanna play it then just leave it but basically it has 3 levels tutorial and then 2 main levels they are short but they all have boss battles and some form of enemy there is music, SFX and all, and backgrounds, there is a title screen and a portal to transport you from level to level once you finish there is a you win screen with a button to return to main menu there is themes and everything
Ships:
its a short platformer that has three levels and much more see past devlogs for more details...
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1793512112.9162989
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1793598512.9162989
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40892
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legacysignal by @simonproyt | Stardance
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simonproyt
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1
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50.0
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933
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T20:18:52Z", "hours": 50.0, "multiplier": 18.54, "payout": 933, "blessing": "neutral", "text": "So i taught this project was going to be easy like creating the tidal client for legacy devices but like i was so naive and didnt yet understand how hard it is going to be but it was good in the end i think because i learned a lot about the signal protocol encryption and about backporting and how to make legacy android do things that it was never intended to do but the project is still not finished and i have a lot of work ahead if i want make the app feature complete to the normal signal mobile app but i think its a great demo and it was a great learning experience", "repo": "https://github.com/simonproyt/legacysignal", "demo": "https://cdn.hackclub.com/01a02af7-c370-7c8f-b806-6ca92696e8a8/demo.mp4"}]...
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[{"post_id": 52604, "ts": "202 [{"post_id": 52604, "ts": "2026-08-22T20:11:21Z", "hours": 3.6061, "text": "Devlog 11: Fixing a few bugs and getting the app ready to ship So in this time i havent done a lot of like cool stuff rather i was fixing a few bugs that broke the messaging feature and image attachment loading because i wanted to showcase those in my demo video and i fixed the github action so ppl can download an apk for the latest version if they want to try it out on their own legacy device also sorry for not writing a dev log sooner i was kinda busy but now i finally got the time to get the project into a ready to ship state"}, {"post_id": 49850, "ts": "2026-08-18T20:00:49Z", "hours": 4.1261, "text": "Devlog 10: Finally added image sending/receiving support So the next thing i taught i would add to my app is image sending and receiving support because that is like kinda a basic feature that any messaging app needs so i added image reviving sending images from the phones storage and via taking a picture with the camera adding these was kinda annoying with figuring out all the correct endpoints and stuff but i think it was worth it in the end"}, {"post_id": 48433, "ts": "2026-08-16T19:38:19Z", "hours": 2.5408, "text": "Devlog 9: New features and a bit of an ui overhaul So I decided to make the ui a bit more pretty and a few new features So this is what i added: a new cleaner ui contact profile picture support message time stamping in the ui dark theme and theme switcher with persistence these are just like qol improvements that i decided to add into the app nothing special but like i missed a few features like the dark theme myself so nothing major but i hope these changes makes the app more usable to ppl"}, {"post_id": 46921, "ts": "2026-08-14T13:57:31Z", "hours": 4.015, "text": "Devlog 8 Working name syncing So after a lot of work i finally made it work so it can show the name that you entered on the signal set up or the devices not just the phone numbers or just unknown sender or just the user id on my app so i guess another feature added now but i still want to add a few stuff before shipping"}, {"post_id": 45824, "ts": "2026-08-12T15:33:59Z", "hours": 6.4758, "text": "Devlog 7: Partly finally working message send/receive So after a lot of work i finally managed to get message sending and receiving working with all of their related crypto stuff but its kinda broken because our message sending api does not support sealed sender yet only the old legacy unsealed sender api that does not encrypt the sender data like modern signal does so on all of the replies it says that they came from unknown contact rather then the actual contact so im working on implementing that so the current stage of the project is after 3x hours of development is Whats working: registering onto the signal network via the phone number and the captchas receiving messages Whats not working or only partially working: sending messages (not working fully because the sealed sender stuff that i talked about previously)"}, {"post_id": 44528, "ts": "2026-08-10T10:59:03Z", "hours": 3.4514, "text": "Devlog 6 Discoverability finally works So after a lot of pain and trial and error and using the signal android source code as an some sort of example that how does the protocol work now we have a finally working code and i can finally move onto the message encryption/decryption part and make it work"}, {"post_id": 43257, "ts": "2026-08-08T12:38:55Z", "hours": 3.6764, "text": "Debugging hell pt2 sorry guys i have been on vacation and taking a bit of a break from the project because of it but now its back in active development now but sadly after fixing registration there is another problem my phone with the latest signal client sadly cant find my client says that its not registered some why even tho it successfully registers so im working trying to fix that possibly and make this project work finally"}, {"post_id": 39975, "ts": "2026-08-03T10:03:07Z", "hours": 6.6417, "text": "Devlog 4: Finally working registration So after like 15 hours of continuous work and debugging i can finally now say that the registration and connection to the signal network is finally working now and i can finally move onto actually making the app itself rather then just having to do trial and error debugging with libsignal and the protocol also while i was testing the app i made a working ci pipeline so the app could be actually downloaded by other ppl now that took a few attempts because of the setting up of the rust toolchains stuff and the android ndk setup part having a few bugs but that is working too now"}, {"post_id": 38718, "ts": "2026-08-01T08:23:46Z", "hours": 9.9889, "text": "Devlog 3: Stuck in debuging hell I’m sorry yall that i didnt make any devlogs about this but i taught this was kinda boring and nothing to write about but after last devlog i found out that the my registration api wasnt fully finished and i needed to generate more keys after the user enters the code from the sms and the registration itself starts but for that we needed to use signals cryptography lib called libsignal so i tried that but the latest version of libsignal had a newer type of elf hash that android 4.x didnt support so i tried using an older version of libsignal but that still didnt work cause it used a few instructions that newer android versions introduced so i tried binary patching in the missing instructions but that still didnt work so i decided the only viable solution was to fork libsignal to try to manually backport everything and thats where im stuck now in debugging hell trying to manually backport and replace the api calls that it uses with the older android versions and its been like 9 hours of trying to do this and still nothing so im kinda tired trying to do this but im wishing that i will finally fix everything and could move onto making that actual app itself rather then then trying to make libsignal work Thank you for reading this super long devlog!"}, {"post_id": 36915, "ts": "2026-07-29T09:58:25Z", "hours": 1.3386, "text": "Devlog 2 Polishing the ui and adding more underlying stuff that we will need in the future so So in this we added to two big changes First is the completely reworked set up it to make it a little bit more pretty and polished looking And the other one is its a more of an underlying change but a well needed one because in the previous demos it stored the key pairs in plain text and stuff so that is obviously super dangerous in a secure messaging context so it will now let you encrypt it via a pin you set in the account creation like in the real signal"}, {"post_id": 36867, "ts": "2026-07-29T06:42:19Z", "hours": 4.4753, "text": "First devlog for this new project So i taught that i made tidal for legacy android and it was pretty easy this is going to be easy like that but how naive was i am like getting even the signal sms registration almost took 4 hours of debugging mainly so this is going to be hard but i will try because it will be worth it in the end"}]...
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Title: legacysignal by @simonproyt | Stardance
De Title: legacysignal by @simonproyt | Stardance
Devlogs:
First devlog for this new project So i taught that i made tidal for legacy android and it was pretty easy this is going to be easy like that but how naive was i am like getting even the signal sms registration almost took 4 hours of debugging mainly so this is going to be hard but i will try because it will be worth it in the end
Devlog 2 Polishing the ui and adding more underlying stuff that we will need in the future so So in this we added to two big changes First is the completely reworked set up it to make it a little bit more pretty and polished looking And the other one is its a more of an underlying change but a well needed one because in the previous demos it stored the key pairs in plain text and stuff so that is obviously super dangerous in a secure messaging context so it will now let you encrypt it via a pin you set in the account creation like in the real signal
Devlog 3: Stuck in debuging hell I’m sorry yall that i didnt make any devlogs about this but i taught this was kinda boring and nothing to write about but after last devlog i found out that the my registration api wasnt fully finished and i needed to generate more keys after the user enters the code from the sms and the registration itself starts but for that we needed to use signals cryptography lib called libsignal so i tried that but the latest version of libsignal had a newer type of elf hash that android 4.x didnt support so i tried using an older version of libsignal but that still didnt work cause it used a few instructions that newer android versions introduced so i tried binary patching in the missing instructions but that still didnt work so i decided the only viable solution was to fork libsignal to try to manually backport everything and thats where im stuck now in debugging hell trying to manually backport and replace the api calls that it uses with the older android versions and its been like 9 hours of trying to do this and still nothing so im kinda tired trying to do this but im wishing that i will finally fix everything and could move onto making that actual app itself rather then then trying to make libsignal work Thank you for reading this super long devlog!
Devlog 4: Finally working registration So after like 15 hours of continuous work and debugging i can finally now say that the registration and connection to the signal network is finally working now and i can finally move onto actually making the app itself rather then just having to do trial and error debugging with libsignal and the protocol also while i was testing the app i made a working ci pipeline so the app could be actually downloaded by other ppl now that took a few attempts because of the setting up of the rust toolchains stuff and the android ndk setup part having a few bugs but that is working too now
Debugging hell pt2 sorry guys i have been on vacation and taking a bit of a break from the project because of it but now its back in active development now but sadly after fixing registration there is another problem my phone with the latest signal client sadly cant find my client says that its not registered some why even tho it successfully registers so im working trying to fix that possibly and make this project work finally
Devlog 6 Discoverability finally works So after a lot of pain and trial and error and using the signal android source code as an some sort of example that how does the protocol work now we have a finally working code and i can finally move onto the message encryption/decryption part and make it work
Devlog 7: Partly finally working message send/receive So after a lot of work i finally managed to get message sending and receiving working with all of their related crypto stuff but its kinda broken because our message sending api does not support sealed sender yet only the old legacy unsealed sender api that does not encrypt the sender data like modern signal does so on all of the replies it says that they came from unknown contact rather then the actual contact so im working on implementing that so the current stage of the project is after 3x hours of development is Whats working: registering onto the signal network via the phone number and the captchas receiving messages Whats not working or only partially working: sending messages (not working fully because the sealed sender stuff that i talked about previously)
Devlog 8 Working name syncing So after a lot of work i finally made it work so it can show the name that you entered on the signal set up or the devices not just the phone numbers or just unknown sender or just the user id on my app so i guess another feature added now but i still want to add a few stuff before shipping
Devlog 9: New features and a bit of an ui overhaul So I decided to make the ui a bit more pretty and a few new features So this is what i added: a new cleaner ui contact profile picture support message time stamping in the ui dark theme and theme switcher with persistence these are just like qol improvements that i decided to add into the app nothing special but like i missed a few features like the dark theme myself so nothing major but i hope these changes makes the app more usable to ppl
Devlog 10: Finally added image sending/receiving support So the next thing i taught i would add to my app is image sending and receiving support because that is like kinda a basic feature that any messaging app needs so i added image reviving sending images from the phones storage and via taking a picture with the camera adding these was kinda annoying with figuring out all the correct endpoints and stuff but i think it was worth it in the end
Devlog 11: Fixing a few bugs and getting the app ready to ship So in this time i havent done a lot of like cool stuff rather i was fixing a few bugs that broke the messaging feature and image attachment loading because i wanted to showcase those in my demo video and i fixed the github action so ppl can download an apk for the latest version if they want to try it out on their own legacy device also sorry for not writing a dev log sooner i was kinda busy but now i finally got the time to get the project into a ready to ship state
Ships:
So i taught this project was going to be easy like creating the tidal client for legacy devices but like i was so naive and didnt yet understand how hard it is going to be but it was good in the end i think because i learned a lot about the signal protocol encryption and about backporting and how to make legacy android do things that it was never intended to do but the project is still not finished and i have a lot of work ahead if i want make the app feature complete to the normal signal mobile app but i think its a great demo and it was a great learning experience...
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1793523099.8919616
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1793609499.8919616
|
|
40902
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Frictionless by @AnshuRoy | Stardance
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AnshuRoy
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1
|
1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T12:39:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made it but i will remove it", "repo": "https://github.com/ANSHU-ROY/FAAHH-PROMPT-ENHANCER", "demo": "https://ephemeral-narwhal-679d8d.netlify.app/#app"}]...
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[{"post_id": 36349, "ts": "202 [{"post_id": 36349, "ts": "2026-07-28T12:22:29Z", "hours": 0.8536, "text": "I completed the web site finaly"}]...
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Title: Frictionless by @AnshuRoy | Stardance
Devl Title: Frictionless by @AnshuRoy | Stardance
Devlogs:
I completed the web site finaly
Ships:
made it but i will remove it...
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1793508791.3576345
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1793595191.3576345
|
|
40905
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Cognita Study App by @cognitayohan | Stardance
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cognitayohan
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1
|
41.11
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T00:49:36Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Cognita Study is your AI-powered study companion. You can effortlessly create flashcards, practice tests, and quizzes from your study materials using the 45+ features Cognita has. Some major features include AI Chat/Image/Video, Flashcards, Scan Image to Flashcards, AP/SAT Practice Exams, and much more! Cognita Study solves the issue where many study app require $$$ in order to actually have a meaningful amount of time studying. It also streamlines the time needed when switching tabs for assignments by providing a one for all type of product- AI chat, calculator, chem balancer, and the exam prep all in your hands on the same website.", "repo": "https://github.com/robot3-track/cognita-clean", "demo": "https://cognitastudy.me"}]...
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[{"post_id": 74760, "ts": "202 [{"post_id": 74760, "ts": "2026-09-28T05:00:43Z", "hours": 0.5164, "text": "Cognita Study App Devlog 37 - Updated signin pathways and fixed broken APK file structures for future development. I updated the UI for the signin pathway page and also started to build the APK file for development in the application."}, {"post_id": 72966, "ts": "2026-09-24T03:58:52Z", "hours": 1.3392, "text": "Cognita Study App Devlog 36 - Continuous improvements through UI and Functionality I continued to work on the functionality of the app. Right now I changed up the CSS values, added new styling for the signin page, and also created easy-to-use search bars for decks."}, {"post_id": 70325, "ts": "2026-09-18T22:57:41Z", "hours": 1.1017, "text": "Cognita Study App Devlog 35 - Light Mode Contrasting Fix + AI Speed Enhancement During these days I continued to make adjustments to the UX and UI for light mode/dark mode contrasting. I also fixed the the loading times for AI quiz/tests- now it can generate a whole 50+ question test within a few seconds!"}, {"post_id": 68415, "ts": "2026-09-15T02:29:15Z", "hours": 1.6572, "text": "Cognita Study App Devlog 34 - App CSS Full Upgrade I have upgraded the CSS and app layout for the entire application- from the home page, login page, and deck page to courses in Cognita Academy. No more lucide react icons or cheesy emojis- rather now there are professional holders and proper formatting for optimal studying."}, {"post_id": 65768, "ts": "2026-09-11T04:04:26Z", "hours": 1.2247, "text": "Cognita Study App Devlog 33 - App style cleanup I cleaned up the style of the app and also fixed the AI features for scanning images to create notes/flashcards. Note that some people may think the signin page is AI- but it was actually manually coded by myself (I also manually edited the logo/image)."}, {"post_id": 63696, "ts": "2026-09-07T17:05:08Z", "hours": 3.4681, "text": "Cognita Study App Devlog 32 - Full application run through and update for consistency. After hours of work, I have modified and edited multiple files across the app to properly reflect the UX styling and proper formatting."}, {"post_id": 58585, "ts": "2026-08-31T01:41:44Z", "hours": 0.7367, "text": "Cognita Study App Devlog 31 - Updated UX of Spaced Repition and Advanced tools features I have continued to update the UI as well as the UX of multiple features in the app!"}, {"post_id": 54835, "ts": "2026-08-26T00:18:40Z", "hours": 0.5967, "text": "Cognita Study App Devlog 30 - Create new UI style for students Updated the UI for the app using nice flashcards styling."}, {"post_id": 51148, "ts": "2026-08-20T17:19:21Z", "hours": 0.3422, "text": "Cognita Study App Devlog 29 - Update loading page, signin page, and all other pages for new CSS styling. I also updated the CSS for other pages in the app and also updated loading time speeds."}, {"post_id": 51117, "ts": "2026-08-20T16:45:32Z", "hours": 0.7936, "text": "Cognita Study App Devlog 28 - Updated Home page, Course page, UI, font, orientation, and more! I did a full update of the CSS for the app, renamed a few features, updated pages, used new font, and changed the orientation of buttons and pages."}, {"post_id": 50797, "ts": "2026-08-20T06:02:14Z", "hours": 0.4469, "text": "Cognita Study App Devlog 27 - Redid Home UI Design and Format Updated the UI for the Home page and also removed old files that slowed down the app’s performance."}, {"post_id": 50777, "ts": "2026-08-20T04:44:17Z", "hours": 0.545, "text": "Cognita Study App Devlog 26 - Worked on CSS Manually To fix the issues with CSS formatting and dark/light mode patterns, I fixed a few CSS files including Katex, Index, and Global.css."}, {"post_id": 50663, "ts": "2026-08-19T22:52:35Z", "hours": 0.7411, "text": "Cognita Study App Devlog 25 - Added new Referrals Feature Now you can refer your friends and earn AI credits for FREE!"}, {"post_id": 50109, "ts": "2026-08-19T05:32:03Z", "hours": 0.3239, "text": "Cognita Study App Devlog 24 - Updated UI for Welcome Page I have manually updated the user interface and formatting of the welcome page to be easier to access. I also made sure to have the loader properly check the database status and not show the steps until the database is properly loaded in Firestore."}, {"post_id": 49918, "ts": "2026-08-18T21:41:29Z", "hours": 1.0469, "text": "Cognita Study App Devlog 23 - Updated AP Testing UI I decided to go back to my original AP Testing site and also update some features including mobile view while doing the AP Test environment."}, {"post_id": 49242, "ts": "2026-08-17T22:32:09Z", "hours": 0.7783, "text": "Cognita Study App Devlog 22 - Updated home page UI! I have updated the home page UI to be easier accessed and also remove previous AI dependencies. Now the app supports easy access for major tools for both desktop and mobile!"}, {"post_id": 46723, "ts": "2026-08-14T05:32:41Z", "hours": 0.5783, "text": "Cognita Study App Devlog 21 - Debug small errors in app I fixed a few errors in the app, such as not having a loader for generating images and have inaccurate saving values for all-time progress."}, {"post_id": 46699, "ts": "2026-08-14T04:21:37Z", "hours": 0.8775, "text": "Cognita Study App Devlog 20 - Updated Groq Model I received notice today that Groq’s llama-3.1-8b-instant model was getting decommissioned on the 16th- thus I changed the model to openai/gpt-oss-20b. It is the next fastest model and the new instant model that Groq is transitioning to currently."}, {"post_id": 44425, "ts": "2026-08-10T05:43:47Z", "hours": 0.5925, "text": "Cognita Study App Devlog 19 - Updated Footer UI layout and feedback button Because the original footer that I made was not very pleasing visually, I decided to reformat it so that it would be easier to access on desktop and mobile devices."}, {"post_id": 44276, "ts": "2026-08-09T22:28:46Z", "hours": 0.8817, "text": "Cogntia Study App Devlog 18 - Updated UI and loader Today I worked on the badge page UI to make it look more professional and easier to use. I also updated the loader for the home page to look more professional and cool (and to prevent lags)."}, {"post_id": 43743, "ts": "2026-08-09T05:01:05Z", "hours": 0.6697, "text": "Cognita Study App Devlog 17 - Added image generation to AI Studio After the image generation was working steadily, I added it officially to the AI studio! It can also be triggered by the AI chat. One thing to keep in mind about image generation- this is the ultimate fast generation, so it can only generate simple images locally. NO complex diagrams."}, {"post_id": 43087, "ts": "2026-08-08T05:18:37Z", "hours": 0.5531, "text": "Cogntia Study App Devlog 16 - Finally got image generation to work! It is still a work in progress…. but a big accomplishment! I managed to connect my personalized trained API with my specific Cognita prompt to the powerful Mistral API for image generation at fast speeds. Mistral API can generate images within 2 seconds at best, which is quite amazing. However, the AI needs further training as images are not very accurate/realistic. While sometimes there are still image loading error times and I am still working on CORS image handling errors- it is an improvement from before! Stay tuned for more updates!"