|
41459
|
IDO BOT! by @myreester | Stardance
|
myreester
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T16:37:06Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made slack bot which responds to me. it was kinda hard.", "repo": "https://github.com/PEAKAKAME/IDO-BOT_", "demo": "https://www.youtube.com/watch?v=H3I4fMrjelg"}]...
|
[{"post_id": 37118, "ts": "202 [{"post_id": 37118, "ts": "2026-07-29T16:32:53Z", "hours": 0.2667, "text": "MY slack bot"}]...
|
Title: IDO BOT! by @myreester | Stardance
Devlogs Title: IDO BOT! by @myreester | Stardance
Devlogs:
MY slack bot
Ships:
I made slack bot which responds to me. it was kinda hard....
|
1793573685.862562
|
1793660085.862562
|
|
41460
|
Finger Tracking with TouchDesign by @wal | Stardan Finger Tracking with TouchDesign by @wal | Stardance...
|
wal
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T15:05:04Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A TouchDesigner project that detects my 2 thumbs and index fingers, and makes a “box” between them all, inside which there can be a specific effect. I went with pixelated style with cool colours. The cool thing is that its my first project on TouchDesigner overall, so im happy with the result.", "repo": "https://github.com/walterm4lon-coder/touchdesigner-strdance", "demo": "https://github.com/walterm4lon-coder/touchdesigner-strdance/releases/download/v1.0.0/MediaPipeTouchDesignerSetup.exe"}]...
|
[{"post_id": 38216, "ts": "202 [{"post_id": 38216, "ts": "2026-07-31T14:47:48Z", "hours": 1.3136, "text": "Finished my project! It was super fun, and ill for shure use touchdesigner for more projets, this tool is truly one of a kind for visuals."}, {"post_id": 38105, "ts": "2026-07-31T10:02:41Z", "hours": 2.5831, "text": "Managed to rig the hands and do the tracking of the fingers. For hand-tracking. i used this Git repo: https://github.com/torinmb/mediapipe-touchdesigner Now, the only thing thats left to do is create a cool effect inside it, ill play with the parameters, watch some more tutorials and then finish the project!"}, {"post_id": 37217, "ts": "2026-07-29T19:24:20Z", "hours": 0.9239, "text": "Created my second visual animation, getting the hang of all the nodes! The video did not attach sadly but at least you can see the screenshot from it:)"}, {"post_id": 37033, "ts": "2026-07-29T14:35:20Z", "hours": 0.8856, "text": "Welcome to my first TouchDesign project! I started with learning some basics of touchdesign using a yt tutorial: https://www.youtube.com/watch?v=qbupHTeJCeU&t=6516s Enjoying so far!"}]...
|
Title: Finger Tracking with TouchDesign by @wal | Title: Finger Tracking with TouchDesign by @wal | Stardance
Devlogs:
Welcome to my first TouchDesign project! I started with learning some basics of touchdesign using a yt tutorial: https://www.youtube.com/watch?v=qbupHTeJCeU&t=6516s Enjoying so far!
Created my second visual animation, getting the hang of all the nodes! The video did not attach sadly but at least you can see the screenshot from it:)
Managed to rig the hands and do the tracking of the fingers. For hand-tracking. i used this Git repo: https://github.com/torinmb/mediapipe-touchdesigner Now, the only thing thats left to do is create a cool effect inside it, ill play with the parameters, watch some more tutorials and then finish the project!
Finished my project! It was super fun, and ill for shure use touchdesigner for more projets, this tool is truly one of a kind for visuals.