}, {"post_id": 42946, "ts": "2026-08-07T22:41:53Z", "hours": 1.2031, "text": "Cogntia Study App Devlog 15 - Upgraded app AI features speed by 12x! Using Groq AI! Today I set Groq AI as one of the first AI models in the priority list to use due to its amazing speeds. Since it can generate 800 tokens/sec and can go 12 times faster than your regular ChatGPT, it really enhances the app! Also, not only is Groq AI fast, but it is efficeint and smart as well. I feel like this was the right direction to go to for my AI models. However, there are limits to usage of this model, so slower models such as Claude, GPT, Gemini, Cohere, and Openrouter models will be used as backup and for specialized tasks. This is why not every feature in the app would be lightning fast, but the majority should still be!"}, {"post_id": 41775, "ts": "2026-08-06T05:23:17Z", "hours": 1.1192, "text": "Cognita Study App Devlog 14 - Edited iReady Exam Prep as well as updated user logics While debugging the app, I realized that some users that were transferred over didn’t properly save on the database. With a quick fix in the code to recognize users that are added, not only users that recently logged in, I was able to save all user data. In addition, I also updated the iReady exam prep site and linked it over to my main Cognita Study site. (this is the reason why iready prep is also linked in the hackatime for this project since they are all together)."}, {"post_id": 41476, "ts": "2026-08-05T18:16:24Z", "hours": 0.9842, "text": "Cognita Study App Devlog 13 - Adding more advanced AI for special tasks Today I added NVIDIA NIM free-tier models as a backup for advanced AI usage such as the code sandbox in the app. NVIDIA runs pretty well but takes time, so it is currently used as backup rather than the first setup. NVIDIA requires proxy so I used /api/nvidia for Vercel to do it."}, {"post_id": 41148, "ts": "2026-08-05T05:30:05Z", "hours": 0.7183, "text": "Cognita Study App Devlog 12 - Fixed UI for drop down menus Originally the drop down menus had a layering issue with the search bar- I quickly fixed it by removing any transparent properties as well as fixing the order of the layering."}, {"post_id": 40544, "ts": "2026-08-04T05:20:52Z", "hours": 2.0553, "text": "Cognita Study App Devlog 11 - Add SAT Prep and add more AP Questions Today I decided to go and work on my exam prep sites. I added more bank questions for AP tests, (biology, chemistry, etc.) and I also created a whole new SAT prep site! Originally the AI had issues functioning, but after some debugging now SAT prep works fully!"}, {"post_id": 40382, "ts": "2026-08-03T21:04:18Z", "hours": 0.9772, "text": "Cognita Study App Devlog 10 - Fix AI Chat store logic While debugging and testing features, I realized that there was a Firestore error while trying to store the values of the AI chat. It was due to an undefined title if the user doesn’t make a title for the AI chat. To fix this, I made an autogenerated title (just like how other leading AI chats do) that makes Firestore “happy”. With that fixed, I continued to work and move onto a few other errors including friendship check logic."}, {"post_id": 39893, "ts": "2026-08-03T05:31:30Z", "hours": 0.6925, "text": "Cognita Study App Devlog 9 - Adding new API in the meantime While I still can’t fix the classroom error just yet, I decided to add something in the meantime. Right now, my APIs are very limited and don’t have that many backups in case of an overload. Thus, I added OpenRouter API free models as backups for features to make sure AI features don’t crash. I also updated the prompt clearly to make the AIs understand how it works."}, {"post_id": 39849, "ts": "2026-08-03T03:22:41Z", "hours": 0.7019, "text": "Cognita Study App Devlog 8 - Debugging.. Today I continued to debug on the classroom game errors- right now it still has an issue where when the host already started the game, the users in the classroom game still can’t see it. However, I am still making progress as I started formatting the Latex format for math equations in the classroom game mode."}, {"post_id": 39310, "ts": "2026-08-02T06:28:11Z", "hours": 1.9572, "text": "Cognita Study App Devlog 7 - Started to work on Classroom logic After finishing up personal deck, public decks, and user logics, I decided to move on to the classroom game feature. Basically it is kinda like blooket where you can host live game with everyone in the class. Right now it is a work in progress with some errors, but the progress is looking good so far!"}, {"post_id": 39028, "ts": "2026-08-01T18:10:56Z", "hours": 1.6681, "text": "Cognita Study App Devlog 6 - Fixed Users Issue Due to the recent firebase oauth login setup, some errors were caused by the paywalls from firebase. For some reason, when certain users signup at a certain time, the app doesn’t record them as users in the database and doesn’t save their preferences. I quickly recovered and fix the issue though, so all errors should be gone by now! I did this by building a sync button in my devdashboard to make sure to sync users’ data. The trick was setting the backup users as “admin” but then restricting what “admin” meant- because actual admins require another email verification, giving the “admin” status only bypasses the firebase walls rather than giving free admin statuses to other users. In the meantime, I also edited the firebase API key for oauth that was outdated."}, {"post_id": 38393, "ts": "2026-07-31T18:56:36Z", "hours": 0.3194, "text": "Cognita Study App Devlog 5 - Cloned New Repo for Public Viewing. Unfortunately, the original Repo of the app has old commits that include accidentally leaked API keys, so I had to create a clone of the Repo without those commits. However, this also deleted all of my past history. I added my commit history that was erased onto the README for public viewing."}, {"post_id": 38272, "ts": "2026-07-31T16:09:38Z", "hours": 0.8583, "text": "Cognita Study App Devlog 4 - Updated 404 error page as well as Documentation on security practices! In order to protect the app and list out security practices, I built a new “Documentation” page that clearly lists the app’s guidelines. I also listed the official domains of the app to protect users from fake sites. In addition, I also updated the 404 page to be more lively and fun!"}, {"post_id": 38014, "ts": "2026-07-31T04:37:39Z", "hours": 1.4875, "text": "Cognita Study App Devlog 3 - Continuing the UI update as well as updating features for usability I figured that my app was cluttered- especially my home page. So I decided to edit my home page to include only the core features up front with an easy access search bar so users can easily find things around the app. I also designed my own “ad” to place on the sign in page- it is lowkey nice looking tbh."}, {"post_id": 37434, "ts": "2026-07-30T05:09:58Z", "hours": 1.2131, "text": "Cognita Study App Devlog 2 - UI UPDATE! Cognita Study was a project I built prior to the Stardance Challenge. For Devlog 2, I have updated a few more features adding on from Devlog 1. I updated the UI for the signin page as well as the home page to ‘match’ leading study app designs (Quizlet, etc.). I also fixed some broken database logic for logins as well as Profile pictures and bios."}, {"post_id": 37349, "ts": "2026-07-30T00:19:54Z", "hours": 5.5881, "text": "Cognita Study App Devlog 1 - FULL APP UPDATE! Cognita Study was a project I built prior to the Stardance Challenge, so at that time my app originally was a simple study app capable of a few features such as flashcards view, quiz, etc before Stardance started. By now I have completely changed the UI, connected to Firebase Database for user storage, added Gamification modes, Advanced Tools for each subject, AP Exam Prep , State Test prep , and added my own Custom APIs to support all AI tools within my app. Unfortunately, that also meant around 30 hours of coding wasn’t logged from before.. Well, nevertheless, I continued to build and update my app to include these new helpful features. There are 45+ different features and counting now! I made this project to help my fellow students from my school originally, but seeing it’s success I really wanted to push my app to another scale. What was really hard for me while updating the app included debugging Firebase Database storing data framework and also connecting my app to a API-chain (where I have multiple AI models support each other). Now that I have successfully completed those changes, I just have one more error to fix for now- the loading times are too long. I believe the error is due to the problem where the app tries to load everything at once- I’ll probably just make it load things in a step flow. Finally, for the project, I really hope you guys would try it out! It has really helped me and my classmates and I’m sure it could help you all too! Live Website: https://cognitastudy.me Instagram: https://www.instagram.com/cognita.study Lmk what else I should add/update in the future!"}]...
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Title: Cognita Study App by @cognitayohan | Starda Title: Cognita Study App by @cognitayohan | Stardance
Devlogs:
Cognita Study App Devlog 1 - FULL APP UPDATE! Cognita Study was a project I built prior to the Stardance Challenge, so at that time my app originally was a simple study app capable of a few features such as flashcards view, quiz, etc before Stardance started. By now I have completely changed the UI, connected to Firebase Database for user storage, added Gamification modes, Advanced Tools for each subject, AP Exam Prep , State Test prep , and added my own Custom APIs to support all AI tools within my app. Unfortunately, that also meant around 30 hours of coding wasn’t logged from before.. Well, nevertheless, I continued to build and update my app to include these new helpful features. There are 45+ different features and counting now! I made this project to help my fellow students from my school originally, but seeing it’s success I really wanted to push my app to another scale. What was really hard for me while updating the app included debugging Firebase Database storing data framework and also connecting my app to a API-chain (where I have multiple AI models support each other). Now that I have successfully completed those changes, I just have one more error to fix for now- the loading times are too long. I believe the error is due to the problem where the app tries to load everything at once- I’ll probably just make it load things in a step flow. Finally, for the project, I really hope you guys would try it out! It has really helped me and my classmates and I’m sure it could help you all too! Live Website: https://cognitastudy.me Instagram: https://www.instagram.com/cognita.study Lmk what else I should add/update in the future!
Cognita Study App Devlog 2 - UI UPDATE! Cognita Study was a project I built prior to the Stardance Challenge. For Devlog 2, I have updated a few more features adding on from Devlog 1. I updated the UI for the signin page as well as the home page to ‘match’ leading study app designs (Quizlet, etc.). I also fixed some broken database logic for logins as well as Profile pictures and bios.
Cognita Study App Devlog 3 - Continuing the UI update as well as updating features for usability I figured that my app was cluttered- especially my home page. So I decided to edit my home page to include only the core features up front with an easy access search bar so users can easily find things around the app. I also designed my own “ad” to place on the sign in page- it is lowkey nice looking tbh.
Cognita Study App Devlog 4 - Updated 404 error page as well as Documentation on security practices! In order to protect the app and list out security practices, I built a new “Documentation” page that clearly lists the app’s guidelines. I also listed the official domains of the app to protect users from fake sites. In addition, I also updated the 404 page to be more lively and fun!
Cognita Study App Devlog 5 - Cloned New Repo for Public Viewing. Unfortunately, the original Repo of the app has old commits that include accidentally leaked API keys, so I had to create a clone of the Repo without those commits. However, this also deleted all of my past history. I added my commit history that was erased onto the README for public viewing.
Cognita Study App Devlog 6 - Fixed Users Issue Due to the recent firebase oauth login setup, some errors were caused by the paywalls from firebase. For some reason, when certain users signup at a certain time, the app doesn’t record them as users in the database and doesn’t save their preferences. I quickly recovered and fix the issue though, so all errors should be gone by now! I did this by building a sync button in my devdashboard to make sure to sync users’ data. The trick was setting the backup users as “admin” but then restricting what “admin” meant- because actual admins require another email verification, giving the “admin” status only bypasses the firebase walls rather than giving free admin statuses to other users. In the meantime, I also edited the firebase API key for oauth that was outdated.
Cognita Study App Devlog 7 - Started to work on Classroom logic After finishing up personal deck, public decks, and user logics, I decided to move on to the classroom game feature. Basically it is kinda like blooket where you can host live game with everyone in the class. Right now it is a work in progress with some errors, but the progress is looking good so far!
Cognita Study App Devlog 8 - Debugging.. Today I continued to debug on the classroom game errors- right now it still has an issue where when the host already started the game, the users in the classroom game still can’t see it. However, I am still making progress as I started formatting the Latex format for math equations in the classroom game mode.
Cognita Study App Devlog 9 - Adding new API in the meantime While I still can’t fix the classroom error just yet, I decided to add something in the meantime. Right now, my APIs are very limited and don’t have that many backups in case of an overload. Thus, I added OpenRouter API free models as backups for features to make sure AI features don’t crash. I also updated the prompt clearly to make the AIs understand how it works.
Cognita Study App Devlog 10 - Fix AI Chat store logic While debugging and testing features, I realized that there was a Firestore error while trying to store the values of the AI chat. It was due to an undefined title if the user doesn’t make a title for the AI chat. To fix this, I made an autogenerated title (just like how other leading AI chats do) that makes Firestore “happy”. With that fixed, I continued to work and move onto a few other errors including friendship check logic.
Cognita Study App Devlog 11 - Add SAT Prep and add more AP Questions Today I decided to go and work on my exam prep sites. I added more bank questions for AP tests, (biology, chemistry, etc.) and I also created a whole new SAT prep site! Originally the AI had issues functioning, but after some debugging now SAT prep works fully!
Cognita Study App Devlog 12 - Fixed UI for drop down menus Originally the drop down menus had a layering issue with the search bar- I quickly fixed it by removing any transparent properties as well as fixing the order of the layering.
Cognita Study App Devlog 13 - Adding more advanced AI for special tasks Today I added NVIDIA NIM free-tier models as a backup for advanced AI usage such as the code sandbox in the app. NVIDIA runs pretty well but takes time, so it is currently used as backup rather than the first setup. NVIDIA requires proxy so I used /api/nvidia for Vercel to do it.
Cognita Study App Devlog 14 - Edited iReady Exam Prep as well as updated user logics While debugging the app, I realized that some users that were transferred over didn’t properly save on the database. With a quick fix in the code to recognize users that are added, not only users that recently logged in, I was able to save all user data. In addition, I also updated the iReady exam prep site and linked it over to my main Cognita Study site. (this is the reason why iready prep is also linked in the hackatime for this project since they are all together).
Cogntia Study App Devlog 15 - Upgraded app AI features speed by 12x! Using Groq AI! Today I set Groq AI as one of the first AI models in the priority list to use due to its amazing speeds. Since it can generate 800 tokens/sec and can go 12 times faster than your regular ChatGPT, it really enhances the app! Also, not only is Groq AI fast, but it is efficeint and smart as well. I feel like this was the right direction to go to for my AI models. However, there are limits to usage of this model, so slower models such as Claude, GPT, Gemini, Cohere, and Openrouter models will be used as backup and for specialized tasks. This is why not every feature in the app would be lightning fast, but the majority should still be!
Cogntia Study App Devlog 16 - Finally got image generation to work! It is still a work in progress…. but a big accomplishment! I managed to connect my personalized trained API with my specific Cognita prompt to the powerful Mistral API for image generation at fast speeds. Mistral API can generate images within 2 seconds at best, which is quite amazing. However, the AI needs further training as images are not very accurate/realistic. While sometimes there are still image loading error times and I am still working on CORS image handling errors- it is an improvement from before! Stay tuned for more updates!
Cognita Study App Devlog 17 - Added image generation to AI Studio After the image generation was working steadily, I added it officially to the AI studio! It can also be triggered by the AI chat. One thing to keep in mind about image generation- this is the ultimate fast generation, so it can only generate simple images locally. NO complex diagrams.
Cogntia Study App Devlog 18 - Updated UI and loader Today I worked on the badge page UI to make it look more professional and easier to use. I also updated the loader for the home page to look more professional and cool (and to prevent lags).
Cognita Study App Devlog 19 - Updated Footer UI layout and feedback button Because the original footer that I made was not very pleasing visually, I decided to reformat it so that it would be easier to access on desktop and mobile devices.
Cognita Study App Devlog 20 - Updated Groq Model I received notice today that Groq’s llama-3.1-8b-instant model was getting decommissioned on the 16th- thus I changed the model to openai/gpt-oss-20b. It is the next fastest model and the new instant model that Groq is transitioning to currently.
Cognita Study App Devlog 21 - Debug small errors in app I fixed a few errors in the app, such as not having a loader for generating images and have inaccurate saving values for all-time progress.
Cognita Study App Devlog 22 - Updated home page UI! I have updated the home page UI to be easier accessed and also remove previous AI dependencies. Now the app supports easy access for major tools for both desktop and mobile!
Cognita Study App Devlog 23 - Updated AP Testing UI I decided to go back to my original AP Testing site and also update some features including mobile view while doing the AP Test environment.
Cognita Study App Devlog 24 - Updated UI for Welcome Page I have manually updated the user interface and formatting of the welcome page to be easier to access. I also made sure to have the loader properly check the database status and not show the steps until the database is properly loaded in Firestore.
Cognita Study App Devlog 25 - Added new Referrals Feature Now you can refer your friends and earn AI credits for FREE!
Cognita Study App Devlog 26 - Worked on CSS Manually To fix the issues with CSS formatting and dark/light mode patterns, I fixed a few CSS files including Katex, Index, and Global.css.
Cognita Study App Devlog 27 - Redid Home UI Design and Format Updated the UI for the Home page and also removed old files that slowed down the app’s performance.
Cognita Study App Devlog 28 - Updated Home page, Course page, UI, font, orientation, and more! I did a full update of the CSS for the app, renamed a few features, updated pages, used new font, and changed the orientation of buttons and pages.
Cognita Study App Devlog 29 - Update loading page, signin page, and all other pages for new CSS styling. I also updated the CSS for other pages in the app and also updated loading time speeds.
Cognita Study App Devlog 30 - Create new UI style for students Updated the UI for the app using nice flashcards styling.
Cognita Study App Devlog 31 - Updated UX of Spaced Repition and Advanced tools features I have continued to update the UI as well as the UX of multiple features in the app!
Cognita Study App Devlog 32 - Full application run through and update for consistency. After hours of work, I have modified and edited multiple files across the app to properly reflect the UX styling and proper formatting.
Cognita Study App Devlog 33 - App style cleanup I cleaned up the style of the app and also fixed the AI features for scanning images to create notes/flashcards. Note that some people may think the signin page is AI- but it was actually manually coded by myself (I also manually edited the logo/image).
Cognita Study App Devlog 34 - App CSS Full Upgrade I have upgraded the CSS and app layout for the entire application- from the home page, login page, and deck page to courses in Cognita Academy. No more lucide react icons or cheesy emojis- rather now there are professional holders and proper formatting for optimal studying.
Cognita Study App Devlog 35 - Light Mode Contrasting Fix + AI Speed Enhancement During these days I continued to make adjustments to the UX and UI for light mode/dark mode contrasting. I also fixed the the loading times for AI quiz/tests- now it can generate a whole 50+ question test within a few seconds!
Cognita Study App Devlog 36 - Continuous improvements through UI and Functionality I continued to work on the functionality of the app. Right now I changed up the CSS values, added new styling for the signin page, and also created easy-to-use search bars for decks.
Cognita Study App Devlog 37 - Updated signin pathways and fixed broken APK file structures for future development. I updated the UI for the signin pathway page and also started to build the APK file for development in the application.
Ships:
Cognita Study is your AI-powered study companion. You can effortlessly create flashcards, practice tests, and quizzes from your study materials using the 45+ features Cognita has. Some major features include AI Chat/Image/Video, Flashcards, Scan Image to Flashcards, AP/SAT Practice Exams, and much more! Cognita Study solves the issue where many study app require $$$ in order to actually have a meaningful amount of time studying. It also streamlines the time needed when switching tabs for assignments by providing a one for all type of product- AI chat, calculator, chem balancer, and the exam prep all in your hands on the same website....
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Alien Stage Memory Game by @lianadothallik | Stard Alien Stage Memory Game by @lianadothallik | Stardance...
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lianadothallik
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T05:04:55Z", "hours": 3.0, "multiplier": 1.49, "payout": 5, "blessing": "neutral", "text": "Made a memory card game but Alien Stage themed. Beginner project. Easily playable on itch.io <3", "repo": "https://github.com/Liana24601/memory-game", "demo": "https://amaze-amaze-amaze.itch.io/alien-stage-memory-game"}]...
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[{"post_id": 36222, "ts": "202 [{"post_id": 36222, "ts": "2026-07-28T05:02:36Z", "hours": 0.2589, "text": "Finished my readme!!"}, {"post_id": 36213, "ts": "2026-07-28T04:35:40Z", "hours": 2.8661, "text": "Trying out stardance for the first time, so apologies if this devlog lowkey sucks :,) Working on my Alien Stage memory card game, and encountered this huge error when I uploaded the project to itch.io for testing. The game worked fine when going live from VS Code, but the pictures did NOT show up in itch.io. I figured out that my json file, which had all linked up all my images, had an extra period for each one omg. Fixed the stupid mistake and now it’s all good lmao. So now that I’m finished, readme is the last thing yippee"}]...
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Title: Alien Stage Memory Game by @lianadothallik Title: Alien Stage Memory Game by @lianadothallik | Stardance
Devlogs:
Trying out stardance for the first time, so apologies if this devlog lowkey sucks :,) Working on my Alien Stage memory card game, and encountered this huge error when I uploaded the project to itch.io for testing. The game worked fine when going live from VS Code, but the pictures did NOT show up in itch.io. I figured out that my json file, which had all linked up all my images, had an extra period for each one omg. Fixed the stupid mistake and now it’s all good lmao. So now that I’m finished, readme is the last thing yippee
Finished my readme!!
Ships:
Made a memory card game but Alien Stage themed. Beginner project. Easily playable on itch.io <3...
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1793508813.8208125
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1793595213.8208125
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40927
|
Audio player by @potionj | Stardance
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potionj
|
1
|
29.54
|
58
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T16:59:06Z", "hours": 17.0, "multiplier": 3.35, "payout": 58, "blessing": "neutral", "text": "This is a proof of concept for the project. It’s an audio player that will use a custom plain text encoding system. IF YOU ARE GOING TO USE IT READ THE README: https://github.com/minye065/Aud/blob/main/README.md project: https://minye065.github.io/Aud/ Click upload to upload a file (has to be very small) and it will encode it. Known bugs: Heap oom from large files Files are not screened for Malloc’s not being freed (2) causing 2nd file uploaded to crash - this is due to the need for the c file to communicate with the js file", "repo": "https://github.com/minye065/Aud", "demo": "https://minye065.github.io/Aud/"}]...
|
[{"post_id": 53298, "ts": "202 [{"post_id": 53298, "ts": "2026-08-23T19:16:10Z", "hours": 1.4914, "text": "Fixed the final version up, created a release, tuned some things"}, {"post_id": 52066, "ts": "2026-08-22T04:00:10Z", "hours": 10.3225, "text": "App is now partially working, having a lot of issues with memory and getting the translator to link over. UI is very basic and horrible looking but that’s because this is built on win32 and I dont want to go through the pain of figuring this out. Directsound was enough."}, {"post_id": 44397, "ts": "2026-08-10T03:25:41Z", "hours": 0.7258, "text": "Fixed overflow bug"}, {"post_id": 42746, "ts": "2026-08-07T16:55:35Z", "hours": 2.4317, "text": "Final working version. Only works with a tiny file but it’s a proof of concept. Will be adding more things later and fixing the 2 known bugs."}, {"post_id": 41594, "ts": "2026-08-05T21:48:16Z", "hours": 10.1236, "text": "Still working on backend. Will have a better devlog once done."}, {"post_id": 37780, "ts": "2026-07-30T18:15:41Z", "hours": 1.6875, "text": "finished first step of the process of encoding the file, still things that need fixing, windowed fft per frame step is complete. What happened: audio into frames, frames into windowed frames via hann window, run fft on each frame. This results in a magnitude spectrogram. Next step is tracking partials across frames."}, {"post_id": 37422, "ts": "2026-07-30T04:00:03Z", "hours": 2.6339, "text": "Added part of the encoding thingy. Was planning on getting this done today but its taking so much longer then I expected. Also added more to the md file. So i handled PCM to frames, frames to windowed frames and halfway through fft?"}, {"post_id": 36690, "ts": "2026-07-28T22:13:09Z", "hours": 0.5694, "text": "Worked on readme for aud. Its a breakdown of how audio works for now. I’ll add how the app works later and all the math and encryption etc. I covered the basics of sound and how sound can be measured."}]...
|
Title: Audio player by @potionj | Stardance
Devlo Title: Audio player by @potionj | Stardance
Devlogs:
Worked on readme for aud. Its a breakdown of how audio works for now. I’ll add how the app works later and all the math and encryption etc. I covered the basics of sound and how sound can be measured.
Added part of the encoding thingy. Was planning on getting this done today but its taking so much longer then I expected. Also added more to the md file. So i handled PCM to frames, frames to windowed frames and halfway through fft?
finished first step of the process of encoding the file, still things that need fixing, windowed fft per frame step is complete. What happened: audio into frames, frames into windowed frames via hann window, run fft on each frame. This results in a magnitude spectrogram. Next step is tracking partials across frames.
Still working on backend. Will have a better devlog once done.
Final working version. Only works with a tiny file but it’s a proof of concept. Will be adding more things later and fixing the 2 known bugs.
Fixed overflow bug
App is now partially working, having a lot of issues with memory and getting the translator to link over. UI is very basic and horrible looking but that’s because this is built on win32 and I dont want to go through the pain of figuring this out. Directsound was enough.
Fixed the final version up, created a release, tuned some things
Ships:
This is a proof of concept for the project. It’s an audio player that will use a custom plain text encoding system. IF YOU ARE GOING TO USE IT READ THE README: https://github.com/minye065/Aud/blob/main/README.md project: https://minye065.github.io/Aud/ Click upload to upload a file (has to be very small) and it will encode it. Known bugs: Heap oom from large files Files are not screened for Malloc’s not being freed (2) causing 2nd file uploaded to crash - this is due to the need for the c file to communicate with the js file...
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1793476440.1770802
|
1793562840.1770802
|
|
40933
|
OmoriOS by @aeroghurt | Stardance
|
aeroghurt
|
1
|
67.0
|
648
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T12:15:17Z", "hours": 67.0, "multiplier": 10.88, "payout": 648, "blessing": "neutral", "text": "link: https://aeroghurt.github.io/omori-os/ alternatively, clone the repo to your device and open index.html I made an Omori-themed webOS :D You can walk around, interact with things, rpg-style, dialogue and all that, just like in the real game (though I only made white space since I didn’t want to go through the pain of reading all those lines of code again). (It also isn’t the most accurate sorry) It’s my first time ever making anything with html canvas, and it was one heck of a ride. Writing game loops, animation code and all of that was really challenging since I was used to having it as a feature in game engines. HOW TO INTERACT: WASD to move Z to interact Arrow keys to select options Z again to confirm said options FEATURES: sketchbook! draw to your heart’s desire mewo pet simulator. who doesn’t love mewo journal :D write whatever secrets inside. saves automatically. may or may not have a jumpscare somewhere inside…", "repo": "https://github.com/aeroghurt/omori-os", "demo": "https://aeroghurt.github.io/omori-os/"}]...
|
[{"post_id": 50252, "ts": "202 [{"post_id": 50252, "ts": "2026-08-19T12:24:29Z", "hours": 17.5164, "text": "OmoriOS devlog #7 It’s been a LIFETIME, it feels like, since I’ve posted another one of these. And I have my slow ahh wifi to blame for this >:/ (partial lie #1) . 17 hours!?!? what happened !?!?!?!?!?? I kept telling myself, “I’ll just finish this up and ship this… I don’t feel like writing anything…” And, well, here we are (Don’t worry I’m shipping this someplace else) what happened in that timeframe? I’ve made a BUNCH of changes, including but not limited to: The journal is functional now! It uses localStorage to save your created journals. And apparently, I fixed the overflow issue by changing the max-height to use the cqw unit instead of percentage, which, by the way, is a lifesaver!!! . i HATE myself i spent an hour trying to fix this bug where I couldn’t interact with something more than once, and then I realised I’d misspelled the variable… (eff you Javascript) there was another bug where I couldn’t select anything (except buttons) on an element which was draggable. Until I was introduced to the humble, amazing, perfect, gorgeous, divine, sublime stopPropagation() method!!! I also combined all my .js files into one single file to save me from more headaches in the future (highkey should have done this before) I was planning to make the sketchbook something like WigglyPaint, tried it, then gave up cuz I GENUINELY do not know how to make something of that vein. deleting entries in the journal actually created MORE entries for some reason what the hell also probably 10,000 more minor bug fixes idfr anymore sorry the self-destruct button doesn’t do anything cool :/ bye bye im gonna self-destruct now too that self-introduction sucks yeah ik mb"}, {"post_id": 46215, "ts": "2026-08-13T09:20:44Z", "hours": 9.5517, "text": "OmoriOS devlog #6 Now, for the (arguably) most important part of all – MEWO!! who is mewo??? The lil cat in the corner. Yes I finally added the animation for her that was due, like, 4 dev logs ago. Idk if that’s her breathing or her just dancing while snoozing, but it could be both. and?? Now we, yes WE , can use the tissues to wipe our sorrows away. I’m not sure what kind of app I want to tissues to be, if you guys have any ideas then feel free to comment down below (i sound like a ytuber ) and????? I added a mini taking-care-of-Mewo-simulator. Or something like that. I got the idea from those Tamagotchi thingumabobs (even though I’ve never owned one), and decided it would be cute to put one into my webOS as well. Right now it’s a little rough, and definitely not fun to play at all. I might add a shop to buy food, but who knows… the text is blocking the lower half of the screen… SSHHHHHHH. I’ll keep it that way. (not because I’m too lazy to fix it) Just imagine it isn’t :D that does NOT look like salmon i know, sue me unrelated but PARROT POSTED!!! AND THE VIDEO IS 2 HRS LONG YAYYYYYY HOLY SHIZ SPOKE POSTED TOO AHHHH parrot try-not-to-create-another-building-a-civilisation-video challenge (IMPOSSIBLE) GO!!!"}, {"post_id": 44628, "ts": "2026-08-10T15:03:01Z", "hours": 10.1158, "text": "OmoriOS devlog #5 Wow i might have lied. It certainly hasn’t only been a day or two. I know this isn’t going to seem like a lot changed since my previous dev log, but heck, I’ve fixed a LOT of bugs. And I decided it was better to fix them now instead of letting the problem marinate. why the heck do you have so many problems??? While writing the code, I ignored a lot of naming conventions, which uh, might have caused me a bit of trouble. (lie #7 or smth I forgot that much alr) Also, since I had so many html elements, making the ones I needed visible and invisible at different times was a pain in the butt. what bugs? fatal: -interacting with the laptop twice would not show anything -exiting the laptop was impossible (since z is for exiting and interacting at the same time save me it took so long to fix it ) -conditionals would not reset after exiting (THERE WERE CONFLICTING STATEMENTS IN THE CODE I HATE LIFE) minor inconveniences: -two instances of the same would appear for seemingly no reason (turns out it was cuz i didn’t delete them after they became redundant) -some elements were still on the screen after I had EXPLICITLY told them to stay away (THERE WERE MORE CONFLICTING STATEMENTS IN THE CODE!!!) what now?????? I WILL add more interactive objects soon, I promise. I swear. I vow. And I WILL add games. I promise. I swear. I vow. Can you guys handle jumpscares? got a question for you all HOW THE HECK DO YOU GUYS CODE SO FAST. LIKE WDYM YOU CAN PUMP OUT THAT MANY FEATURES IN A FEW HOURS. I WAS JUST DEBUGGING AND CLEANING UP CODE FOR 9 HOURS. AM I JUST INCOMPETENT??? yeah i gotta fix the clock ik but now you can interact with it infinitely :DD without any problems :DDDDD"}, {"post_id": 42527, "ts": "2026-08-07T10:10:46Z", "hours": 8.8656, "text": "OmoriOS devlog #4 I hate to break it to you all, but I may have to switch to only WASD for movement… Because debugging states is HELL on earth and to spare my sanity, I decided arrow keys will be for selection ONLY instead of using it for movement as well. Does anyone actually care which is which? Ehhhh… probably not. But it’s farther from the original game now. what else is new¿?¿? Now the typing animation works!! YAYYAYAY ok but i legit spent 4 hours trying to make it work cuz the same instance of words kept popping up even though i told it NOT to (that was my fault i didn’t know what i was doing my code is a mess D:) Ah yeah, the clock works too, it doesn’t just say 0:00 AM. and??? On to the sketchbook next, and then mewo, and then the box of tissues to wipe our, yes OUR, sorrows away, and then the lightbulb of eternal darkness. Will design the sketchbook layout mayyybe 2 days from now. (And no, the door will NOT work. We are stuck here forever now.) (ignore how there’s a random floating hand, i don’t know how to get rid of it :/)"}, {"post_id": 41767, "ts": "2026-08-06T05:12:29Z", "hours": 8.9561, "text": "OmoriOS devlog #3 what’s taking you so long?????? Well, you see, I kind of spent, like, 3 whole hours trying to get collision to work. (It did not work and all my effort was for nothing.) cut to the chase already oookay, okay, after the disastrous trying-to-get-collision-to-work incident, I spent my 6 hours making a very pretty one-on-one replica of Omori’s laptop (lie #7 it does NOT look that pretty nor similar) . I also made them draggable cuz the mission requires it. I think. Also the arrow hands move back-and-forth :DDD what’s next?????????? (asked no one, ever) I’m trying to get the typewriter effect to work, as well as making the options interactable with the Z key. But if I get too frustrated I might just change it to a button click idk ask my future self. I’m trying to get it as close to the OG game as possible but I’m not that locked in. (lie #8 or smth i lost track)"}, {"post_id": 40150, "ts": "2026-08-03T15:35:11Z", "hours": 8.6781, "text": "OmoriOS devlog #2 It’s been a while! And I’ve been meaning to write this dev log for DAYS but I didn’t get around to writing it cuz I had to go on a trip, so all my time accumulated :/ Sooo what’s new? Turns out, I just had to clear the canvas every frame to fix the bug. I added all the sprites in the original White Space cuz I forgot to add them before (whoops 0.o) and I tried to animate them as close as possible to the original using Aseprite but I don’t think it’s THAT close since I was just measuring with my eyes. I also added WASD for movement along with up down left right arrows, because for some reason the original game uses arrow keys and that threw me off and I didn’t like it. I also tried adding a character camera to follow Omori around but I decided I didn’t like it (totally not because i couldnt find what was wrong w the code :p) What next????????? I want to add more app icons as sprites even though they’re not in the game because I think that’s the most intuitive way to go about an OS like this. It IS my project after all :D Also change some of the functionality, like the notebook could be a lil doodling app It looks a little off… Shhhhh mewo is right where it needs to be :) No seriously though, mewo did not have enough space so i had to nudge it a lil further up"}, {"post_id": 37525, "ts": "2026-07-30T10:29:12Z", "hours": 3.4906, "text": "OmoriOS devlog #1 You see, there’s been a recurring theme in my projects, and that is, surprise surprise– recreating my favourite stuff but in my own style. WHAT IS THIS ABOUT?????????? Basically I’m creating a web OS in the style of Omori. Everyone knows it. You know it. But I thought it would be a pretty cool to challenge myself. I’m pretty tired of all of my projects either being web or game dev, but you know what I haven’t tried? HTML canvas. Yes I am never getting out of the web dev hellhole WHAT DID YOU DO??? As of now, I’ve only added the sprites and some character movement. It was pretty odd realizing how features I’ve never spared a second glance at in Godot would turn out to be the very code I’m writing right now. what even is that ss I’m following this really cool 2 hour tutorial but midway I found this insane bug that would just let me paint the whole canvas black wherever Omori walked, much like those painting games. so what do you want to do with this?????? I plan to make white space the landing page, or welcome screen– whatever you call it. There will be various icons from Omori that will act as application icons, where you will be able to walk to and press Z to interact with (just like in the game!) It’s my own twist to this mission. why do you talk like that???? But that’s all for now, have a decent day. Excuse my innate ability to yap."}]...
|
Title: OmoriOS by @aeroghurt | Stardance
Devlogs: Title: OmoriOS by @aeroghurt | Stardance
Devlogs:
OmoriOS devlog #1 You see, there’s been a recurring theme in my projects, and that is, surprise surprise– recreating my favourite stuff but in my own style. WHAT IS THIS ABOUT?????????? Basically I’m creating a web OS in the style of Omori. Everyone knows it. You know it. But I thought it would be a pretty cool to challenge myself. I’m pretty tired of all of my projects either being web or game dev, but you know what I haven’t tried? HTML canvas. Yes I am never getting out of the web dev hellhole WHAT DID YOU DO??? As of now, I’ve only added the sprites and some character movement. It was pretty odd realizing how features I’ve never spared a second glance at in Godot would turn out to be the very code I’m writing right now. what even is that ss I’m following this really cool 2 hour tutorial but midway I found this insane bug that would just let me paint the whole canvas black wherever Omori walked, much like those painting games. so what do you want to do with this?????? I plan to make white space the landing page, or welcome screen– whatever you call it. There will be various icons from Omori that will act as application icons, where you will be able to walk to and press Z to interact with (just like in the game!) It’s my own twist to this mission. why do you talk like that???? But that’s all for now, have a decent day. Excuse my innate ability to yap.
OmoriOS devlog #2 It’s been a while! And I’ve been meaning to write this dev log for DAYS but I didn’t get around to writing it cuz I had to go on a trip, so all my time accumulated :/ Sooo what’s new? Turns out, I just had to clear the canvas every frame to fix the bug. I added all the sprites in the original White Space cuz I forgot to add them before (whoops 0.o) and I tried to animate them as close as possible to the original using Aseprite but I don’t think it’s THAT close since I was just measuring with my eyes. I also added WASD for movement along with up down left right arrows, because for some reason the original game uses arrow keys and that threw me off and I didn’t like it. I also tried adding a character camera to follow Omori around but I decided I didn’t like it (totally not because i couldnt find what was wrong w the code :p) What next????????? I want to add more app icons as sprites even though they’re not in the game because I think that’s the most intuitive way to go about an OS like this. It IS my project after all :D Also change some of the functionality, like the notebook could be a lil doodling app It looks a little off… Shhhhh mewo is right where it needs to be :) No seriously though, mewo did not have enough space so i had to nudge it a lil further up
OmoriOS devlog #3 what’s taking you so long?????? Well, you see, I kind of spent, like, 3 whole hours trying to get collision to work. (It did not work and all my effort was for nothing.) cut to the chase already oookay, okay, after the disastrous trying-to-get-collision-to-work incident, I spent my 6 hours making a very pretty one-on-one replica of Omori’s laptop (lie #7 it does NOT look that pretty nor similar) . I also made them draggable cuz the mission requires it. I think. Also the arrow hands move back-and-forth :DDD what’s next?????????? (asked no one, ever) I’m trying to get the typewriter effect to work, as well as making the options interactable with the Z key. But if I get too frustrated I might just change it to a button click idk ask my future self. I’m trying to get it as close to the OG game as possible but I’m not that locked in. (lie #8 or smth i lost track)
OmoriOS devlog #4 I hate to break it to you all, but I may have to switch to only WASD for movement… Because debugging states is HELL on earth and to spare my sanity, I decided arrow keys will be for selection ONLY instead of using it for movement as well. Does anyone actually care which is which? Ehhhh… probably not. But it’s farther from the original game now. what else is new¿?¿? Now the typing animation works!! YAYYAYAY ok but i legit spent 4 hours trying to make it work cuz the same instance of words kept popping up even though i told it NOT to (that was my fault i didn’t know what i was doing my code is a mess D:) Ah yeah, the clock works too, it doesn’t just say 0:00 AM. and??? On to the sketchbook next, and then mewo, and then the box of tissues to wipe our, yes OUR, sorrows away, and then the lightbulb of eternal darkness. Will design the sketchbook layout mayyybe 2 days from now. (And no, the door will NOT work. We are stuck here forever now.) (ignore how there’s a random floating hand, i don’t know how to get rid of it :/)
OmoriOS devlog #5 Wow i might have lied. It certainly hasn’t only been a day or two. I know this isn’t going to seem like a lot changed since my previous dev log, but heck, I’ve fixed a LOT of bugs. And I decided it was better to fix them now instead of letting the problem marinate. why the heck do you have so many problems??? While writing the code, I ignored a lot of naming conventions, which uh, might have caused me a bit of trouble. (lie #7 or smth I forgot that much alr) Also, since I had so many html elements, making the ones I needed visible and invisible at different times was a pain in the butt. what bugs? fatal: -interacting with the laptop twice would not show anything -exiting the laptop was impossible (since z is for exiting and interacting at the same time save me it took so long to fix it ) -conditionals would not reset after exiting (THERE WERE CONFLICTING STATEMENTS IN THE CODE I HATE LIFE) minor inconveniences: -two instances of the same would appear for seemingly no reason (turns out it was cuz i didn’t delete them after they became redundant) -some elements were still on the screen after I had EXPLICITLY told them to stay away (THERE WERE MORE CONFLICTING STATEMENTS IN THE CODE!!!) what now?????? I WILL add more interactive objects soon, I promise. I swear. I vow. And I WILL add games. I promise. I swear. I vow. Can you guys handle jumpscares? got a question for you all HOW THE HECK DO YOU GUYS CODE SO FAST. LIKE WDYM YOU CAN PUMP OUT THAT MANY FEATURES IN A FEW HOURS. I WAS JUST DEBUGGING AND CLEANING UP CODE FOR 9 HOURS. AM I JUST INCOMPETENT??? yeah i gotta fix the clock ik but now you can interact with it infinitely :DD without any problems :DDDDD
OmoriOS devlog #6 Now, for the (arguably) most important part of all – MEWO!! who is mewo??? The lil cat in the corner. Yes I finally added the animation for her that was due, like, 4 dev logs ago. Idk if that’s her breathing or her just dancing while snoozing, but it could be both. and?? Now we, yes WE , can use the tissues to wipe our sorrows away. I’m not sure what kind of app I want to tissues to be, if you guys have any ideas then feel free to comment down below (i sound like a ytuber ) and????? I added a mini taking-care-of-Mewo-simulator. Or something like that. I got the idea from those Tamagotchi thingumabobs (even though I’ve never owned one), and decided it would be cute to put one into my webOS as well. Right now it’s a little rough, and definitely not fun to play at all. I might add a shop to buy food, but who knows… the text is blocking the lower half of the screen… SSHHHHHHH. I’ll keep it that way. (not because I’m too lazy to fix it) Just imagine it isn’t :D that does NOT look like salmon i know, sue me unrelated but PARROT POSTED!!! AND THE VIDEO IS 2 HRS LONG YAYYYYYY HOLY SHIZ SPOKE POSTED TOO AHHHH parrot try-not-to-create-another-building-a-civilisation-video challenge (IMPOSSIBLE) GO!!!