Ships:
A TouchDesigner project that detects my 2 thumbs and index fingers, and makes a “box” between them all, inside which there can be a specific effect. I went with pixelated style with cool colours. The cool thing is that its my first project on TouchDesigner overall, so im happy with the result....
|
1793573687.31227
|
1793660087.31227
|
|
41467
|
#XOPAD by @myreester | Stardance
|
myreester
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T16:22:53Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Wanted to make a macropad called #XOPAD.This macro pad take a whole week to make. Actually this project was a made i an another account due to a problem .", "repo": "https://github.com/the-projecter/macropad", "demo": ""}]...
|
[{"post_id": 37104, "ts": "202 [{"post_id": 37104, "ts": "2026-07-29T16:09:23Z", "hours": 0.2503, "text": "hello,I am a 14 year old from india.I mad this macropad called #XOPAD.I know it looks bad but my pc dont support blender and can you give suggestions how to make it look good."}]...
|
Title: #XOPAD by @myreester | Stardance
Devlogs:
Title: #XOPAD by @myreester | Stardance
Devlogs:
hello,I am a 14 year old from india.I mad this macropad called #XOPAD.I know it looks bad but my pc dont support blender and can you give suggestions how to make it look good.
Ships:
I Wanted to make a macropad called #XOPAD.This macro pad take a whole week to make. Actually this project was a made i an another account due to a problem ....
|
1793573688.4953725
|
1793660088.4953725
|
|
41474
|
Packet Scraper by @vaito | Stardance
|
vaito
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T13:52:45Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a very simple scraper that scrapes the packet in Minecraft Protocol wiki page. From the start, this is a support project for my main project is MineJS. This help me automate the process of checking the new packet when a new version is released. Thats it (actually, I don’t know what to say more about this project ;-;)", "repo": "https://git.vaito.dev/vaito/scrape-mc-wiki", "demo": "https://git.vaito.dev/vaito/-/packages/container/scrape-mc-wiki/latest"}]...
|
[{"post_id": 84299, "ts": "202 [{"post_id": 84299, "ts": "2026-10-29T13:00:38Z", "hours": 2.015, "text": "So I don’t remember what I have updated To sum up: I made the correct function to correct the ID from the packet name (Mojang love changing the packet ID D:<) Now it can download the wiki and pre-parse is automatically, which should be here at the very first day I just get rid of enums and use the raw string in the parser.ts file Fix some bugs Thats it :D"}, {"post_id": 37568, "ts": "2026-07-30T11:56:03Z", "hours": 0.7631, "text": "Got the output"}, {"post_id": 37041, "ts": "2026-07-29T14:43:24Z", "hours": 0.7878, "text": "Got the type parsing"}, {"post_id": 36985, "ts": "2026-07-29T12:49:25Z", "hours": 3.1939, "text": "I making this project in order to support my main project is MineJS. It now be able to get the packet list and the structure My remaining j*bs are: Parsing the structure into JSON file that my lib can understand … (No idea atm)"}]...
|
Title: Packet Scraper by @vaito | Stardance
Devlo Title: Packet Scraper by @vaito | Stardance
Devlogs:
I making this project in order to support my main project is MineJS. It now be able to get the packet list and the structure My remaining j*bs are: Parsing the structure into JSON file that my lib can understand … (No idea atm)
Got the type parsing
Got the output
So I don’t remember what I have updated To sum up: I made the correct function to correct the ID from the packet name (Mojang love changing the packet ID D:<) Now it can download the wiki and pre-parse is automatically, which should be here at the very first day I just get rid of enums and use the raw string in the parser.ts file Fix some bugs Thats it :D
Ships:
I made a very simple scraper that scrapes the packet in Minecraft Protocol wiki page. From the start, this is a support project for my main project is MineJS. This help me automate the process of checking the new packet when a new version is released. Thats it (actually, I don’t know what to say more about this project ;-;)...
|
1793569636.9450877
|
1793656036.9450877
|
|
41496
|
My own site! by @akshara | Stardance
|
akshara
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T09:05:59Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a personal portfolio website to share a little about myself, showcase some of my projects, and include a small photo dump of my favorite cloud pictures. The most challenging part was designing the layout, especially positioning the cat GIFs without making the page feel messy. My favorite parts are the homepage and the side navigation—they turned out just the way I wanted. It’s live at https://akshara200829-lgtm.github.io/Personal-website/ . Just open the link—no setup required.", "repo": "https://github.com/akshara200829-lgtm/Personal-website", "demo": "https://akshara200829-lgtm.github.io/Personal-website/"}]...