OmoriOS devlog #7 It’s been a LIFETIME, it feels like, since I’ve posted another one of these. And I have my slow ahh wifi to blame for this >:/ (partial lie #1) . 17 hours!?!? what happened !?!?!?!?!?? I kept telling myself, “I’ll just finish this up and ship this… I don’t feel like writing anything…” And, well, here we are (Don’t worry I’m shipping this someplace else) what happened in that timeframe? I’ve made a BUNCH of changes, including but not limited to: The journal is functional now! It uses localStorage to save your created journals. And apparently, I fixed the overflow issue by changing the max-height to use the cqw unit instead of percentage, which, by the way, is a lifesaver!!! . i HATE myself i spent an hour trying to fix this bug where I couldn’t interact with something more than once, and then I realised I’d misspelled the variable… (eff you Javascript) there was another bug where I couldn’t select anything (except buttons) on an element which was draggable. Until I was introduced to the humble, amazing, perfect, gorgeous, divine, sublime stopPropagation() method!!! I also combined all my .js files into one single file to save me from more headaches in the future (highkey should have done this before) I was planning to make the sketchbook something like WigglyPaint, tried it, then gave up cuz I GENUINELY do not know how to make something of that vein. deleting entries in the journal actually created MORE entries for some reason what the hell also probably 10,000 more minor bug fixes idfr anymore sorry the self-destruct button doesn’t do anything cool :/ bye bye im gonna self-destruct now too that self-introduction sucks yeah ik mb
Ships:
link: https://aeroghurt.github.io/omori-os/ alternatively, clone the repo to your device and open index.html I made an Omori-themed webOS :D You can walk around, interact with things, rpg-style, dialogue and all that, just like in the real game (though I only made white space since I didn’t want to go through the pain of reading all those lines of code again). (It also isn’t the most accurate sorry) It’s my first time ever making anything with html canvas, and it was one heck of a ride. Writing game loops, animation code and all of that was really challenging since I was used to having it as a feature in game engines. HOW TO INTERACT: WASD to move Z to interact Arrow keys to select options Z again to confirm said options FEATURES: sketchbook! draw to your heart’s desire mewo pet simulator. who doesn’t love mewo journal :D write whatever secrets inside. saves automatically. may or may not have a jumpscare somewhere inside…...
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1793587785.4694054
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1793674185.4694054
|
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40944
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UltronOS by @humble | Stardance
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humble
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1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T14:23:19Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Arguably The greatest Os ever built - UltronOS ⌬ I dont know how, maybe from the guy making jarvis or that yt short video about ultron, made me decide to do this but i did. it was long and hard tho i still tried my best. Do check these out: coolest devlog is 3rd one Watch the demo video Then try UltronOS It has a fully autonomous, animated (im serious) Ultron AI agent, full desktop environment that has everything. workspace multiple desktops, applications, ultronfetch, goofy ahh camera, cold and compact theme, lightspeed performance and more. Reflection timeee ! well I am not new to web stack, but trust me i was bad at it. I sucked at threejs, react, so i limited myself to html css js. it was hard to bring out all the ideas and i had a pretty darn hard time compiling all component codes, logic, desktop and everything into one engine… i used ai a bit to help me with that (for less than 15% if ur sus). It was a good journey indeed. I am so happy that i released this piece of “art of an os” My purpose stays the same - I will bring the real UltronAI into this, dont doubt me and i will make it so that you wont want to go out after f11. thank you.", "repo": "https://github.com/userhumbled/UltronOS", "demo": "https://hhhavvproject.vercel.app/"}]...
|
[{"post_id": 37604, "ts": "202 [{"post_id": 37604, "ts": "2026-07-30T13:37:56Z", "hours": 3.1169, "text": "If it’s your first time seeing this, please check the previous devlog first 🙏 UltronOS So I actually didn’t finish it, but I was so excited that I made the last devlog as a big BAM announcement . But it is only now that I have completed it. Don’t mind me) Developed all incomplete components (Ultron’s commands, file Explorer, music Player files and others) Changed the path structure of the code again to make it better optimized - to an extent. Improved the directories. They were so messy I didn’t see it before Pushed everything to GitHub. Updated the README to be more concise. That’s all. I will hopefully ship it soon so stay tuned))"}, {"post_id": 37135, "ts": "2026-07-29T16:53:09Z", "hours": 3.0081, "text": "Arguably The Greatest OS Ever Built - UltronOS Hi mates, This is hopefully the final devlog for this mission. I went absolutely all-in, so you might wanna watch the vid before reading. # link 🖥️ The Environment The core environment is fully complete. Has proper windowing, desktop physics (selecting, moving, icons) and window dragging. Workspaces: You can now create 3 separate virtual desktops. You can work on completely different things across all three, and everything stays saved. Window Aesthetics: Applied glassmorphism with a 3D-like depth effect. Opacity and transparency are fully customizable and automatically adapt to the OS’s theme. Taskbar: Cleaned and functional. Show your pinned apps, the clock/date and essential system tray items. Widgets: Added a simulated weather widget, date, and a live audio visualizer that actually reacts to whatever system audio is currently playing ! Boot Sequence: Features a terminal boot-up that transitions into a clean blur effect. I spent a crazy amount of time optimizing this animation. 🧠 Ultron AI Agent I had to write some crazy math formulas to build the visualizations for this, but it runs efficiently now. Adaptive Animations: The AI visually reacts based on what it’s doing - it has distinct animations for processing, searching, talking, working and “angry” state. Voice & Logic: Uses optimized TTS for now. It understands 20+ basic commands, reacts to your inputs, and executes real work. System Integration: It doesn’t just talk; it can physically open applications, edit system settings and control the OS environment. 📦 The App Ecosystem Vibranium File Explorer: It’s real and it works. Features 5 base directories, file/folder creation, a great path UI, and an icon system tailored for different file formats. Ultron Terminal: Fully functional with 13+ commands. Can trigger system-wide changes, and yes, I added ultronfetch and a matrix drop just to brag. Code Studio: A universal text editor. Handles code, documents, and whatever else you throw at it (though it honestly makes for a really overpowered notes app, haha). SoundWave: A visually pleasing, simplified audio player. Ships with 2 goated songs, full playback controls (play/pause/replay/progress bar), and supports 5 different audio types with thumbnail rendering. System Telemetry (Task Manager): Tracks simulated system metrics with live graphs. It’s an actual functional task manager, you can use it to force-kill apps haha Chrome: A functional browser with a great UI. Performance is solid right now, but I plan to improve it in the next mission. (check it yourself…. hehehe) Camera: Fully functioning photo and video capture. Includes built-in filters (black & white, bluish tint), and lets you record, snap, and download your files locally. Calculator: Self-explanatory, but it perfectly matches the OS theme and includes both standard and scientific modes. ❤The Road Ahead - Web OS 2.0 I already have massive plans to improve this in the next iteration. My primary focus will be upgrading the AI Agent with a custom, ultra-realistic TTS voice model and giving it 100% unrestricted command over the system while making it actually functional (i am pretty confident in my ai skills). I also plan to build out a truly native, fully functional browser that solves all header/CORS request problems so you have unrestricted access to the actual internet. Thanks for following the journey!"}, {"post_id": 36453, "ts": "2026-07-28T16:06:36Z", "hours": 0.8458, "text": "I am back with the UltronOS . Getting the hang of it, choosing the theme, and starting it was hard actually; Here is the progress for now: Full environment, window systems Basic applications, adaptable animated system Specialised tools Progress on the agentic AI - Ultron And much more. Here’s the sneak peek:"}, {"post_id": 36249, "ts": "2026-07-28T07:04:22Z", "hours": 0.3408, "text": "Hi and good luck to everybody! Just started working here today on UltronOS⌬ aka the contender to J.A.R.V.I.S (no offense bro, just friendly competition😉) Although I am not the best on web development, I have pretty good experience in AI, so I’m going to make this as close to Ultron as possible. Akin to a Windows OS , it will feature real programs, systems, tools and above all, an agentic AI Ultron that will be capable of pretty much anything."}]...
|
Title: UltronOS by @humble | Stardance
Devlogs:
H Title: UltronOS by @humble | Stardance
Devlogs:
Hi and good luck to everybody! Just started working here today on UltronOS⌬ aka the contender to J.A.R.V.I.S (no offense bro, just friendly competition😉) Although I am not the best on web development, I have pretty good experience in AI, so I’m going to make this as close to Ultron as possible. Akin to a Windows OS , it will feature real programs, systems, tools and above all, an agentic AI Ultron that will be capable of pretty much anything.
I am back with the UltronOS . Getting the hang of it, choosing the theme, and starting it was hard actually; Here is the progress for now: Full environment, window systems Basic applications, adaptable animated system Specialised tools Progress on the agentic AI - Ultron And much more. Here’s the sneak peek:
Arguably The Greatest OS Ever Built - UltronOS Hi mates, This is hopefully the final devlog for this mission. I went absolutely all-in, so you might wanna watch the vid before reading. # link 🖥️ The Environment The core environment is fully complete. Has proper windowing, desktop physics (selecting, moving, icons) and window dragging. Workspaces: You can now create 3 separate virtual desktops. You can work on completely different things across all three, and everything stays saved. Window Aesthetics: Applied glassmorphism with a 3D-like depth effect. Opacity and transparency are fully customizable and automatically adapt to the OS’s theme. Taskbar: Cleaned and functional. Show your pinned apps, the clock/date and essential system tray items. Widgets: Added a simulated weather widget, date, and a live audio visualizer that actually reacts to whatever system audio is currently playing ! Boot Sequence: Features a terminal boot-up that transitions into a clean blur effect. I spent a crazy amount of time optimizing this animation. 🧠 Ultron AI Agent I had to write some crazy math formulas to build the visualizations for this, but it runs efficiently now. Adaptive Animations: The AI visually reacts based on what it’s doing - it has distinct animations for processing, searching, talking, working and “angry” state. Voice & Logic: Uses optimized TTS for now. It understands 20+ basic commands, reacts to your inputs, and executes real work. System Integration: It doesn’t just talk; it can physically open applications, edit system settings and control the OS environment. 📦 The App Ecosystem Vibranium File Explorer: It’s real and it works. Features 5 base directories, file/folder creation, a great path UI, and an icon system tailored for different file formats. Ultron Terminal: Fully functional with 13+ commands. Can trigger system-wide changes, and yes, I added ultronfetch and a matrix drop just to brag. Code Studio: A universal text editor. Handles code, documents, and whatever else you throw at it (though it honestly makes for a really overpowered notes app, haha). SoundWave: A visually pleasing, simplified audio player. Ships with 2 goated songs, full playback controls (play/pause/replay/progress bar), and supports 5 different audio types with thumbnail rendering. System Telemetry (Task Manager): Tracks simulated system metrics with live graphs. It’s an actual functional task manager, you can use it to force-kill apps haha Chrome: A functional browser with a great UI. Performance is solid right now, but I plan to improve it in the next mission. (check it yourself…. hehehe) Camera: Fully functioning photo and video capture. Includes built-in filters (black & white, bluish tint), and lets you record, snap, and download your files locally. Calculator: Self-explanatory, but it perfectly matches the OS theme and includes both standard and scientific modes. ❤The Road Ahead - Web OS 2.0 I already have massive plans to improve this in the next iteration. My primary focus will be upgrading the AI Agent with a custom, ultra-realistic TTS voice model and giving it 100% unrestricted command over the system while making it actually functional (i am pretty confident in my ai skills). I also plan to build out a truly native, fully functional browser that solves all header/CORS request problems so you have unrestricted access to the actual internet. Thanks for following the journey!
If it’s your first time seeing this, please check the previous devlog first 🙏 UltronOS So I actually didn’t finish it, but I was so excited that I made the last devlog as a big BAM announcement . But it is only now that I have completed it. Don’t mind me) Developed all incomplete components (Ultron’s commands, file Explorer, music Player files and others) Changed the path structure of the code again to make it better optimized - to an extent. Improved the directories. They were so messy I didn’t see it before Pushed everything to GitHub. Updated the README to be more concise. That’s all. I will hopefully ship it soon so stay tuned))
Ships:
Arguably The greatest Os ever built - UltronOS ⌬ I dont know how, maybe from the guy making jarvis or that yt short video about ultron, made me decide to do this but i did. it was long and hard tho i still tried my best. Do check these out: coolest devlog is 3rd one Watch the demo video Then try UltronOS It has a fully autonomous, animated (im serious) Ultron AI agent, full desktop environment that has everything. workspace multiple desktops, applications, ultronfetch, goofy ahh camera, cold and compact theme, lightspeed performance and more. Reflection timeee ! well I am not new to web stack, but trust me i was bad at it. I sucked at threejs, react, so i limited myself to html css js. it was hard to bring out all the ideas and i had a pretty darn hard time compiling all component codes, logic, desktop and everything into one engine… i used ai a bit to help me with that (for less than 15% if ur sus). It was a good journey indeed. I am so happy that i released this piece of “art of an os” My purpose stays the same - I will bring the real UltronAI into this, dont doubt me and i will make it so that you wont want to go out after f11. thank you....
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1793508824.9909875
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1793595224.9909875
|
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40961
|
devlog writer guide by @connie_19 | Stardance
|
connie_19
|
1
|
3.41
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T14:36:47Z", "hours": 3.0, "multiplier": 6.23, "payout": 20, "blessing": "neutral", "text": "I made a website for writing devlogs, it gives guidance with example templates and useful resources as well as a review system using an ML model to rate your devlogs.", "repo": "https://github.com/conniepocky/devlog-writer-guide/", "demo": "https://devlog-writer-guide.vercel.app/"}]...
|
[{"post_id": 37571, "ts": "202 [{"post_id": 37571, "ts": "2026-07-30T12:13:09Z", "hours": 0.4078, "text": "Devlog 4 Overview: Small update, added a checklist system to keep track of things that should be included in DevLog. What’s New: checklist popup Issues faced: I could reuse most of the CSS I had written for the review loading popup, the only major challenge with this was with adding the checkboxes, but this was relatively simple to implement."}, {"post_id": 37034, "ts": "2026-07-29T14:35:25Z", "hours": 0.5058, "text": "Devlog 3 Overview: Final update before ship! I added a review loading screen so screen doesn’t appear unresponsive when press the review button. What’s New: review loading Issues faced: CSS alignment was difficult but not too different from what I had done previously (e.g with the main loading screen and the standard content viewer)"}, {"post_id": 36998, "ts": "2026-07-29T13:29:13Z", "hours": 0.9939, "text": "Devlog 2 Overview: I implemented the ML model using tensorflow and USE. It’s not that accurate so far as my dataset is very small but I’m hoping to expand it :) If anyone wants to submit a devlog please add it to this form here -> https://docs.google.com/forms/d/e/1FAIpQLSfgm_mnizpS2V1FYWlM5shtXWcfPX82wxCaz83TYlaM_csYeQ/viewform?usp=header What’s New: ML model CSS loading screen whilst model loads (looks better than just unresponsive screen) Issues faced: I hadn’t used tensorflow in a while, and the hardest part was finding how to convert the text into a format that the model could use. Next Steps: improve model add loading screen when press review button"}, {"post_id": 36913, "ts": "2026-07-29T09:51:06Z", "hours": 1.7417, "text": "Devlog 1 Overview: I’ve started working on a guide for writing Devlogs, which is something I’ve found pretty hard since starting Stardance. My hope is to implement an ML algorithm that will analyse and give the Devlog a score. What’s New: written basic HTML and CSS templates screen and reviwer screen Issues faced: Only major difficulty so far has been with writing the CSS and swapping between DIVs but this proved simpler than I initially thought just by using display: none :) Next Steps: ML algorithm :)"}]...
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Title: devlog writer guide by @connie_19 | Stardan Title: devlog writer guide by @connie_19 | Stardance
Devlogs:
Devlog 1 Overview: I’ve started working on a guide for writing Devlogs, which is something I’ve found pretty hard since starting Stardance. My hope is to implement an ML algorithm that will analyse and give the Devlog a score. What’s New: written basic HTML and CSS templates screen and reviwer screen Issues faced: Only major difficulty so far has been with writing the CSS and swapping between DIVs but this proved simpler than I initially thought just by using display: none :) Next Steps: ML algorithm :)
Devlog 2 Overview: I implemented the ML model using tensorflow and USE. It’s not that accurate so far as my dataset is very small but I’m hoping to expand it :) If anyone wants to submit a devlog please add it to this form here -> https://docs.google.com/forms/d/e/1FAIpQLSfgm_mnizpS2V1FYWlM5shtXWcfPX82wxCaz83TYlaM_csYeQ/viewform?usp=header What’s New: ML model CSS loading screen whilst model loads (looks better than just unresponsive screen) Issues faced: I hadn’t used tensorflow in a while, and the hardest part was finding how to convert the text into a format that the model could use. Next Steps: improve model add loading screen when press review button
Devlog 3 Overview: Final update before ship! I added a review loading screen so screen doesn’t appear unresponsive when press the review button. What’s New: review loading Issues faced: CSS alignment was difficult but not too different from what I had done previously (e.g with the main loading screen and the standard content viewer)
Devlog 4 Overview: Small update, added a checklist system to keep track of things that should be included in DevLog. What’s New: checklist popup Issues faced: I could reuse most of the CSS I had written for the review loading popup, the only major challenge with this was with adding the checkboxes, but this was relatively simple to implement.
Ships:
I made a website for writing devlogs, it gives guidance with example templates and useful resources as well as a review system using an ML model to rate your devlogs....
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1793515725.9058845
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1793602125.9058845
|
|
40964
|
My very own WebOS by @nathkirkgamer01 | Stardance
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nathkirkgamer01
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T21:42:40Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make an Os which was my first project and involved simple coding skills.", "repo": "https://github.com/nathkirkgamer01/duck-club", "demo": "https://app.netlify.com/projects/neon-froyo-dabd63/overview"}]...
|
[{"post_id": 44173, "ts": "202 [{"post_id": 44173, "ts": "2026-08-09T19:11:05Z", "hours": 0.5186, "text": "i am working on making my very own webOS which is my first ever project"}]...
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Title: My very own WebOS by @nathkirkgamer01 | Sta Title: My very own WebOS by @nathkirkgamer01 | Stardance
Devlogs:
i am working on making my very own webOS which is my first ever project
Ships:
I make an Os which was my first project and involved simple coding skills....
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1793483330.4004211
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1793569730.4004211
|
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40973
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Viy's Cavern by @Viy | Stardance
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Viy
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1
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3.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T01:37:27Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My personal site! It has some info about me on there. I enjoyed making the colours and overall style of it. CSS was a bit annoying like usual, but I managed to get there in the end and it looks relatively okay on thinner screens.", "repo": "https://github.com/viywolf/viys-cavern", "demo": "https://viywolf.github.io/viys-cavern/"}]...
|
[{"post_id": 47826, "ts": "202 [{"post_id": 47826, "ts": "2026-08-16T01:28:27Z", "hours": 0.385, "text": "Fixed up the dynamicness a bit and wrote the readme :D"}, {"post_id": 47805, "ts": "2026-08-16T00:41:00Z", "hours": 1.3681, "text": "I added some CSS and art. I also made it dynamically change size based on screen size. It was a bit tricky honestly so I just gave it way too much space so it would stop overlapping with each other :>"}, {"post_id": 39393, "ts": "2026-08-02T10:33:59Z", "hours": 0.9239, "text": "I wrote the content for my site, as well as some planning as to what the site’s layout will be. I think I came up with pretty much all the stuff a personal site should have… now I just have to mess with CSS to make it look pretty… not looking forward to that…"}]...
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Title: Viy's Cavern by @Viy | Stardance
Devlo Title: Viy's Cavern by @Viy | Stardance
Devlogs:
I wrote the content for my site, as well as some planning as to what the site’s layout will be. I think I came up with pretty much all the stuff a personal site should have… now I just have to mess with CSS to make it look pretty… not looking forward to that…
I added some CSS and art. I also made it dynamically change size based on screen size. It was a bit tricky honestly so I just gave it way too much space so it would stop overlapping with each other :>
Fixed up the dynamicness a bit and wrote the readme :D
Ships:
My personal site! It has some info about me on there. I enjoyed making the colours and overall style of it. CSS was a bit annoying like usual, but I managed to get there in the end and it looks relatively okay on thinner screens....
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1793595276.3474176
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1793681676.3474176
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40978
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My own site! by @xitiz | Stardance
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xitiz
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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": "2026-07-28T13:21:31Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i Just build my own portfolio and its look so good i am proud of myself for this achievement and for the usages of ai i hadn’t use it i didn’t need to the UI UX is what i generated from Google Stitch with my idea other then that its not", "repo": "https://github.com/XItizmgr/portpolio_hackaclub", "demo": "https://portfolioxitiz.vercel.app/"}]...
|
[{"post_id": 36366, "ts": "202 [{"post_id": 36366, "ts": "2026-07-28T13:14:08Z", "hours": 0.5053, "text": "So finally my personal website(portfolio) is done it took me more time then i thought but its also turned beautiful hope u guys also like it"}, {"post_id": 36354, "ts": "2026-07-28T12:32:44Z", "hours": 1.6253, "text": "So after a while i am finally done making the project section idk TwT why it took much more time then hero section still its looking quite good"}, {"post_id": 36308, "ts": "2026-07-28T10:41:18Z", "hours": 1.2614, "text": "Soooo hehe hehe what i had build in 1 hour and so is that i added the css in the navbar and add hero section the blinking effect is animation that i learned from a youtube video"}, {"post_id": 36289, "ts": "2026-07-28T09:22:02Z", "hours": 0.2581, "text": "So Making a simple portfolio for Personal Site mission using only css and html letss see how much time it take this is just beginning"}]...
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Title: My own site! by @xitiz | Stardance
Devlogs Title: My own site! by @xitiz | Stardance
Devlogs:
So Making a simple portfolio for Personal Site mission using only css and html letss see how much time it take this is just beginning
Soooo hehe hehe what i had build in 1 hour and so is that i added the css in the navbar and add hero section the blinking effect is animation that i learned from a youtube video
So after a while i am finally done making the project section idk TwT why it took much more time then hero section still its looking quite good
So finally my personal website(portfolio) is done it took me more time then i thought but its also turned beautiful hope u guys also like it
Ships:
i Just build my own portfolio and its look so good i am proud of myself for this achievement and for the usages of ai i hadn’t use it i didn’t need to the UI UX is what i generated from Google Stitch with my idea other then that its not...
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1793515738.969553
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1793602138.969553
|
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40994
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tidy by @rizz | Stardance
|
rizz
|
1
|
3.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T12:39:22Z", "hours": 3.0, "multiplier": 7.47, "payout": 22, "blessing": "neutral", "text": "Developed yet another small browser app named “tidy” – just put in a pile of broken links or text in any case, choose the format, and it will fix everything for you – strip any tracking parameters from the URL, make sure the URL is using HTTPS, clean up and shorten lines, and that’s it. The app consists of 3 files: HTML, CSS, and JS……..", "repo": "https://github.com/STEVEALEX-source/tidyup", "demo": "https://tidyupp.netlify.app/"}]...
|
[{"post_id": 37581, "ts": "202 [{"post_id": 37581, "ts": "2026-07-30T12:34:35Z", "hours": 0.905, "text": "finally humanssssssssssssssssssssssss"}, {"post_id": 37538, "ts": "2026-07-30T10:53:46Z", "hours": 0.8789, "text": "so humans….the links and text section is working but i still have to fix the third section"}, {"post_id": 37140, "ts": "2026-07-29T17:04:30Z", "hours": 0.6631, "text": "so humans….. i added different sections to the website….i still have to work on there functionality + the UI change old one looked off so i made it cleaner"}, {"post_id": 37086, "ts": "2026-07-29T15:48:35Z", "hours": 0.3067, "text": "hello humans so this is an another usual devlog…… made the website kinda catchy…would do further improvements"}, {"post_id": 36369, "ts": "2026-07-28T13:19:24Z", "hours": 0.2878, "text": "devloggg so i am working on a app that removes all the tracking params from any website and also a text cleaner for when you paste something and it has weird spacing or curly quotes"}]...
|
Title: tidy by @rizz | Stardance
Devlogs:
devlogg Title: tidy by @rizz | Stardance
Devlogs:
devloggg so i am working on a app that removes all the tracking params from any website and also a text cleaner for when you paste something and it has weird spacing or curly quotes
hello humans so this is an another usual devlog…… made the website kinda catchy…would do further improvements
so humans….. i added different sections to the website….i still have to work on there functionality + the UI change old one looked off so i made it cleaner
so humans….the links and text section is working but i still have to fix the third section
finally humanssssssssssssssssssssssss
Ships:
Developed yet another small browser app named “tidy” – just put in a pile of broken links or text in any case, choose the format, and it will fix everything for you – strip any tracking parameters from the URL, make sure the URL is using HTTPS, clean up and shorten lines, and that’s it. The app consists of 3 files: HTML, CSS, and JS…….....
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1793515747.2647877
|
1793602147.2647877
|
|
41014
|
TabTiler by @wiiuavi | Stardance
|
wiiuavi
|
1
|
7.0
|
76
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T12:53:26Z", "hours": 7.0, "multiplier": 8.56, "payout": 76, "blessing": "neutral", "text": "I made a chrome extension, inspired by minecraft’s splitscreen, to utilise your chrome window to it’s fullest! no more juggling multiple monitors/windows, Its easy to control everything from just 1 tab! (or if u wanna make it easy to binge subway surfers while watching cake cutting vids and working!)", "repo": "https://github.com/wiiuavi/TabTiler", "demo": "https://github.com/wiiuavi/TabTiler/releases/tag/v2"}]...
|
[{"post_id": 37869, "ts": "202 [{"post_id": 37869, "ts": "2026-07-30T20:53:53Z", "hours": 0.4097, "text": "made readme, the releases, attempted to fix close og tabs setting bug, it stopped working, wasnt able to fix other than tht im ready to ship, WWW"}, {"post_id": 37312, "ts": "2026-07-29T22:32:32Z", "hours": 0.6575, "text": "so i did waht i said id do in previous devlog, ia slo didn’t realise that scrolling fully didnt work (fixed that) fixed quite a few bugs, gave it an icon/logo made a lot more bugs, the icons were not alligned due to diff size names, the names showed up as URLs, fixed most of them! i like how this turned out, ik ill use it a lot and hope other do too! readme tmrw and that should be it!"}, {"post_id": 37273, "ts": "2026-07-29T21:06:48Z", "hours": 4.2853, "text": "i was going to make another devlog before this but it was late and i forgot I added a dashboard, you can reopen previous layouts (e.g. a “review” layout which may have ur teams outlook and compay dashboard or something), or del them I added 2 toggles to the dashboard, incl hiding scrollbars, (cus i found it kinda annoying and not maximising screenspace) and if u wanna keep the tabs u tile open (as they have to reload when you tile them, and maybe you were uploading files or something idk) and added warnings for these things too added all the fixes in the previous devlog aside from newtab, it refuses to show. also did the zoom thing Things i want to improve: a: writing this, its messy, b: the dashboard button doesnt work when on a quad/duo til, will fix c: the whole home button to open a newtab is clutter. ill likely change the home icon to a search one and u can choose to google search whatever is in the box rather than url also may make “slot 1 2 ect” show the tab name itself tho tbh its basically done edit: not all the screenshots are showing, which is kinda annoying"}, {"post_id": 36346, "ts": "2026-07-28T12:16:58Z", "hours": 2.0531, "text": "I made a second working copy of tabtiler! the first one, I used the screensize to split the tabs up into windows, and removed the searchbar/bookmarks dialouge. This came a lot of issues. the windows topbar dialouge was still visible, and there was a clear gap between windows that was visible. There was also no point in using the extension to arrange the windows if each tab was its own, it would be much more useful if the user did so themselves how they liked. it also covered the chrome window itself, so i cant switch to other tabs as easily! there was also the issue of being able to close each half individually, it was a mess. attached is screenshots of the vision i want. (drawn in ms paint) and what ive achieved so far. my issues incl: Scale. this should be an easy fix, but i need a way to scale the tabs individually and default them at 25% or 50% size accordingly. Empty tabs, should be able to open existing tabs or newtabs in them. Opening tabs, rn selecting tabs will cause them to reload. if i dont find a fix for this imma have to show a warning that forms may be lost! Shifting tabs, need to add a way to shift a quadtab back into a normal one, if you need more space for it. Dragging items, currently cant drag text/images to other tabs. Opening tabs in existing slots, incase you find a need for the empty space theres a lot more, but i cba to write this any more, soo yea thats tab tiler."}]...
|
Title: TabTiler by @wiiuavi | Stardance
Devlogs:
Title: TabTiler by @wiiuavi | Stardance
Devlogs:
I made a second working copy of tabtiler! the first one, I used the screensize to split the tabs up into windows, and removed the searchbar/bookmarks dialouge. This came a lot of issues. the windows topbar dialouge was still visible, and there was a clear gap between windows that was visible. There was also no point in using the extension to arrange the windows if each tab was its own, it would be much more useful if the user did so themselves how they liked. it also covered the chrome window itself, so i cant switch to other tabs as easily! there was also the issue of being able to close each half individually, it was a mess. attached is screenshots of the vision i want. (drawn in ms paint) and what ive achieved so far. my issues incl: Scale. this should be an easy fix, but i need a way to scale the tabs individually and default them at 25% or 50% size accordingly. Empty tabs, should be able to open existing tabs or newtabs in them. Opening tabs, rn selecting tabs will cause them to reload. if i dont find a fix for this imma have to show a warning that forms may be lost! Shifting tabs, need to add a way to shift a quadtab back into a normal one, if you need more space for it. Dragging items, currently cant drag text/images to other tabs. Opening tabs in existing slots, incase you find a need for the empty space theres a lot more, but i cba to write this any more, soo yea thats tab tiler.
i was going to make another devlog before this but it was late and i forgot I added a dashboard, you can reopen previous layouts (e.g. a “review” layout which may have ur teams outlook and compay dashboard or something), or del them I added 2 toggles to the dashboard, incl hiding scrollbars, (cus i found it kinda annoying and not maximising screenspace) and if u wanna keep the tabs u tile open (as they have to reload when you tile them, and maybe you were uploading files or something idk) and added warnings for these things too added all the fixes in the previous devlog aside from newtab, it refuses to show. also did the zoom thing Things i want to improve: a: writing this, its messy, b: the dashboard button doesnt work when on a quad/duo til, will fix c: the whole home button to open a newtab is clutter. ill likely change the home icon to a search one and u can choose to google search whatever is in the box rather than url also may make “slot 1 2 ect” show the tab name itself tho tbh its basically done edit: not all the screenshots are showing, which is kinda annoying
so i did waht i said id do in previous devlog, ia slo didn’t realise that scrolling fully didnt work (fixed that) fixed quite a few bugs, gave it an icon/logo made a lot more bugs, the icons were not alligned due to diff size names, the names showed up as URLs, fixed most of them! i like how this turned out, ik ill use it a lot and hope other do too! readme tmrw and that should be it!
made readme, the releases, attempted to fix close og tabs setting bug, it stopped working, wasnt able to fix other than tht im ready to ship, WWW
Ships:
I made a chrome extension, inspired by minecraft’s splitscreen, to utilise your chrome window to it’s fullest! no more juggling multiple monitors/windows, Its easy to control everything from just 1 tab! (or if u wanna make it easy to binge subway surfers while watching cake cutting vids and working!)...
|
1792878567.116846
|
1793742567.116846
|
|
41028
|
Krip-pad by @kripusek | Stardance
|
kripusek
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T13:14:52Z", "hours": 1.0, "multiplier": 5.0, "payout": 2, "blessing": "neutral", "text": "I made the macro pad, since the official parts haven’t arrived yet I used some that were laying around my house.", "repo": "https://github.com/kripusek/krip-pad", "demo": ""}]...
|
[{"post_id": 65349, "ts": "202 [{"post_id": 65349, "ts": "2026-09-10T13:11:46Z", "hours": 0.8217, "text": "The keyboard works"}, {"post_id": 37940, "ts": "2026-07-30T23:37:39Z", "hours": 1.4117, "text": "I have coded and programmed the firmware :D I have also compiled it"}, {"post_id": 37123, "ts": "2026-07-29T16:40:40Z", "hours": 1.4, "text": "I have made a plate a case and a closing thingy for the macro pad."}, {"post_id": 36565, "ts": "2026-07-28T19:24:02Z", "hours": 0.2667, "text": "Finishing the pcb that took 2 hours to make but the timelaps thingy didn’t capture it for some reason. Tomorrow I’ll make a 3d case for the keyboard in fusion autodesk."}]...
|
Title: Krip-pad by @kripusek | Stardance
Devlogs: Title: Krip-pad by @kripusek | Stardance
Devlogs:
Finishing the pcb that took 2 hours to make but the timelaps thingy didn’t capture it for some reason. Tomorrow I’ll make a 3d case for the keyboard in fusion autodesk.
I have made a plate a case and a closing thingy for the macro pad.
I have coded and programmed the firmware :D I have also compiled it
The keyboard works
Ships:
I made the macro pad, since the official parts haven’t arrived yet I used some that were laying around my house....
|
1793530203.0076962
|
1793616603.0076962
|
|
41038
|
My own site! by @unknown_lizzard | Stardance
|
unknown_lizzard
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T14:03:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my own personal site, i’m very proud of the css(w3scool) helped me alot, the site is live!", "repo": "https://github.com/Mateooo93/my-website", "demo": "https://mateooo93.github.io/my-website/"}]...
|
[{"post_id": 36395, "ts": "202 [{"post_id": 36395, "ts": "2026-07-28T14:01:07Z", "hours": 0.4103, "text": "my personal site! this is my own personal site, its very simple and uses high quality css elements!, it includes an about me, and some links to my other github projects."}]...
|
Title: My own site! by @unknown_lizzard | Stardanc Title: My own site! by @unknown_lizzard | Stardance
Devlogs:
my personal site! this is my own personal site, its very simple and uses high quality css elements!, it includes an about me, and some links to my other github projects.
Ships:
i made my own personal site, i’m very proud of the css(w3scool) helped me alot, the site is live!...
|
1792878567.9262872
|
1793742567.9262872
|
|
41040
|
MoonOS by @kernel | Stardance
|
kernel
|
1
|
1.47
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T21:49:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a MoonOS with python", "repo": "https://github.com/kernels1/MoonOS", "demo": "https://moon-os-rouge.vercel.app/"}]...
|
[{"post_id": 37847, "ts": "202 [{"post_id": 37847, "ts": "2026-07-30T20:17:11Z", "hours": 0.4681, "text": "FILE SYSTEM?!"}, {"post_id": 36585, "ts": "2026-07-28T20:02:19Z", "hours": 0.7883, "text": "Guys, MoonOS v 1.1.2 is out!!! GitHub: https://github.com/kernels1/MoonOS Guys, what do you think? What should I add next? What’s added: “wifi scan” - scans nearby signals “wifi connect ” - connects to the signal “ifconfig” - shows current WiFi status “web [-i]” - launches a native browser window (incognito optional) “run <app.py>” - launches a Python app in a new window -Bugs fixed Thanks for all your support!"}, {"post_id": 36397, "ts": "2026-07-28T14:05:04Z", "hours": 0.6108, "text": "Finally ‘web’ command works I am so happy ;)"}]...
|
Title: MoonOS by @kernel | Stardance
Devlogs:
Fin Title: MoonOS by @kernel | Stardance
Devlogs:
Finally ‘web’ command works I am so happy ;)
Guys, MoonOS v 1.1.2 is out!!! GitHub: https://github.com/kernels1/MoonOS Guys, what do you think? What should I add next? What’s added: “wifi scan” - scans nearby signals “wifi connect ” - connects to the signal “ifconfig” - shows current WiFi status “web [-i]” - launches a native browser window (incognito optional) “run <app.py>” - launches a Python app in a new window -Bugs fixed Thanks for all your support!
FILE SYSTEM?!
Ships:
I made a MoonOS with python...
|
1793522842.816097
|
1793609242.816097
|
|
41042
|
MICO - TV head by @eunalian | Stardance
|
eunalian
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T23:16:51Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3d printed, lightweight TV head , with periscopes for viewing, powered by HUB75 and Raspi! Inspired by a few other TV heads circling around the internet, I tried making one of my own. literally nothing went smoothly when making it. (its my first time for like, most of the things that went into making this thing. oh the horror) i’ve worked on this for about 3 months with a few too many burnouts in between. despite it all im super glad with how it turned out, more surprised than anything to see something i made in real life lol", "repo": "https://github.com/eunalian/MICO", "demo": ""}]...
|
[{"post_id": 85882, "ts": "202 [{"post_id": 85882, "ts": "2026-10-31T20:55:25Z", "hours": 4.9431, "text": "Im. So. Done. i woke up today and worked on the. damn thing. But its all over now. everything is okay. the storm has passed. its smooth sailing from here. halfway through coding did i realize…. i have not tested my code on the actual hardware ONCE. THE WHOLE TIME, i had been using an emulator for the rpi-rgb-led-matrix library. what a lesson to learn. 5 hours in and the code doesnt work on the rpi! shocker! did you know the pynputs library is lying to you? did you know it doesn’t work on a headless environment? i had to rewrite lots code, bodge things together very quickly until something worked. other than that, i made a few README.mds, getting things ready for shipping, edit my CAD file, hand-sawed a few too many parts to fit, erase any mention of a BMS in the repo because the only one I had puffed up in smoke. but now things are ready to ship. i’m so happy"}, {"post_id": 85473, "ts": "2026-10-31T11:38:56Z", "hours": 4.3753, "text": "lots of off camera mining…. gluing cable management e.t.c., lots of agony as well but things are so closed to finished, im so glad"}, {"post_id": 83611, "ts": "2026-10-28T07:37:36Z", "hours": 4.3933, "text": "Finished the final assembly!!! Finished software!!! Finished BOM!!!! All thats left is the README as well as a working demo!!!!!!!!!!! Omg"}, {"post_id": 82108, "ts": "2026-10-23T22:35:58Z", "hours": 3.4658, "text": "started doing the firmware!!!! to be honest its just some light python running on the rpi so does that really count as firmware? i think with how little time there is left for stardance, ill just settle for some minimum viable ship that i can settle with, then ill just ship the project by this point. im so tired"}, {"post_id": 77289, "ts": "2026-10-06T13:29:55Z", "hours": 12.5267, "text": "ive had a convention so i needed to finish this in time, haven’t had the time to write any devlog at all in the end i couldnt make it in time but hey, ive assembled mostly everything, things are working, i have some vibecoded placeholder code that ill replace with my own code soon enough, and some art i drew myself turns out…. its too front heavy, unbearably so. im too burnt out to work on this for now, ill probably move on to something else in the meantime"}, {"post_id": 69261, "ts": "2026-09-16T18:08:21Z", "hours": 6.0403, "text": "Its all polishing……. Its ALL polishing…….. Always refining and tweaking and adjusting My timeline has 122 features and at this point its such a jumbled mess that if I adjust anything at least 30 other things will break in propagation I hate parametric CAD, but whatever this is is almost ready to print. Finally"}, {"post_id": 59234, "ts": "2026-08-31T22:07:02Z", "hours": 0.5167, "text": "spent 30 minutes just fumbling with onshape’s draft tool. just to make. cat ears. thats all </3"}, {"post_id": 58369, "ts": "2026-08-30T19:33:11Z", "hours": 1.3833, "text": "this is actually starting to come together now, spent a good part of the evening just trying out random ideas on onshape and seeing what sticks, turns out the best way to work is not to overthink too much next i will probably need to set up the github page, write a readme.md and all"}, {"post_id": 57568, "ts": "2026-08-29T19:07:57Z", "hours": 1.2, "text": "created a mount that holds the actual display to the damn bezel, though the sketch looks kind of cursed ( address me , the cloud of mirror constraints says) i find that I get distracted on small details instead of drawing the rest of the owl. (/ref) case in point, much of the hour I spent making on this was spent arguing things like: do I design the fillets straight into the sketch or just apply it after extruding? so I think it’s best if I give myself a roadmap I need to follow. decide how I want it to look , and decide quickly, so that I’ll have time to work on the technical details later. the technical details :) how will I assemble different parts together? how do I plan to actually see out of this mess? software. well here, I’m not too sure yet. I’ll figure something out. here’s to future me! maybe next devlog i’ll add some design flare to make it look less like a box of plastic and more like my lovingly personalized box of plastic."}, {"post_id": 56584, "ts": "2026-08-28T12:07:21Z", "hours": 1.9453, "text": "Spent a few hours fighting onshape, trying my best to turn the ideas I have in my head into exact dimensions and constraints and 2d sketches. CAD is SO tedious, I swear. But at least I ended up with what I wanted, a roughly TV shaped helmet sized to fit my own head. Well, after two hours I have something that looks a little bland :/ The design I had been hoping for was something more inspired with Nintendo’s FAMICOM. But I think I’m getting ahead of myself?"}]...
|
Title: MICO - TV head by @eunalian | Stardance
De Title: MICO - TV head by @eunalian | Stardance
Devlogs:
Spent a few hours fighting onshape, trying my best to turn the ideas I have in my head into exact dimensions and constraints and 2d sketches. CAD is SO tedious, I swear. But at least I ended up with what I wanted, a roughly TV shaped helmet sized to fit my own head. Well, after two hours I have something that looks a little bland :/ The design I had been hoping for was something more inspired with Nintendo’s FAMICOM. But I think I’m getting ahead of myself?
created a mount that holds the actual display to the damn bezel, though the sketch looks kind of cursed ( address me , the cloud of mirror constraints says) i find that I get distracted on small details instead of drawing the rest of the owl. (/ref) case in point, much of the hour I spent making on this was spent arguing things like: do I design the fillets straight into the sketch or just apply it after extruding? so I think it’s best if I give myself a roadmap I need to follow. decide how I want it to look , and decide quickly, so that I’ll have time to work on the technical details later. the technical details :) how will I assemble different parts together? how do I plan to actually see out of this mess? software. well here, I’m not too sure yet. I’ll figure something out. here’s to future me! maybe next devlog i’ll add some design flare to make it look less like a box of plastic and more like my lovingly personalized box of plastic.
this is actually starting to come together now, spent a good part of the evening just trying out random ideas on onshape and seeing what sticks, turns out the best way to work is not to overthink too much next i will probably need to set up the github page, write a readme.md and all
spent 30 minutes just fumbling with onshape’s draft tool. just to make. cat ears. thats all </3
Its all polishing……. Its ALL polishing…….. Always refining and tweaking and adjusting My timeline has 122 features and at this point its such a jumbled mess that if I adjust anything at least 30 other things will break in propagation I hate parametric CAD, but whatever this is is almost ready to print. Finally
ive had a convention so i needed to finish this in time, haven’t had the time to write any devlog at all in the end i couldnt make it in time but hey, ive assembled mostly everything, things are working, i have some vibecoded placeholder code that ill replace with my own code soon enough, and some art i drew myself turns out…. its too front heavy, unbearably so. im too burnt out to work on this for now, ill probably move on to something else in the meantime
started doing the firmware!!!! to be honest its just some light python running on the rpi so does that really count as firmware? i think with how little time there is left for stardance, ill just settle for some minimum viable ship that i can settle with, then ill just ship the project by this point. im so tired
Finished the final assembly!!! Finished software!!! Finished BOM!!!! All thats left is the README as well as a working demo!!!!!!!!!!! Omg
lots of off camera mining…. gluing cable management e.t.c., lots of agony as well but things are so closed to finished, im so glad
Im. So. Done. i woke up today and worked on the. damn thing. But its all over now. everything is okay. the storm has passed. its smooth sailing from here. halfway through coding did i realize…. i have not tested my code on the actual hardware ONCE. THE WHOLE TIME, i had been using an emulator for the rpi-rgb-led-matrix library. what a lesson to learn. 5 hours in and the code doesnt work on the rpi! shocker! did you know the pynputs library is lying to you? did you know it doesn’t work on a headless environment? i had to rewrite lots code, bodge things together very quickly until something worked. other than that, i made a few README.mds, getting things ready for shipping, edit my CAD file, hand-sawed a few too many parts to fit, erase any mention of a BMS in the repo because the only one I had puffed up in smoke. but now things are ready to ship. i’m so happy
Ships:
I made a 3d printed, lightweight TV head , with periscopes for viewing, powered by HUB75 and Raspi! Inspired by a few other TV heads circling around the internet, I tried making one of my own. literally nothing went smoothly when making it. (its my first time for like, most of the things that went into making this thing. oh the horror) i’ve worked on this for about 3 months with a few too many burnouts in between. despite it all im super glad with how it turned out, more surprised than anything to see something i made in real life lol...
|
1793537502.275694
|
1793623902.275694
|
|
41064
|
WarioWare Game by @FawnTheDog | Stardance
|
FawnTheDog
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T02:02:19Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a godot game that is sort of like warioware, I did it a while ago but forgot to ship so here we are.", "repo": "https://github.com/FawnTheDog/wario_ware_game", "demo": "https://fawnthedog.itch.io/pretty-awesome-minigames"}]...
|
[{"post_id": 84035, "ts": "202 [{"post_id": 84035, "ts": "2026-10-29T01:53:26Z", "hours": 2.3939, "text": "A new update, I totally forgot about this so I’m just shipping it as is yay"}, {"post_id": 46581, "ts": "2026-08-13T22:14:48Z", "hours": 1.5306, "text": "minigames now start randomly when the game starts, and i even added a cool next minigame animation using godot’s tweens. All i got to do is add a minigame or two!"}, {"post_id": 44716, "ts": "2026-08-10T17:35:20Z", "hours": 2.2086, "text": "My first devlog for “Pretty awesome minigames”, my first godot game. So far I have made two minigames and I am working on making a main menu. I now only need to program the main menu add some more games, and make the minigames start and randomly switch between them to make a gameplay loop."}]...
|
Title: WarioWare Game by @FawnTheDog | Stardance
Title: WarioWare Game by @FawnTheDog | Stardance
Devlogs:
My first devlog for “Pretty awesome minigames”, my first godot game. So far I have made two minigames and I am working on making a main menu. I now only need to program the main menu add some more games, and make the minigames start and randomly switch between them to make a gameplay loop.
minigames now start randomly when the game starts, and i even added a cool next minigame animation using godot’s tweens. All i got to do is add a minigame or two!