|
[{"post_id": 41828, "ts": "202 [{"post_id": 41828, "ts": "2026-08-06T08:57:58Z", "hours": 4.55, "text": "Finally completed my personal website!! Added a little photo dump corner just to flex my cloud finds ;)"}, {"post_id": 41187, "ts": "2026-08-05T07:33:12Z", "hours": 1.8017, "text": "Working on index.html Saved some cute random cat gifs to add to make it a fun :)"}]...
|
Title: My own site! by @akshara | Stardance
Devlo Title: My own site! by @akshara | Stardance
Devlogs:
Working on index.html Saved some cute random cat gifs to add to make it a fun :)
Finally completed my personal website!! Added a little photo dump corner just to flex my cloud finds ;)
Ships:
Built a personal portfolio website to share a little about myself, showcase some of my projects, and include a small photo dump of my favorite cloud pictures. The most challenging part was designing the layout, especially positioning the cat GIFs without making the page feel messy. My favorite parts are the homepage and the side navigation—they turned out just the way I wanted. It’s live at https://akshara200829-lgtm.github.io/Personal-website/ . Just open the link—no setup required....
|
1793573697.979536
|
1793660097.979536
|
|
41501
|
SMC_breach by @finitecode | Stardance
|
finitecode
|
1
|
26.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T11:16:06Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The final breach Clearly an attempt to make a statement but it goes way beyond that. This Project - SMC_breach has proven to be largely successful. A project that finally allows you to view hardware power statistics as you use your mac device. Making this wasn’t easy, neither was the 9hr+ grind, In this short period of time I did over 700+ lines of code, but more than the numbers, I learned. Learned to: Talk to kernel. To make a beautiful UI. Version Management with Github. CI/CD automated build pipelines. and more importantly: A way to connect! with my devlogs, I got a little over 500 total views, which is an absolute achievement if you think about it. 500 actual people in a large hall, yup that’s pretty compact. Nonetheless the Project is live and functional and there’s more coming in a few hours of my final push, including charging control, battery cycles count, more accurate readings and if hopefully everything goes well, live USB readings too!", "repo": "https://github.com/Finite-Code/SMC_breach", "demo": "https://github.com/Finite-Code/SMC_breach/releases"}]...
|
[{"post_id": 69198, "ts": "202 [{"post_id": 69198, "ts": "2026-09-16T16:00:08Z", "hours": 2.9225, "text": "Coming back at it For a long time now I was gone, this was mostly due to academics and the ongoing festive season in India rn. I do hope I’ll be able to work again on it soon. These 3 logged hours featured minor bug fixes in the app. but since it’s been a month since these hours were logged, I don’t recall what it exactly was spent on. With that said, I also upgraded the README in the meantime."}, {"post_id": 44718, "ts": "2026-08-10T17:37:43Z", "hours": 5.4497, "text": "Been kinda busyyy Lately I didn’t make many changes to my code, but I managed to crunch in a solid 5 hours of work. Did nothing insane infact, these 5 must’ve probably been one of my least unproductive hours so far, but I’ve got to work with what I have, school, family and my hobbies (this thing) and hence it has been a little taxing. Nonetheless I cleaned up my code, added some comments and built a small flow chart for myself (which I also managed to loose But that were my 5hrs pretty much, a mix of organization and anxiety, charge control is still finicky so I’ll try my best to get it right ASAP. PS: See the screenshot? those bytes were peak madness, I barely understand what I did there but uhmm, I’ll catch up, promise :) Peace"}, {"post_id": 42088, "ts": "2026-08-06T17:31:10Z", "hours": 4.0061, "text": "A comeback, we’re in the works!!! Breaching into macs just got EASIER :) Charging Control now Partially works on my mac, it’s finicky! How it works? It took some inline python, sudo access (yep sudo is needed for charging control) and writing specific flags, since the flags part is something I’m still researching I’d best avoid from naming any stuff too early. Why sudo? We need superuser-do because at this stage we’re actually breaching in and modifying the system itself and hence permitted and legitemate superuser access is necessary While I can’t reveal a lot right now since it’s all over the place and I don’t wanna pass on the wrong stuff, I’m getting closer. Peace."}, {"post_id": 39956, "ts": "2026-08-03T09:11:00Z", "hours": 4.3928, "text": "When it doesn’t work out pssst, Commented below is the github link if you wanna breach into your Macbook too! *M1 and later, running macOS Tahoe or greater yepp, it didn’t work out this time and it’s totally FINE. a few things I learnt along the way, that I thought I might share with you all. What was it? So basically my app SMC_breach has placeholder buttons right now for: Charge to... and Charge Now both of these serve the purpose of charging control. The idea was simple AF: Gonna let these buttons speak to Darwin and then write the specific hex values (I suppose that is what you call them unofficially). Writing those values would basically let us tell the physical hardware that hey u gotta stop taking in current now! or hey stop taking current into the battery at X% Nonetheless after countless tries I failed within that 5 hour timespan, I’m gonna give it a shot again and I love to fail fast because the amount of data and automatic guidance u get is pretty cool! Peace."}, {"post_id": 39057, "ts": "2026-08-01T18:51:45Z", "hours": 1.8408, "text": "I talked to my mac’s kernel, she’s too rude Insanity Not only did it cost my sanity but over 3 hours of debugging, talking to the kernel, Gemini Research Mode Chats, and of course 2 hours of Xcode! What’s all this? If you’ve been out of the loop, this is my project SMC_breach and it directly talks to macOS and the underlying Darwin kernel to deliver live power usage statistics to you, all that right in the menu bar! The Result Now my app interfaces with the kernel using private APIs (IOReport), and delivers live metrics that update by the instant! Next Steps? Now that I’ve tamed her (Darwin kernel) I’m gonna convince her to do nothing actually for now, but my next shot is at the USB ports to get the live incoming and outgoing power data out of doze nutss. Thanks for checking this out, do rate my project if you enjoy it, be SURE to try it! Feedback is always appreciated, love y’all for reading till the bottom!"}, {"post_id": 38433, "ts": "2026-07-31T19:53:32Z", "hours": 0.31, "text": "Breaching into my mac before I sleep! :add-bad-apple-bruh: At this point, I’ve managed to get absolute cinema levels of access to the system. After extensive research btwn yesterday and tmrw I’ve figured out that the IOKit framework I yapped about earlier is an absolute tragedy, it’s: SLOW & USELESS. The data it provides updates on USB/Magsafe plug & play events or once in 2 minutes or so, nice for uncs but not for me blud. And I discovered the God Not literally but not metaphorically either. Nonetheless now I’m gonna have to directly communicate with the Darwin kernel (the main guts of macOS) to gather all power related data (This might make my app need sudo ) but: quality > security panic and it’s open source so you can always see what’s going on under the hood. This is me signing off before I sleep! if you read till here, hit follow and we can exchange a couple greetings? won’t ya?"}, {"post_id": 38406, "ts": "2026-07-31T19:12:51Z", "hours": 2.0586, "text": "I had told you I’m silly, and I proved myself right Historically great people have been great problem solvers, and to this day I used to think I was one. But today my hopes were shattered, because how silly and d*mb can you really get? I managed to think that my app has some severe error or a Memory leak, that’s causing it to stop at Thread 1 everytime I run it! I wasted 30mins looking for it, turns out it was just a breakpoint I had set. I’m at a loss for words because how do I even speak for myself?"}, {"post_id": 38112, "ts": "2026-07-31T10:19:39Z", "hours": 2.205, "text": "A new icon! and a new Interface! It’s been 15 hours since my last devlog, had my night’s sleep, completed school, and worked for 3 hours too! and finally, I think I’m ready to present you with an icon, it’s not perfect, it’s not the best, but it’s my (sub-par) greatest creation. Presenting - SMC_breach …"}, {"post_id": 37818, "ts": "2026-07-30T19:26:14Z", "hours": 0.5956, "text": "Better Animations, better data The app now let’s you monitor live stats, features better scrolling text animations. I made sure the app was polling the system every 0.25 seconds, then it was averaging out the 4 data points at 0.25s intervals and giving the user a smooth 1 reading per second. The Reward and the Challenge This is now complemented by the animations which honestly took a solid amount of trial and error to get right, the key to mastering this was smooth fade out of the numbers, along side using the array chopping for animate per digit’s place!"