A new update, I totally forgot about this so I’m just shipping it as is yay
Ships:
I made a godot game that is sort of like warioware, I did it a while ago but forgot to ship so here we are....
|
1793540876.7496488
|
1793627276.7496488
|
|
41077
|
WarioWare Game by @body-35 | Stardance
|
body-35
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T13:13:16Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WarioWar Game WarioWarJakopie contains –> two minigames , and both must be completed within 5 seconds. ->Minigame 1 — Collect the Hearts ❤️ Collect the required hearts before the 5-second timer* runs out. Collect the hearts. You have 5 seconds. If you don’t finish in time, you lose. -> Minigame 2 — Click the Buttons 🖱️ Click the required buttons before the 5-second timer runs out. Click the buttons. You have 5 seconds. If you don’t finish in time, you lose.", "repo": "https://github.com/Body-530/WarioWarGameJakopie", "demo": "https://abdelrahman350.itch.io/jakopie"}]...
|
[{"post_id": 43270, "ts": "202 [{"post_id": 43270, "ts": "2026-08-08T13:07:05Z", "hours": 6.2494, "text": "WarioWar Game WarioWarJakopie contains –> two minigames , and both must be completed within 5 seconds. ->Minigame 1 — Collect the Hearts ❤️ Collect the required hearts before the 5-second timer* runs out. Collect the hearts. You have 5 seconds. If you don’t finish in time, you lose. -> Minigame 2 — Click the Buttons 🖱️ Click the required buttons before the 5-second timer runs out. Click the buttons. You have 5 seconds. If you don’t finish in time, you lose."}]...
|
Title: WarioWare Game by @body-35 | Stardance
Dev Title: WarioWare Game by @body-35 | Stardance
Devlogs:
WarioWar Game WarioWarJakopie contains –> two minigames , and both must be completed within 5 seconds. ->Minigame 1 — Collect the Hearts ❤️ Collect the required hearts before the 5-second timer* runs out. Collect the hearts. You have 5 seconds. If you don’t finish in time, you lose. -> Minigame 2 — Click the Buttons 🖱️ Click the required buttons before the 5-second timer runs out. Click the buttons. You have 5 seconds. If you don’t finish in time, you lose.
Ships:
WarioWar Game WarioWarJakopie contains –> two minigames , and both must be completed within 5 seconds. ->Minigame 1 — Collect the Hearts ❤️ Collect the required hearts before the 5-second timer* runs out. Collect the hearts. You have 5 seconds. If you don’t finish in time, you lose. -> Minigame 2 — Click the Buttons 🖱️ Click the required buttons before the 5-second timer runs out. Click the buttons. You have 5 seconds. If you don’t finish in time, you lose....
|
1793494374.12919
|
1793580774.12919
|
|
41090
|
Against the wind by @Danvir | Stardance
|
Danvir
|
1
|
10.0
|
177
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T14:03:51Z", "hours": 10.0, "multiplier": 18.48, "payout": 177, "blessing": "neutral", "text": "I made Against The Wind, a 3D endless runner in Unity where you have to run across a shaky bridge, avoid obstacles and falling rocks, and survive as long as possible. The hardest part was getting the physics and randomly spawning bridge chunks to work properly, especially making sure collisions, falling rocks, camera shake, and the game-over system all worked together. I’m most proud that I took the game from an idea to a playable build with my own gameplay systems, and I also got it working for both Windows and Web. To test it, use the Demo link to play the game. The controls are simple: move with A/D. Try to survive as long as you can!", "repo": "https://github.com/jsdjoker/Against-The-Wind", "demo": "https://danjs.itch.io/against-the-wind"}]...
|
[{"post_id": 51669, "ts": "202 [{"post_id": 51669, "ts": "2026-08-21T14:02:14Z", "hours": 2.9764, "text": "devlog#8: End of an amazing physics based game and it was a an amazing journey creating this game! added a feature like post processing like lighting effect and fog effect and added a big rock whenever it knocks on ground the screen will shake and make the player go slow!! happy with this output of game"}, {"post_id": 46857, "ts": "2026-08-14T12:10:17Z", "hours": 1.4586, "text": "Devlog#7: finally finished particle effect whenever the player goes faster and then added a timer effect so that the player will go into gameOver screen when the timer runs out and i can make it more natural by adding checkpoints so whenever the player goes to that checkpoint the timer will increase slowly!"}, {"post_id": 46450, "ts": "2026-08-13T17:43:28Z", "hours": 0.7711, "text": "Devlog#6- Created physics based running and camera fov: Whenever the player get’s knocked over fence or obstacle the player slows down and whenever the player picks a apple he will speed up with that i added camera fov zoom in whenever the player slows down and fov zoom out whenever the player goes fast!!"}, {"post_id": 40818, "ts": "2026-08-04T16:07:34Z", "hours": 0.9622, "text": "Devlog#5: Created apple and coin object and make it rotate like a pickup and whenever the player touches the apple or coin it get’s destroy as picking it up and also added player hit animation whenever player gets knocked by fence and the objects flying towards the player!"}, {"post_id": 38802, "ts": "2026-08-01T11:18:23Z", "hours": 0.8122, "text": "Devlog#4: Created objects and fence Spawning… I created spawning of fences in the chunk so that the player can avoid it and also added pickup like apple and coins which will spawn randomyl with range of (1,6) and it will spawn at three different lane basis at 2.5 0 -2.5 so that it will be a good way of spawning them!"}, {"post_id": 38316, "ts": "2026-07-31T17:13:29Z", "hours": 1.22, "text": "Devlog#3:Created 3d model of obstacles and added first a basic cube to come towards the player using physics and now i replaced it with obstacles like box bench and the output came very good and happy with the outcome with physics based of falling towards player is good!!"}, {"post_id": 37640, "ts": "2026-07-30T14:59:46Z", "hours": 0.8403, "text": "Devlog#2- Finally completed adding player movement so that the player can dodge when objects runs towards the player and also added clamping which means player can move to some extent in the platform so that he doesn’t fall of in x axis and also in z axis and added a pretty skybox so that it will be like being in a sky theme!!"}, {"post_id": 37102, "ts": "2026-07-29T16:06:04Z", "hours": 0.5356, "text": "Devlog#1 : Started my game creation of an amazing physics game with shaking platform!! started light with the player with running animation and added a chunk which moves towards the player so it feels like player is running instead in the background the platform is just moving this is were most endless game works!"}]...
|
Title: Against the wind by @Danvir | Stardance
De Title: Against the wind by @Danvir | Stardance
Devlogs:
Devlog#1 : Started my game creation of an amazing physics game with shaking platform!! started light with the player with running animation and added a chunk which moves towards the player so it feels like player is running instead in the background the platform is just moving this is were most endless game works!
Devlog#2- Finally completed adding player movement so that the player can dodge when objects runs towards the player and also added clamping which means player can move to some extent in the platform so that he doesn’t fall of in x axis and also in z axis and added a pretty skybox so that it will be like being in a sky theme!!
Devlog#3:Created 3d model of obstacles and added first a basic cube to come towards the player using physics and now i replaced it with obstacles like box bench and the output came very good and happy with the outcome with physics based of falling towards player is good!!
Devlog#4: Created objects and fence Spawning… I created spawning of fences in the chunk so that the player can avoid it and also added pickup like apple and coins which will spawn randomyl with range of (1,6) and it will spawn at three different lane basis at 2.5 0 -2.5 so that it will be a good way of spawning them!
Devlog#5: Created apple and coin object and make it rotate like a pickup and whenever the player touches the apple or coin it get’s destroy as picking it up and also added player hit animation whenever player gets knocked by fence and the objects flying towards the player!
Devlog#6- Created physics based running and camera fov: Whenever the player get’s knocked over fence or obstacle the player slows down and whenever the player picks a apple he will speed up with that i added camera fov zoom in whenever the player slows down and fov zoom out whenever the player goes fast!!
Devlog#7: finally finished particle effect whenever the player goes faster and then added a timer effect so that the player will go into gameOver screen when the timer runs out and i can make it more natural by adding checkpoints so whenever the player goes to that checkpoint the timer will increase slowly!
devlog#8: End of an amazing physics based game and it was a an amazing journey creating this game! added a feature like post processing like lighting effect and fog effect and added a big rock whenever it knocks on ground the screen will shake and make the player go slow!! happy with this output of game
Ships:
I made Against The Wind, a 3D endless runner in Unity where you have to run across a shaky bridge, avoid obstacles and falling rocks, and survive as long as possible. The hardest part was getting the physics and randomly spawning bridge chunks to work properly, especially making sure collisions, falling rocks, camera shake, and the game-over system all worked together. I’m most proud that I took the game from an idea to a playable build with my own gameplay systems, and I also got it working for both Windows and Web. To test it, use the Demo link to play the game. The controls are simple: move with A/D. Try to survive as long as you can!...
|
1793544977.7211773
|
1793631377.7211773
|
|
41101
|
my first 3d game by @Yatheesh | Stardance
|
Yatheesh
|
1
|
6.49
|
31
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T18:19:24Z", "hours": 6.0, "multiplier": 4.89, "payout": 31, "blessing": "neutral", "text": "I made A 3d Game, The most challenging part was making the player controller because I had never made a 3d game before so it was very new and I even had to rewrite it.", "repo": "https://github.com/Yatheeshpatcha/3d_game", "demo": "https://patcha123.itch.io/jump"}]...
|
[{"post_id": 42066, "ts": "202 [{"post_id": 42066, "ts": "2026-08-06T16:57:47Z", "hours": 0.4897, "text": "Some changes where request concerning level 2s hitboxes I fixed them and I am ready to ship again!"}, {"post_id": 41467, "ts": "2026-08-05T18:05:33Z", "hours": 1.6439, "text": "I finished my game! and I figured out what corrupted my files and got all my work back !"}, {"post_id": 41045, "ts": "2026-08-04T23:56:57Z", "hours": 0.5592, "text": "guys my godot went crazy and allmost all my work got deleted Now I have to remake everything"}, {"post_id": 40249, "ts": "2026-08-03T17:30:31Z", "hours": 1.3742, "text": "I FINISHED LEVEL 1! I am really proud that I managed tp finish it, it is pretty simple but it works, I also added a camera bob and a sprint to my character along with some velocity."}, {"post_id": 39035, "ts": "2026-08-01T18:19:50Z", "hours": 1.5553, "text": "I had to rewrite my whole player controller Because of the way it was coded it was almost impossible to code a jump so i had to rewrite it, I also added a start screen and used kenny to add some textures"}, {"post_id": 38382, "ts": "2026-07-31T18:47:14Z", "hours": 1.2775, "text": "I am making my first every 3D Game and it is going pretty well I just finsihed making my player controller"}]...
|
Title: my first 3d game by @Yatheesh | Stardance
Title: my first 3d game by @Yatheesh | Stardance
Devlogs:
I am making my first every 3D Game and it is going pretty well I just finsihed making my player controller
I had to rewrite my whole player controller Because of the way it was coded it was almost impossible to code a jump so i had to rewrite it, I also added a start screen and used kenny to add some textures
I FINISHED LEVEL 1! I am really proud that I managed tp finish it, it is pretty simple but it works, I also added a camera bob and a sprint to my character along with some velocity.
guys my godot went crazy and allmost all my work got deleted Now I have to remake everything
I finished my game! and I figured out what corrupted my files and got all my work back !
Some changes where request concerning level 2s hitboxes I fixed them and I am ready to ship again!
Ships:
I made A 3d Game, The most challenging part was making the player controller because I had never made a 3d game before so it was very new and I even had to rewrite it....
|
1793523331.21634
|
1793609731.21634
|
|
41105
|
Omni-Core by @_KoundinyaG_ | Stardance
|
_KoundinyaG_
|
1
|
11.69
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T17:41:25Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a fully-local AI-powered student assistant. Like it has EVERYTHING from Textbook Analysis, a Priority Matrix and Web Research to Music Streaming and Music Downloads to Auto-Meeting Transcription and Observer Mode and MORE. Like, building this project was a nightmare in debugging as it used Tauri, Rust and React, and shifting between debugging one to the other is hell as they are VERY DIFFERENT. And the most powerful thing is that this app is like that one teacher who refuses to stop observing you guys, so that you guys work. This constantly records your screen (bit like PiecesOS or Windows Recall BUT I don’t ship all your data to a server unlike Pieces) and gives you statistics on what you’ve been doing, and your entire data including Statistics, Goals, Tasks, Textbooks and Notebooks and MORE are sent to the local AI models (btw, yeah, you have to have Ollama set up with the 4 models mentioned in setup) so that it has your entire context. And all this with no telemetry, privacy risk or internet needs, it can run COMPLETELY LOCALLY (music too is downloadable hehe). Also, please read the GitHub README as it holds all the features, I have only teased it here. Also, btw, this wasn’t made in just 10 hours, that is just the time I had hackatime on (and I’m fine with getting 10 hours worth of Stardust as it is my fault for not having hackatime), I just want you to know that 60+ hours (3-4 hours per day including research) of MY work was put to this and that this is NOT just a scrapped project that over-claims and under-delivers.", "repo": "https://github.com/Koundinya-Git/omni-dashboard", "demo": "https://github.com/Koundinya-Git/omni-dashboard/releases/tag/v1"}]...
|
[{"post_id": 38378, "ts": "202 [{"post_id": 38378, "ts": "2026-07-31T18:41:44Z", "hours": 1.6894, "text": "Kill Distracting Processes whilst Focus Mode, and a Persistent Daemon that scans your screen and answers your query upon hotkey command (Ctrl/Command + Shift + J)."}, {"post_id": 37739, "ts": "2026-07-30T17:27:51Z", "hours": 2.1597, "text": "Ughhhhh, tryna, get this to Linux as a DEB file, but apparently GitHub Actions hates me lol. Anyways, I managed to get the .exe fully working with all core features loaded, and well, we’ll see about the .deb , AppImage and .rpm."}, {"post_id": 37567, "ts": "2026-07-30T11:55:15Z", "hours": 2.9314, "text": "Yea, I just added a Start-up page, and also finished up with all the core features. (I spent way more than 3 hours lol, don’t think I just sat and built everything in 3 hrs). Anyways, try it out at: https://github.com/Koundinya-Git/omni-dashboard"}, {"post_id": 36438, "ts": "2026-07-28T15:45:55Z", "hours": 4.9136, "text": "Finished implementing the Goal Tracker"}]...
|
Title: Omni-Core by @_KoundinyaG_ | Stardance
Dev Title: Omni-Core by @_KoundinyaG_ | Stardance
Devlogs:
Finished implementing the Goal Tracker
Yea, I just added a Start-up page, and also finished up with all the core features. (I spent way more than 3 hours lol, don’t think I just sat and built everything in 3 hrs). Anyways, try it out at: https://github.com/Koundinya-Git/omni-dashboard
Ughhhhh, tryna, get this to Linux as a DEB file, but apparently GitHub Actions hates me lol. Anyways, I managed to get the .exe fully working with all core features loaded, and well, we’ll see about the .deb , AppImage and .rpm.
Kill Distracting Processes whilst Focus Mode, and a Persistent Daemon that scans your screen and answers your query upon hotkey command (Ctrl/Command + Shift + J).
Ships:
I made a fully-local AI-powered student assistant. Like it has EVERYTHING from Textbook Analysis, a Priority Matrix and Web Research to Music Streaming and Music Downloads to Auto-Meeting Transcription and Observer Mode and MORE. Like, building this project was a nightmare in debugging as it used Tauri, Rust and React, and shifting between debugging one to the other is hell as they are VERY DIFFERENT. And the most powerful thing is that this app is like that one teacher who refuses to stop observing you guys, so that you guys work. This constantly records your screen (bit like PiecesOS or Windows Recall BUT I don’t ship all your data to a server unlike Pieces) and gives you statistics on what you’ve been doing, and your entire data including Statistics, Goals, Tasks, Textbooks and Notebooks and MORE are sent to the local AI models (btw, yeah, you have to have Ollama set up with the 4 models mentioned in setup) so that it has your entire context. And all this with no telemetry, privacy risk or internet needs, it can run COMPLETELY LOCALLY (music too is downloadable hehe). Also, please read the GitHub README as it holds all the features, I have only teased it here. Also, btw, this wasn’t made in just 10 hours, that is just the time I had hackatime on (and I’m fine with getting 10 hours worth of Stardust as it is my fault for not having hackatime), I just want you to know that 60+ hours (3-4 hours per day including research) of MY work was put to this and that this is NOT just a scrapped project that over-claims and under-delivers....
|
1793523335.053741
|
1793609735.053741
|
|
41120
|
Waguri OS by @Umi588 | Stardance
|
Umi588
|
1
|
9.09
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T02:11:19Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome Everyone I just finished The Waguri OS is packed with start up sound and shut down sound it quite diffcult since it did take some time to understand what i need so that the whole webOS didn’t fail beside that everything else was pretty easy this was very fun can wait to add more to this project", "repo": "https://github.com/umi599/WaguriOS", "demo": "https://umi599.github.io/WaguriOS/"}]...
|
[{"post_id": 40291, "ts": "202 [{"post_id": 40291, "ts": "2026-08-03T18:41:45Z", "hours": 2.085, "text": "Final Day: It been quite some time but here our final one this will be open to everyone hopeful today."}, {"post_id": 39264, "ts": "2026-08-02T03:56:05Z", "hours": 1.5822, "text": "Day 5: HUGE UPDATE I have add a lot of stuff but i won’t show it today prob tmr until then enjoy the suprise because it good."}, {"post_id": 38627, "ts": "2026-08-01T03:44:44Z", "hours": 1.9092, "text": "Day 4 Lovely changes: Instead of Nova OS I am changing it too WAGURI OS since it my favorite character so it wasn’t anything too bad but fix the task bar enjoy this lovely video (sorry for posting this so late i been busy.)"}, {"post_id": 37870, "ts": "2026-07-30T20:54:58Z", "hours": 1.6586, "text": "Day 3 SUPER BIG CHANGES: man it only been three days and im already here well now we have draggable windows now we can minimze and exit it all togther it so great so see on day 4"}, {"post_id": 37149, "ts": "2026-07-29T17:21:00Z", "hours": 1.3936, "text": "Day 2: MAJOR CHANGES: I finally made a moving background (It work really well and im so happy:) But it really look better than at Day 1 Still a lot of stuff still need to be done"}, {"post_id": 36503, "ts": "2026-07-28T17:39:07Z", "hours": 0.5844, "text": "Day 1: This just the beginning of Nova It pretty basic but it has enough to post a devlog i hope i can make this a little better"}]...
|
Title: Waguri OS by @Umi588 | Stardance
Devlogs:
Title: Waguri OS by @Umi588 | Stardance
Devlogs:
Day 1: This just the beginning of Nova It pretty basic but it has enough to post a devlog i hope i can make this a little better
Day 2: MAJOR CHANGES: I finally made a moving background (It work really well and im so happy:) But it really look better than at Day 1 Still a lot of stuff still need to be done
Day 3 SUPER BIG CHANGES: man it only been three days and im already here well now we have draggable windows now we can minimze and exit it all togther it so great so see on day 4
Day 4 Lovely changes: Instead of Nova OS I am changing it too WAGURI OS since it my favorite character so it wasn’t anything too bad but fix the task bar enjoy this lovely video (sorry for posting this so late i been busy.)