}, {"post_id": 37774, "ts": "2026-07-30T18:06:00Z", "hours": 0.7561, "text": "Liquid Glass and UI Update! My mom keeps calling me dumb occasionally, not that she means any harm, but she might be correct. I spent 15 minutes trying to figure out why I can’t apply Liquid Glass elements to my app. Guess what was the issue? can ya? 3… 2… 1… My dumb ahh forgot that you don’t add .glasseffect() inside of a .background() block. yepp, that silly it was, but nonetheless Liquid Glass is up and running now. From here on I gotta figure out how I can make the glass clearer, adjust depth, splay, dispersion. etc etc The second Image represents my earlier mockup"}, {"post_id": 37654, "ts": "2026-07-30T15:24:36Z", "hours": 0.2725, "text": "Making the Figma UI Prototype! Probably the only non-coding part here. First off, I’m kinda in love… with my design. Not only did I have to spend over an hour tweaking the correct liquid glass settings in Figma, I also I had put all my brain into designing this, trying to get the best of UX and a delight to the eye. btw a hack for anyone tryna do liquid glass and make it readable, try to spike up the Frost slider in the settings ;) I’ve also added My Mockup vs Vibecode UI Mockup in the Screenshots! The next step is gonna be to implement this, and I’m more excited than you think!"}, {"post_id": 37611, "ts": "2026-07-30T14:01:56Z", "hours": 0.8222, "text": "Now I have the access to the internals of macOS As promised through devlog #2 and devlog #3. I now have access to internal data states of macOS. Currently the power data displayed is correct and alongside is fully functional, now it’s time to switch up the and give it a face-lift. I’ve also discovered on features like Charge Control and more internal data states mentioned earlier. I’ll share the facelift soon, the Github code is now live and available with downloads, I’ll share the source in my next devlog. Thanks for following the journey, do follow it and I’ve got something a lot bigger going on, (a potential AA style title in browser)"}, {"post_id": 37523, "ts": "2026-07-30T10:28:07Z", "hours": 0.3511, "text": "The Skeleton is here! As stated in my previous devlog #2, the skeleton UI is now here, I’ve plugged in all the functions and metrics to gather data but a fix is needed to make all these display correct values, for now, we have a correct UpTime status and a correct Adapter Wattage reading. Other details remain to be fixed. thanks to the code completion I was able to type out these ~200 lines in under 25 minutes!"}, {"post_id": 37511, "ts": "2026-07-30T09:50:50Z", "hours": 0.4664, "text": "Now I have low-level Access to macOS This is just theory, but realistically I’m only a couple of hours away from making this true. Upon extensive research and code review on various online posts and OSS, I was able to find that: Apple introduced a detailed sub-dictionary within the AppleSmartBattery node on Apple Silicon architectures (M1 and beyond), known as PowerTelemetryData . The PowerTelemetryData structure yields three critical metrics that must be utilized by my app: a) SystemPowerIn : This represents the total DC power entering the machine’s logic board directly from the external AC adapter, “prior to any internal routing”. b) BatteryPower : This metric indicates the precise amount of power actively being routed into the battery for charging, or being pulled from the battery for discharging. (However many projects instead preferred manual calculation using our standard Voltage * InstantAmperage formula, likely for better accuracy?). c) SystemLoad : This defines the total localized power being consumed internally by the logic board, the System-on-Chip, the display, and all active peripherals. Stay tuned, I’m finally gonna play with these metrics!"}, {"post_id": 37166, "ts": "2026-07-29T17:45:38Z", "hours": 0.5917, "text": "First day, first run, not like the average honeymoon phase! What’s up folks? this is Atharva known online as FiniteCode. This project is about building a macOS Power Information Utility, wherein the user can view live stats of power consumption and intake for their macbooks (and potentially macs too). This project is gonna be interesting, this is probably my 3rd or 4th time attempting to work with Swift, it has always been fun. Hidden APIs macOS itself doesn’t natively broadcast a lot of the power information to the Applications, and so you have to go through hidden system APIs. This is one of the reasons why such Power Management apps are never on the App Store but on sources like Homebrew or Github. The Setup Today I spent over 30minutes setting up my time tracking with Wakatime and connecting it to Stardance metrics, and submitted my IDs for verification. It was after these basics where I started my research on the hidden APIs I talked about earlier, which for the base for the application, I utilized Gemini and Claude for researching on the same and my findings revealed an IOKitFramework called powermetrics which provides many C functions like: IOReportCopyChannelsInGroup , IOReportMergeChannels , IOReportCreateSubscription , IOReportCreateSamples , and IOReportCreateSamplesDelta . The goal will be to use these functions and as much more data as available to build on this app. Design I was thinking of making a Cyberpunk-esque design but honestly I’m not sure if I can do this, so we’ll come back to this one some time soon, for now the core focus is on the functionality. Screenshots I made the basic menu-bar app and setup Xcode and hence attached some screenshots, feel free to have a look. Join me in this journey, where I’ll try to make something useful, something fun XD"}]...
|
Title: SMC_breach by @finitecode | Stardance
Devl Title: SMC_breach by @finitecode | Stardance
Devlogs:
First day, first run, not like the average honeymoon phase! What’s up folks? this is Atharva known online as FiniteCode. This project is about building a macOS Power Information Utility, wherein the user can view live stats of power consumption and intake for their macbooks (and potentially macs too). This project is gonna be interesting, this is probably my 3rd or 4th time attempting to work with Swift, it has always been fun. Hidden APIs macOS itself doesn’t natively broadcast a lot of the power information to the Applications, and so you have to go through hidden system APIs. This is one of the reasons why such Power Management apps are never on the App Store but on sources like Homebrew or Github. The Setup Today I spent over 30minutes setting up my time tracking with Wakatime and connecting it to Stardance metrics, and submitted my IDs for verification. It was after these basics where I started my research on the hidden APIs I talked about earlier, which for the base for the application, I utilized Gemini and Claude for researching on the same and my findings revealed an IOKitFramework called powermetrics which provides many C functions like: IOReportCopyChannelsInGroup , IOReportMergeChannels , IOReportCreateSubscription , IOReportCreateSamples , and IOReportCreateSamplesDelta . The goal will be to use these functions and as much more data as available to build on this app. Design I was thinking of making a Cyberpunk-esque design but honestly I’m not sure if I can do this, so we’ll come back to this one some time soon, for now the core focus is on the functionality. Screenshots I made the basic menu-bar app and setup Xcode and hence attached some screenshots, feel free to have a look. Join me in this journey, where I’ll try to make something useful, something fun XD
Now I have low-level Access to macOS This is just theory, but realistically I’m only a couple of hours away from making this true. Upon extensive research and code review on various online posts and OSS, I was able to find that: Apple introduced a detailed sub-dictionary within the AppleSmartBattery node on Apple Silicon architectures (M1 and beyond), known as PowerTelemetryData . The PowerTelemetryData structure yields three critical metrics that must be utilized by my app: a) SystemPowerIn : This represents the total DC power entering the machine’s logic board directly from the external AC adapter, “prior to any internal routing”. b) BatteryPower : This metric indicates the precise amount of power actively being routed into the battery for charging, or being pulled from the battery for discharging. (However many projects instead preferred manual calculation using our standard Voltage * InstantAmperage formula, likely for better accuracy?). c) SystemLoad : This defines the total localized power being consumed internally by the logic board, the System-on-Chip, the display, and all active peripherals. Stay tuned, I’m finally gonna play with these metrics!