Day 5: HUGE UPDATE I have add a lot of stuff but i won’t show it today prob tmr until then enjoy the suprise because it good.
Final Day: It been quite some time but here our final one this will be open to everyone hopeful today.
Ships:
Welcome Everyone I just finished The Waguri OS is packed with start up sound and shut down sound it quite diffcult since it did take some time to understand what i need so that the whole webOS didn’t fail beside that everything else was pretty easy this was very fun can wait to add more to this project...
|
1793523378.8928847
|
1793609778.8928847
|
|
41125
|
My very own WebOS by @ARG_Lightning | Stardance
|
ARG_Lightning
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T04:39:07Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So this is my personal WebOS. It has a couple cool features and explains a little bit about me, but not as much as my personal site. I guess I can add some more information here, but I will do that for WebOS 2. Let’s go into some of my thoughts about this project. Honestly, the guide was pretty good, but it resulted in very messy code. I had to sometimes refactor it myself to make it actually readable. Overall though, this project was truly enjoyable because it’s such a unique way to showcase me. So a little bit about the project itself. A lot of it came straight from the guide, but I did make some cool additions. I honestly love the space theme of this project. I think it’s pretty neat. Also, I was able to integrate one of my previous projects into this WebOS. I created a spaceflight simulator game for another project within Stardance and as it is a simple game hosted on Github pages, it is very easy to integrate using iFrame. I also implemented an active window display on the top bar which I think is alright and it was pretty simple to implement as I just had to create the element and add some logic into pre-existing JavaScript logic. Overall, this project was mighty fun and I can’t wait to see your guys suggestions. Thanks for reading!", "repo": "https://github.com/AyushRG10/WebOS", "demo": "https://ayushrg10.github.io/WebOS/"}]...
|
[{"post_id": 36835, "ts": "202 [{"post_id": 36835, "ts": "2026-07-29T04:31:56Z", "hours": 0.5594, "text": "Okay, so I just recently finished integration of my spaceflight simulator game as well as active window displays on the top bar. So spaceflight simulator is another game I have created which is web based for stardance. It is an open-source website hosted on github pages, so I was able to use a simple iFrame tag to display this app. I just used other simple formatting to make the close button and header text. This also means that the game will update if I update the game repository which is another pro to do it this way instead of copying the entire game’s logic into this file. Now lets talk about the active app display. It is a very simple html element in the top bar with basic styling that’s text is altered in script.js within already existing functions. I have functions for opening windows and closing them, so when I open a window I just set the window’s headertext to the active window display. For the close window function I just set it to desktop as the most recent window was just closed. This logic is applied in other functions, but you get the basic idea. Thanks for reading! Try out my OS and give me feedback!"}, {"post_id": 36819, "ts": "2026-07-29T03:31:34Z", "hours": 0.2881, "text": "So I just finished refactoring the codebase. First thing first, I removed all extra unecessary parts from the html file which included a lot of bloat from the guide that did absolutely nothing. Secondly, I copied and pasted all the styling that was inline into a style.css file which made it a lot more readable as well as reusable through classes. Lastly in refactoring, I rearranged the JavaScript functions to make sense and made the format a lot more reusable. After I completed refactoring, I adjusted some styling which I was too lazy to implement during the jam guide. It looks pretty nice right now. I probably will implement one real quick window, so then my web os will have 3 windows and then I will add either a feature to my top bar or app dock for a unique experience. Then, I should be ready to ship and get a move on with Web OS 2."}, {"post_id": 36801, "ts": "2026-07-29T02:58:08Z", "hours": 2.3292, "text": "So this is day 1 of working on my Web OS. I just completed my personal site, so this OS will truly just be an expansion of what I already added on that. My thoughts on this project are pretty nice. I enjoy it and it is something completely unique to what I have tried building in the past. The JavaScript integration that is so far implemented in this project is completely new to me. As for the project itself, I have just finished the guide except for the part about apps relating to me. So far, I just made some simple things, but I need to refactor some of this code. It is truly messy and very hard to read. My next goal following refactoring this code is creating a couple apps and shipping it. Thanks for reading so far. I am open to any theme or app ideas. Cya!"}]...
|
Title: My very own WebOS by @ARG_Lightning | Stard Title: My very own WebOS by @ARG_Lightning | Stardance
Devlogs:
So this is day 1 of working on my Web OS. I just completed my personal site, so this OS will truly just be an expansion of what I already added on that. My thoughts on this project are pretty nice. I enjoy it and it is something completely unique to what I have tried building in the past. The JavaScript integration that is so far implemented in this project is completely new to me. As for the project itself, I have just finished the guide except for the part about apps relating to me. So far, I just made some simple things, but I need to refactor some of this code. It is truly messy and very hard to read. My next goal following refactoring this code is creating a couple apps and shipping it. Thanks for reading so far. I am open to any theme or app ideas. Cya!
So I just finished refactoring the codebase. First thing first, I removed all extra unecessary parts from the html file which included a lot of bloat from the guide that did absolutely nothing. Secondly, I copied and pasted all the styling that was inline into a style.css file which made it a lot more readable as well as reusable through classes. Lastly in refactoring, I rearranged the JavaScript functions to make sense and made the format a lot more reusable. After I completed refactoring, I adjusted some styling which I was too lazy to implement during the jam guide. It looks pretty nice right now. I probably will implement one real quick window, so then my web os will have 3 windows and then I will add either a feature to my top bar or app dock for a unique experience. Then, I should be ready to ship and get a move on with Web OS 2.
Okay, so I just recently finished integration of my spaceflight simulator game as well as active window displays on the top bar. So spaceflight simulator is another game I have created which is web based for stardance. It is an open-source website hosted on github pages, so I was able to use a simple iFrame tag to display this app. I just used other simple formatting to make the close button and header text. This also means that the game will update if I update the game repository which is another pro to do it this way instead of copying the entire game’s logic into this file. Now lets talk about the active app display. It is a very simple html element in the top bar with basic styling that’s text is altered in script.js within already existing functions. I have functions for opening windows and closing them, so when I open a window I just set the window’s headertext to the active window display. For the close window function I just set it to desktop as the most recent window was just closed. This logic is applied in other functions, but you get the basic idea. Thanks for reading! Try out my OS and give me feedback!
Ships:
So this is my personal WebOS. It has a couple cool features and explains a little bit about me, but not as much as my personal site. I guess I can add some more information here, but I will do that for WebOS 2. Let’s go into some of my thoughts about this project. Honestly, the guide was pretty good, but it resulted in very messy code. I had to sometimes refactor it myself to make it actually readable. Overall though, this project was truly enjoyable because it’s such a unique way to showcase me. So a little bit about the project itself. A lot of it came straight from the guide, but I did make some cool additions. I honestly love the space theme of this project. I think it’s pretty neat. Also, I was able to integrate one of my previous projects into this WebOS. I created a spaceflight simulator game for another project within Stardance and as it is a simple game hosted on Github pages, it is very easy to integrate using iFrame. I also implemented an active window display on the top bar which I think is alright and it was pretty simple to implement as I just had to create the element and add some logic into pre-existing JavaScript logic. Overall, this project was mighty fun and I can’t wait to see your guys suggestions. Thanks for reading!...
|
1793523387.7924426
|
1793609787.7924426
|
|
41129
|
My very own WebOS by @Ak__ | Stardance
|
Ak__
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T17:47:23Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webOS, it was hard at first, because it was my first time, but it got easier as I went along, this project contains, a dropdown menu, windows, cute animal pictures and more!", "repo": "https://github.com/code12iy/Adrian-WebOS", "demo": "https://adrian-web-os.vercel.app/"}]...
|
[{"post_id": 39012, "ts": "202 [{"post_id": 39012, "ts": "2026-08-01T17:45:01Z", "hours": 3.2303, "text": "I finally finished, it was hard, but it looks amazing!"}, {"post_id": 38609, "ts": "2026-08-01T02:45:04Z", "hours": 1.0186, "text": "I am currently working on adding windows to my WebOS"}, {"post_id": 38532, "ts": "2026-07-31T23:52:14Z", "hours": 0.8119, "text": "I am currently working on improving my WebOS, it is definitely easier after making my own site"}]...
|
Title: My very own WebOS by @Ak__ | Stardance
Dev Title: My very own WebOS by @Ak__ | Stardance
Devlogs:
I am currently working on improving my WebOS, it is definitely easier after making my own site
I am currently working on adding windows to my WebOS
I finally finished, it was hard, but it looks amazing!
Ships:
I made a webOS, it was hard at first, because it was my first time, but it got easier as I went along, this project contains, a dropdown menu, windows, cute animal pictures and more!...
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1793523398.8288946
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1793609798.8288946
|
|
41137
|
penguin by @ferdinand | Stardance
|
ferdinand
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T09:11:47Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Penguin is here! The world’s simplest and funniest penguin agent to help you with your Linux. After spending hours chatting with my own penguin (testing can be so much fun!), I am proud to introduce this one-script agent. Do you have Python and Ollama running on Linux? Then download it and type ‘penguin’ to see for yourself. Powered by the Qwen3.5:2b model, Penguin executes Bash commands and manages its own memory. It wasn’t easy, but now my Linux usage is very funny indeed. (Note: small LLM’s sometimes struggle with tool usage and even with response generation. Check always before executing!", "repo": "https://github.com/Test1-eu/penguin-agent", "demo": "https://pypi.org/project/penguin-agent-package/"}]...
|
[{"post_id": 78681, "ts": "202 [{"post_id": 78681, "ts": "2026-10-11T09:00:56Z", "hours": 2.9308, "text": "Ship is here - welcome penguin"}, {"post_id": 74191, "ts": "2026-09-26T21:42:11Z", "hours": 2.4483, "text": "Sorry, no ship… but a nice TUI. Do you like it?"}, {"post_id": 72762, "ts": "2026-09-23T17:59:48Z", "hours": 5.2836, "text": "Devlog #4 – The Pre-Ship: Penguin - It won‘t fly away! This will be the last devlog before the launch! Penguin will be released shortly after this devlog, so it’s time for a recap. People often use AI agents for what they call ‘vibe coding’: they give all the work to an agent like Claude Code and think this is the right and smart use of AI. However, I believe that we should approach this technology with more caution and reflection; otherwise, we may begin to delegate highly important tasks without fully comprehending them. This is why I built Penguin — the simplest and, yes, the stupidest AI agent — for those who want to use AI for boring tasks, not fun ones. It’s just one Python script and one JSON file, plus Ollama. That’s it! So try Penguin, and rest assured: it won’t fly away!"}, {"post_id": 69221, "ts": "2026-09-16T16:37:45Z", "hours": 2.4661, "text": "Devlog #3 - Just added a memory. Works very well with the qwen3.5-2b model. I started building a tui for the agent… still working on it. I also need to change the system prompt and think about the think/nothink mode."}, {"post_id": 67367, "ts": "2026-09-13T13:31:33Z", "hours": 2.3986, "text": "The last two weeks, I just played around with different models, frameworks, agents, systems, laptops. Then, I had a moment of resignation: small models struggle not with tool use, but with multiple tools. After a few tries, I came back to the absolute basic: bash commands. So I got back to my Agent Friend Framework and just added a tool: execute_bash_command(). That’s it so far. It work’s surprisingly well with the small qwen-model family. Now, I want to try out some extras: finetuning of the model, memory, maybe a very simple web search for troubleshooting, etc. But now penguin is back!"}, {"post_id": 52451, "ts": "2026-08-22T16:01:42Z", "hours": 1.1706, "text": "I tested several local models for tool calling performance. Until now, it’s the qwen2.5:3b leading the “board”. To do this, I built a small tool selection(e.g. get_weather, etc.), quite a lot of typing work. But then, I found the agent-friend toolkit in this blogpost( https://dev.to/0coceo/ollama-tool-calling-in-5-lines-of-python-3h5f ) and it’s just amazing! I can now get straight into the tool development without hundreds of lines in JSON."}]...
|
Title: penguin by @ferdinand | Stardance
Devlogs: Title: penguin by @ferdinand | Stardance
Devlogs:
I tested several local models for tool calling performance. Until now, it’s the qwen2.5:3b leading the “board”. To do this, I built a small tool selection(e.g. get_weather, etc.), quite a lot of typing work. But then, I found the agent-friend toolkit in this blogpost( https://dev.to/0coceo/ollama-tool-calling-in-5-lines-of-python-3h5f ) and it’s just amazing! I can now get straight into the tool development without hundreds of lines in JSON.
The last two weeks, I just played around with different models, frameworks, agents, systems, laptops. Then, I had a moment of resignation: small models struggle not with tool use, but with multiple tools. After a few tries, I came back to the absolute basic: bash commands. So I got back to my Agent Friend Framework and just added a tool: execute_bash_command(). That’s it so far. It work’s surprisingly well with the small qwen-model family. Now, I want to try out some extras: finetuning of the model, memory, maybe a very simple web search for troubleshooting, etc. But now penguin is back!
Devlog #3 - Just added a memory. Works very well with the qwen3.5-2b model. I started building a tui for the agent… still working on it. I also need to change the system prompt and think about the think/nothink mode.
Devlog #4 – The Pre-Ship: Penguin - It won‘t fly away! This will be the last devlog before the launch! Penguin will be released shortly after this devlog, so it’s time for a recap. People often use AI agents for what they call ‘vibe coding’: they give all the work to an agent like Claude Code and think this is the right and smart use of AI. However, I believe that we should approach this technology with more caution and reflection; otherwise, we may begin to delegate highly important tasks without fully comprehending them. This is why I built Penguin — the simplest and, yes, the stupidest AI agent — for those who want to use AI for boring tasks, not fun ones. It’s just one Python script and one JSON file, plus Ollama. That’s it! So try Penguin, and rest assured: it won’t fly away!
Sorry, no ship… but a nice TUI. Do you like it?
Ship is here - welcome penguin
Ships:
Penguin is here! The world’s simplest and funniest penguin agent to help you with your Linux. After spending hours chatting with my own penguin (testing can be so much fun!), I am proud to introduce this one-script agent. Do you have Python and Ollama running on Linux? Then download it and type ‘penguin’ to see for yourself. Powered by the Qwen3.5:2b model, Penguin executes Bash commands and manages its own memory. It wasn’t easy, but now my Linux usage is very funny indeed. (Note: small LLM’s sometimes struggle with tool usage and even with response generation. Check always before executing!...
|
1793581118.4723797
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1793667518.4723797
|
|
41139
|
Formula 1 racing game by @Jhenil | Stardance
|
Jhenil
|
1
|
14.0
|
71
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T01:39:41Z", "hours": 14.0, "multiplier": 5.0, "payout": 71, "blessing": "neutral", "text": "I have made a Formula 1 style 2D game. I have made this game using Python and Pygame. In this game you race against a computer car. You select your F1 team car and your opponent’s car. As you progress through the level the speed of the computer car increases. Till the last level the computer will almost match the speed of your car. Keep in mind that the computer has the best racing line. It has many more features which are listed on my GitHub. I used a YouTube tutorial to make the basic version and then I expanded to make more features. Thank you for testing my game out. It was my first attempt to make a game in Pygame.", "repo": "https://github.com/JP-code33/Formula-1-Racing-Game", "demo": "https://github.com/JP-code33/Formula-1-Racing-Game/releases/tag/v1.0.0"}]...
|
[{"post_id": 41062, "ts": "202 [{"post_id": 41062, "ts": "2026-08-05T00:49:18Z", "hours": 0.8097, "text": "Devlog - 12 I think I am done with the game. For this much time was again looking to find something which can uplift the game but nothing really stood out. So I have decided to ship this project. I will be shipping this project soon."}, {"post_id": 40814, "ts": "2026-08-04T16:01:11Z", "hours": 1.1072, "text": "Devlog - 11 In this hour I have not worked specifically on the game but was trying to get it up on the browser. I got the volume slider bar working perfectly. I tried everything I could but my pygbag just kept getting stuck while creating the web version of my game. Then I decided to make it into EXE file then it gave me error that the assets were not found then I had search things up and used a bit of ai to figure out and wrote a code which lets the files to be found and at the end finally I created the EXE file. I will be doing testing on it through my friends and I work on the feedback they give me."}, {"post_id": 40415, "ts": "2026-08-03T21:58:21Z", "hours": 1.0333, "text": "Devlog - 10 Another hour of work done and now I have added sound effects. I have added effects to button clicks so when ever you click with your mouse it has a sound effect. Another effect is at the start light, so now it will beep like real formula 1 start lights. I then coded the part in settings where if you click on the things then it turn off and on. I did code the volume bar but it doesn’t work as intended for now but I will tackle that later. I will be trying to make the UI better next time."}, {"post_id": 40262, "ts": "2026-08-03T17:50:41Z", "hours": 2.055, "text": "Devlog - 9 I have coded the settings and the how to play. In settings I currently have like music and sfx but they only show on because currently I have not added like music and sound effects to it. I will be adding those next. In the how to play page I have the instructions of the game and the controls of the game. Then I decided to add a pause button during the race. You just simply have to press “esc” on your keyboard to pause the game. Then you have 3 options. You can resume the game right from where you paused it, go back to main menu or quit the game which will close the whole program. I have just been adding images of these new additions so today I decided to add a video to make the features more clear."}, {"post_id": 39727, "ts": "2026-08-02T21:32:48Z", "hours": 2.0111, "text": "Devlog - 8 I have been working on a couple of things which have been like trial and error. Firstly I was working on a car rating system where before you pick your car it shows you how good it is at like speed, acceleration, handling and like rotation. Unfortunately it didn’t work because of the path that I created is like very narrow and with greater speed the computer car goes off track and it gets confused. Then I thought to add a main screen menu in which it gives us an option for play, settings, how to play and quit. The play button is working and now coding the settings, how to play."}, {"post_id": 39180, "ts": "2026-08-01T23:36:19Z", "hours": 1.5522, "text": "Devlog - 7 So I have completed everything for the basic version of the game. I used a tutorial to make it. But I thought that this is too basic for a Formula 1 style game. So I thought to add a selection! I added that you can choose which Formula 1 team you want to play as and on top of that you can also choose your opponent (you can’t choose the same car as you chose for yourself) car. I am thinking to add start lights next. Any suggestions about features are welcome!"}, {"post_id": 37952, "ts": "2026-07-31T00:17:10Z", "hours": 1.1822, "text": "Devlog - 6 I have fixed the computer car path and now it doesn’t go off track and works perfect. Now I have added a level system. Currently I have not coded the levels but it shows you on which level you are on at the bottom left of the screen. I have also added a player velocity where you can view how fast you are going and also added timer which shows you how long is it taking you to complete a lap."}, {"post_id": 37712, "ts": "2026-07-30T16:48:37Z", "hours": 0.8619, "text": "Devlog - 5 I have made the path of the car and now the car follows that particular path and is following it very nicely. I am going to code the levels now. While making that video I noticed the computer car is going outside the track 😅. I will fix that!"}, {"post_id": 37329, "ts": "2026-07-29T23:30:47Z", "hours": 1.385, "text": "Devlog - 4 I have gotten a computer car in the game and I have been working on to get its path on. So that the computer car will only follow that particular path rather than an actual human driving it. I have gotten the path down as red points and now I will be coding so that it follows it."}, {"post_id": 36632, "ts": "2026-07-28T21:07:05Z", "hours": 0.7322, "text": "Devlog -3 I have added a collision in which if you collide with the borders of the track then it bounces you back with the same velocity of the speed that you were carrying while you collided into the wall. I also added a reverse feature but it doesn’t reverse in the same speed as it goes forward instead it goes in half the speed of forward velocity. You can notice that the car size has become a bit smaller because the last size of that car was causing it to bounce every second in the sharp corners as slight parts of the car was touching the border but now I have found a perfect size to the car. More to come!"}, {"post_id": 36531, "ts": "2026-07-28T18:18:47Z", "hours": 1.0478, "text": "Devlog - 2 I got the images on the display. They are scaled so that they fit the track. I got the car moving. I have to still code the other car and add collisions to it."}, {"post_id": 36474, "ts": "2026-07-28T16:40:54Z", "hours": 0.365, "text": "Devlog - 1 Started on a new project. It is a game, a Formula 1 type of racing game. In here you race against a bot. As you reach higher levels the bot speed will increase."}]...
|
Title: Formula 1 racing game by @Jhenil | Stardanc Title: Formula 1 racing game by @Jhenil | Stardance
Devlogs:
Devlog - 1 Started on a new project. It is a game, a Formula 1 type of racing game. In here you race against a bot. As you reach higher levels the bot speed will increase.
Devlog - 2 I got the images on the display. They are scaled so that they fit the track. I got the car moving. I have to still code the other car and add collisions to it.
Devlog -3 I have added a collision in which if you collide with the borders of the track then it bounces you back with the same velocity of the speed that you were carrying while you collided into the wall. I also added a reverse feature but it doesn’t reverse in the same speed as it goes forward instead it goes in half the speed of forward velocity. You can notice that the car size has become a bit smaller because the last size of that car was causing it to bounce every second in the sharp corners as slight parts of the car was touching the border but now I have found a perfect size to the car. More to come!
Devlog - 4 I have gotten a computer car in the game and I have been working on to get its path on. So that the computer car will only follow that particular path rather than an actual human driving it. I have gotten the path down as red points and now I will be coding so that it follows it.
Devlog - 5 I have made the path of the car and now the car follows that particular path and is following it very nicely. I am going to code the levels now. While making that video I noticed the computer car is going outside the track 😅. I will fix that!
Devlog - 6 I have fixed the computer car path and now it doesn’t go off track and works perfect. Now I have added a level system. Currently I have not coded the levels but it shows you on which level you are on at the bottom left of the screen. I have also added a player velocity where you can view how fast you are going and also added timer which shows you how long is it taking you to complete a lap.
Devlog - 7 So I have completed everything for the basic version of the game. I used a tutorial to make it. But I thought that this is too basic for a Formula 1 style game. So I thought to add a selection! I added that you can choose which Formula 1 team you want to play as and on top of that you can also choose your opponent (you can’t choose the same car as you chose for yourself) car. I am thinking to add start lights next. Any suggestions about features are welcome!
Devlog - 8 I have been working on a couple of things which have been like trial and error. Firstly I was working on a car rating system where before you pick your car it shows you how good it is at like speed, acceleration, handling and like rotation. Unfortunately it didn’t work because of the path that I created is like very narrow and with greater speed the computer car goes off track and it gets confused. Then I thought to add a main screen menu in which it gives us an option for play, settings, how to play and quit. The play button is working and now coding the settings, how to play.
Devlog - 9 I have coded the settings and the how to play. In settings I currently have like music and sfx but they only show on because currently I have not added like music and sound effects to it. I will be adding those next. In the how to play page I have the instructions of the game and the controls of the game. Then I decided to add a pause button during the race. You just simply have to press “esc” on your keyboard to pause the game. Then you have 3 options. You can resume the game right from where you paused it, go back to main menu or quit the game which will close the whole program. I have just been adding images of these new additions so today I decided to add a video to make the features more clear.
Devlog - 10 Another hour of work done and now I have added sound effects. I have added effects to button clicks so when ever you click with your mouse it has a sound effect. Another effect is at the start light, so now it will beep like real formula 1 start lights. I then coded the part in settings where if you click on the things then it turn off and on. I did code the volume bar but it doesn’t work as intended for now but I will tackle that later. I will be trying to make the UI better next time.
Devlog - 11 In this hour I have not worked specifically on the game but was trying to get it up on the browser. I got the volume slider bar working perfectly. I tried everything I could but my pygbag just kept getting stuck while creating the web version of my game. Then I decided to make it into EXE file then it gave me error that the assets were not found then I had search things up and used a bit of ai to figure out and wrote a code which lets the files to be found and at the end finally I created the EXE file. I will be doing testing on it through my friends and I work on the feedback they give me.
Devlog - 12 I think I am done with the game. For this much time was again looking to find something which can uplift the game but nothing really stood out. So I have decided to ship this project. I will be shipping this project soon.
Ships:
I have made a Formula 1 style 2D game. I have made this game using Python and Pygame. In this game you race against a computer car. You select your F1 team car and your opponent’s car. As you progress through the level the speed of the computer car increases. Till the last level the computer will almost match the speed of your car. Keep in mind that the computer has the best racing line. It has many more features which are listed on my GitHub. I used a YouTube tutorial to make the basic version and then I expanded to make more features. Thank you for testing my game out. It was my first attempt to make a game in Pygame....
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1793523400.9245598
|
1793609800.9245598
|
|
41163
|
BUG OS by @AyushKushwaha | Stardance
|
AyushKushwaha
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T20:24:51Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have create my own web os named BUG OS using just html , css and js . This os can run on web. It has simple and clean ui look . while working in this project i learned many things . my main aim in this project is to give user a clean ui . the most challenging part was making the window z-index at top when clicked , i took help of ai here , and also in terminal part was challenging i took help of chatgpt to debug, and for draggable window i use the code as directed in the guied. when ever i get stuck i used google and ai as a learnning tool , so that i can continue the project without any problem , but i wrote and design the project on my own . to test the project vist https://bug-os.gt.tc/", "repo": "https://github.com/ayush-bug/Bug-OS", "demo": "https://bug-os.gt.tc/"}]...
|
[{"post_id": 37842, "ts": "202 [{"post_id": 37842, "ts": "2026-07-30T20:05:00Z", "hours": 0.2689, "text": "bug os live on https://bug-os.gt.tc/"}, {"post_id": 37812, "ts": "2026-07-30T19:17:50Z", "hours": 0.8808, "text": "finally done with the change wallpaper setting , and also right click , just simple and clean ❤️❤️"}, {"post_id": 37779, "ts": "2026-07-30T18:15:28Z", "hours": 1.7933, "text": "#Devlog-3 Done the main part of making a terminal for my os , it is quit good it took some time but is worth it , will release soon……"}, {"post_id": 36968, "ts": "2026-07-29T12:16:43Z", "hours": 4.2547, "text": "finally create two windows with features like drag and also keep the working window at first index , now working for terminal and for txt file creation on desktop."}, {"post_id": 36523, "ts": "2026-07-28T18:07:35Z", "hours": 0.4103, "text": "completed with the main loading screen. now moving to next features ."}]...
|
Title: BUG OS by @AyushKushwaha | Stardance
Devlo Title: BUG OS by @AyushKushwaha | Stardance
Devlogs:
completed with the main loading screen. now moving to next features .
finally create two windows with features like drag and also keep the working window at first index , now working for terminal and for txt file creation on desktop.
#Devlog-3 Done the main part of making a terminal for my os , it is quit good it took some time but is worth it , will release soon……
finally done with the change wallpaper setting , and also right click , just simple and clean ❤️❤️
bug os live on https://bug-os.gt.tc/
Ships:
I have create my own web os named BUG OS using just html , css and js . This os can run on web. It has simple and clean ui look . while working in this project i learned many things . my main aim in this project is to give user a clean ui . the most challenging part was making the window z-index at top when clicked , i took help of ai here , and also in terminal part was challenging i took help of chatgpt to debug, and for draggable window i use the code as directed in the guied. when ever i get stuck i used google and ai as a learnning tool , so that i can continue the project without any problem , but i wrote and design the project on my own . to test the project vist https://bug-os.gt.tc/...
|
1793533885.086831
|
1793620285.086831
|
|
41167
|
GamePad 9 by @anael | Stardance
|
anael
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T15:08:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a macropad called “GamePad 9” which has 9 keys, 1 rotary encoder and an OLED screen. This was my first hardware project and it has been such an amazing journey. I have found a new interest and even switched my intended major from CS to engineering. I am proud of how well I was able to do soldering this time as the last project I worked on was a mess and I ruined 3 boards. Check out the project video. I will also make a new top case and play around with the OLED UI in my free time.", "repo": "https://github.com/anaelm1/GamePad-9", "demo": ""}]...
|
[{"post_id": 76155, "ts": "202 [{"post_id": 76155, "ts": "2026-10-02T15:00:33Z", "hours": 2.1197, "text": "LAST DEVLOG I assembled everything. It works perfectly, and I am really happy with the results."}, {"post_id": 44600, "ts": "2026-08-10T14:00:12Z", "hours": 3.7169, "text": "DEVLOG 4 I tried to write the firmware in QMK, but it was getting errors for some reason. I even tried copy pasting direct Gemini code, but it still didn’t compile. Then I switched to KMK, and it was comparatively simple. I write the firmware in KMK, and then wrote my readme. Now my next devlog will, hopefully, be me physically building it."}, {"post_id": 44190, "ts": "2026-08-09T19:55:04Z", "hours": 7.4542, "text": "DEVLOG 3 I WOULDN’T WISH FUSION ON EVEN MY WORST ENEMY! Yesterday, I completed the PCB design, and I thought the 3D model will be done quicker than the PCB, but I was so wrong. It took me 3 hours just to get the rectangle and its walls. The software really confused me although I know how to use Blender. I ended up completing the design after locking in. See the design please! Tomorrow is firmware day."}, {"post_id": 43349, "ts": "2026-08-08T15:35:51Z", "hours": 4.7167, "text": "DEVLOG 2 After locking in for 5 hours, I have managed to make the PCB board. It wasn’t dificult to make it, but I accidentally went in the rabbit hole of adding too many components. There weren’t enough wire layers for me to route 10 leds, oled, roller, and the 7 key matrix. I tried multiple time with different layouts but it was not working. In the end, I gave up on the backlights, added an 8th key and finished the pcb. Check it out! Please let me know if something is done wrong."}, {"post_id": 41575, "ts": "2026-08-05T21:19:02Z", "hours": 1.2083, "text": "DEVLOG #1 Hey! This is my first log. I tested out how the whole ecosystem works, and I also did the setups for the two softwares I am going to need for this project. Along with this, I designed my first ever PCB that is of the 3-key Hackpad (shown in the tutorial). It’s a fun software! I am going to start working on how matrices work because I want my Hackpad to be stacked."}]...
|
Title: GamePad 9 by @anael | Stardance
Devlogs:
D Title: GamePad 9 by @anael | Stardance
Devlogs:
DEVLOG #1 Hey! This is my first log. I tested out how the whole ecosystem works, and I also did the setups for the two softwares I am going to need for this project. Along with this, I designed my first ever PCB that is of the 3-key Hackpad (shown in the tutorial). It’s a fun software! I am going to start working on how matrices work because I want my Hackpad to be stacked.
DEVLOG 2 After locking in for 5 hours, I have managed to make the PCB board. It wasn’t dificult to make it, but I accidentally went in the rabbit hole of adding too many components. There weren’t enough wire layers for me to route 10 leds, oled, roller, and the 7 key matrix. I tried multiple time with different layouts but it was not working. In the end, I gave up on the backlights, added an 8th key and finished the pcb. Check it out! Please let me know if something is done wrong.
DEVLOG 3 I WOULDN’T WISH FUSION ON EVEN MY WORST ENEMY! Yesterday, I completed the PCB design, and I thought the 3D model will be done quicker than the PCB, but I was so wrong. It took me 3 hours just to get the rectangle and its walls. The software really confused me although I know how to use Blender. I ended up completing the design after locking in. See the design please! Tomorrow is firmware day.
DEVLOG 4 I tried to write the firmware in QMK, but it was getting errors for some reason. I even tried copy pasting direct Gemini code, but it still didn’t compile. Then I switched to KMK, and it was comparatively simple. I write the firmware in KMK, and then wrote my readme. Now my next devlog will, hopefully, be me physically building it.
LAST DEVLOG I assembled everything. It works perfectly, and I am really happy with the results.
Ships:
I made a macropad called “GamePad 9” which has 9 keys, 1 rotary encoder and an OLED screen. This was my first hardware project and it has been such an amazing journey. I have found a new interest and even switched my intended major from CS to engineering. I am proud of how well I was able to do soldering this time as the last project I worked on was a mess and I ruined 3 boards. Check out the project video. I will also make a new top case and play around with the OLED UI in my free time....
|
1793581141.2131164
|
1793667541.2131164
|
|
41202
|
UEFI Flappy Bird by @Marios | Stardance
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Marios
|
1
|
6.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T20:06:54Z", "hours": 6.0, "multiplier": 2.56, "payout": 15, "blessing": "neutral", "text": "A reimagined version of Flappy Bird adapted to the nature of UEFI with greater and more annoying consequences. To be exact, instead of pipes I changed it to randomly generated blocks on the screen that the bird must avoid. If the bird touches the block or goes above/below the screen, the whole system reboots! The challenges with this kind of project was figuring out how to interop with the UEFI protocols, as they are a bit, uh, weird especially when using GNU-EFI that has an ABI mismatch. Figuring out filesystem support definitely took a bit of work but the hardest part that I didn’t expect was finding a library to read images that doesn’t really on stdlib.h or other standard c libraries, because UEFI is a freestanding shell. After trying a lot of options, I resorted to making my own BMP file parser that takes only a selected BMP file format and headers. I am proud of the fact that I managed to make this even after meeting some difficulties. I learned some new stuff about BMP file parsing and surely a few ways on how EFI works and how impressive it is even for a pre-OS layer. To try it, you only need a x86 virtual machine, QEMU suffices. Just download the flappy.efi file in github and place it in a Efi System Partition. Just be responsible! Don’t use it in a real machine, no promises that it works and it won’t brick anything.", "repo": "https://github.com/GalaxyGamingBoy/efi-flappy", "demo": "https://github.com/GalaxyGamingBoy/efi-flappy/releases/1.0"}]...
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[{"post_id": 36584, "ts": "202 [{"post_id": 36584, "ts": "2026-07-28T20:00:09Z", "hours": 5.9069, "text": "Just completed the first iteration of a UEFI Flappy Bird. While working in the project it didn’t cross my mind to create seperate devlogs as I didn’t think it would take me that much time, but here we are"}]...
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Title: UEFI Flappy Bird by @Marios | Stardance
De Title: UEFI Flappy Bird by @Marios | Stardance
Devlogs:
Just completed the first iteration of a UEFI Flappy Bird. While working in the project it didn’t cross my mind to create seperate devlogs as I didn’t think it would take me that much time, but here we are
Ships:
A reimagined version of Flappy Bird adapted to the nature of UEFI with greater and more annoying consequences. To be exact, instead of pipes I changed it to randomly generated blocks on the screen that the bird must avoid. If the bird touches the block or goes above/below the screen, the whole system reboots! The challenges with this kind of project was figuring out how to interop with the UEFI protocols, as they are a bit, uh, weird especially when using GNU-EFI that has an ABI mismatch. Figuring out filesystem support definitely took a bit of work but the hardest part that I didn’t expect was finding a library to read images that doesn’t really on stdlib.h or other standard c libraries, because UEFI is a freestanding shell. After trying a lot of options, I resorted to making my own BMP file parser that takes only a selected BMP file format and headers. I am proud of the fact that I managed to make this even after meeting some difficulties. I learned some new stuff about BMP file parsing and surely a few ways on how EFI works and how impressive it is even for a pre-OS layer. To try it, you only need a x86 virtual machine, QEMU suffices. Just download the flappy.efi file in github and place it in a Efi System Partition. Just be responsible! Don’t use it in a real machine, no promises that it works and it won’t brick anything....
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1793540848.8763871
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1793627248.8763871
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41210
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Waey-وعي by @mahmoudkhalil5129 | Stardance
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mahmoudkhalil5129
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1
|
31.27
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T20:26:16Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Waey, or (وعي) in Arabic, is a platform for awareness in specific fields (finance, health, education, environment). It aims to increase awareness in Egypt and around the world. The platform has tools to help you, like a calculator for your sugar and food and drink intake, a breathing exercise, a healthy food category, and more. I faced many challenges, like setting up the Supabase tables, the crashes, debugging some code the AI had made, but I’m proud that I built this for my beloved country Egypt and for the world. Visit waey-m7.com, sign up, and start your journey for a life that’s healthier and effective, know how to control your money, and know how to study well!", "repo": "https://github.com/unknown529111-tech/waey", "demo": "https://waey-m7.com/"}]...
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[{"post_id": 57745, "ts": "202 [{"post_id": 57745, "ts": "2026-08-30T00:39:41Z", "hours": 2.8469, "text": "Hi! Hope everyone reading this is doing well. I was working on some features to make the user more comfortable and to encourage more frequent use of the website. So, I added an eye icon on the navbar that, when clicked, blurs any sensitive information you’ve entered on the website. This means you can use the website anywhere without letting anyone else see information you don’t want to share. I also added something new to the dashboard that detects when you haven’t slept well or haven’t eaten well; there will be a text with advice you can follow, like when you haven’t slept well, the website will tell you: “Low sleep detected. Try a breathing exercise to reset.” I also made the hero section a little smaller. If anyone has any ideas, please let me know. The website: https://waey-m7.com"}, {"post_id": 57017, "ts": "2026-08-29T02:46:44Z", "hours": 9.7519, "text": "Its been a week working on the new design. I changed the layout a little bit, and I added some videos made by AI in every tab. For example, in the health tab, there are is a video of healthy food and some people doing exercise, like that. If anyone has any ideas I can add to the project, please tell me. Thank you for your time. The website: waey-m7.com"}, {"post_id": 42350, "ts": "2026-08-07T01:04:56Z", "hours": 5.6667, "text": "Update on Waey i just updated waey and rework at the frontend and make it more glassy :p , and fixed some issues like the daily tab wasnt working and some data errors and some css errors, im still working on it and make it better, if anyone have any advise i can add it to the project please tell me :) https://waey-m7.com"}, {"post_id": 36595, "ts": "2026-07-28T20:12:50Z", "hours": 12.8436, "text": "Waey - وعي Waey, or (وعي) in Arabic, is a platform for awareness in specific fields (finance, health, education, environment). It aims to increase awareness in Egypt and around the world. The platform has tools to help you, like a calculator for your sugar and food and drink intake, a breathing exercise, a healthy food category, and more! You can try it!-> https://waey-m7.com/"}]...
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Title: Waey-وعي by @mahmoudkhalil5129 | Stardance
Title: Waey-وعي by @mahmoudkhalil5129 | Stardance
Devlogs:
Waey - وعي Waey, or (وعي) in Arabic, is a platform for awareness in specific fields (finance, health, education, environment). It aims to increase awareness in Egypt and around the world. The platform has tools to help you, like a calculator for your sugar and food and drink intake, a breathing exercise, a healthy food category, and more! You can try it!-> https://waey-m7.com/
Update on Waey i just updated waey and rework at the frontend and make it more glassy :p , and fixed some issues like the daily tab wasnt working and some data errors and some css errors, im still working on it and make it better, if anyone have any advise i can add it to the project please tell me :) https://waey-m7.com
Its been a week working on the new design. I changed the layout a little bit, and I added some videos made by AI in every tab. For example, in the health tab, there are is a video of healthy food and some people doing exercise, like that. If anyone has any ideas I can add to the project, please tell me. Thank you for your time. The website: waey-m7.com
Hi! Hope everyone reading this is doing well. I was working on some features to make the user more comfortable and to encourage more frequent use of the website. So, I added an eye icon on the navbar that, when clicked, blurs any sensitive information you’ve entered on the website. This means you can use the website anywhere without letting anyone else see information you don’t want to share. I also added something new to the dashboard that detects when you haven’t slept well or haven’t eaten well; there will be a text with advice you can follow, like when you haven’t slept well, the website will tell you: “Low sleep detected. Try a breathing exercise to reset.” I also made the hero section a little smaller. If anyone has any ideas, please let me know. The website: https://waey-m7.com
Ships:
Waey, or (وعي) in Arabic, is a platform for awareness in specific fields (finance, health, education, environment). It aims to increase awareness in Egypt and around the world. The platform has tools to help you, like a calculator for your sugar and food and drink intake, a breathing exercise, a healthy food category, and more. I faced many challenges, like setting up the Supabase tables, the crashes, debugging some code the AI had made, but I’m proud that I built this for my beloved country Egypt and for the world. Visit waey-m7.com, sign up, and start your journey for a life that’s healthier and effective, know how to control your money, and know how to study well!...
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1793540853.9494116
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1793627253.9494116
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41215
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Slacking My Bot by @blowupthenoobs | Stardance
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blowupthenoobs
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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": "2026-07-28T22:03:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made a simple slack bot to complete the mission. It’s hosted locally on my raspberry pi and has 3 commands that anyone can use.", "repo": "https://github.com/blowupthenoobs/PersonallySlackBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C01KPAX6AG2?cdn_fallback=2"}]...
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[{"post_id": 36684, "ts": "202 [{"post_id": 36684, "ts": "2026-07-28T22:00:15Z", "hours": 1.065, "text": "Made a simple slack bot to complete the mission. Will deck it out with more features I wanted to make after submitting this."}]...
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Title: Slacking My Bot by @blowupthenoobs | Starda Title: Slacking My Bot by @blowupthenoobs | Stardance
Devlogs:
Made a simple slack bot to complete the mission. Will deck it out with more features I wanted to make after submitting this.
Ships:
I just made a simple slack bot to complete the mission. It’s hosted locally on my raspberry pi and has 3 commands that anyone can use....
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1793540855.9861147
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1793627255.9861147
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