The Skeleton is here! As stated in my previous devlog #2, the skeleton UI is now here, I’ve plugged in all the functions and metrics to gather data but a fix is needed to make all these display correct values, for now, we have a correct UpTime status and a correct Adapter Wattage reading. Other details remain to be fixed. thanks to the code completion I was able to type out these ~200 lines in under 25 minutes!
Now I have the access to the internals of macOS As promised through devlog #2 and devlog #3. I now have access to internal data states of macOS. Currently the power data displayed is correct and alongside is fully functional, now it’s time to switch up the and give it a face-lift. I’ve also discovered on features like Charge Control and more internal data states mentioned earlier. I’ll share the facelift soon, the Github code is now live and available with downloads, I’ll share the source in my next devlog. Thanks for following the journey, do follow it and I’ve got something a lot bigger going on, (a potential AA style title in browser)
Making the Figma UI Prototype! Probably the only non-coding part here. First off, I’m kinda in love… with my design. Not only did I have to spend over an hour tweaking the correct liquid glass settings in Figma, I also I had put all my brain into designing this, trying to get the best of UX and a delight to the eye. btw a hack for anyone tryna do liquid glass and make it readable, try to spike up the Frost slider in the settings ;) I’ve also added My Mockup vs Vibecode UI Mockup in the Screenshots! The next step is gonna be to implement this, and I’m more excited than you think!
Liquid Glass and UI Update! My mom keeps calling me dumb occasionally, not that she means any harm, but she might be correct. I spent 15 minutes trying to figure out why I can’t apply Liquid Glass elements to my app. Guess what was the issue? can ya? 3… 2… 1… My dumb ahh forgot that you don’t add .glasseffect() inside of a .background() block. yepp, that silly it was, but nonetheless Liquid Glass is up and running now. From here on I gotta figure out how I can make the glass clearer, adjust depth, splay, dispersion. etc etc The second Image represents my earlier mockup
Better Animations, better data The app now let’s you monitor live stats, features better scrolling text animations. I made sure the app was polling the system every 0.25 seconds, then it was averaging out the 4 data points at 0.25s intervals and giving the user a smooth 1 reading per second. The Reward and the Challenge This is now complemented by the animations which honestly took a solid amount of trial and error to get right, the key to mastering this was smooth fade out of the numbers, along side using the array chopping for animate per digit’s place!
A new icon! and a new Interface! It’s been 15 hours since my last devlog, had my night’s sleep, completed school, and worked for 3 hours too! and finally, I think I’m ready to present you with an icon, it’s not perfect, it’s not the best, but it’s my (sub-par) greatest creation. Presenting - SMC_breach …
I had told you I’m silly, and I proved myself right Historically great people have been great problem solvers, and to this day I used to think I was one. But today my hopes were shattered, because how silly and d*mb can you really get? I managed to think that my app has some severe error or a Memory leak, that’s causing it to stop at Thread 1 everytime I run it! I wasted 30mins looking for it, turns out it was just a breakpoint I had set. I’m at a loss for words because how do I even speak for myself?
Breaching into my mac before I sleep! :add-bad-apple-bruh: At this point, I’ve managed to get absolute cinema levels of access to the system. After extensive research btwn yesterday and tmrw I’ve figured out that the IOKit framework I yapped about earlier is an absolute tragedy, it’s: SLOW & USELESS. The data it provides updates on USB/Magsafe plug & play events or once in 2 minutes or so, nice for uncs but not for me blud. And I discovered the God Not literally but not metaphorically either. Nonetheless now I’m gonna have to directly communicate with the Darwin kernel (the main guts of macOS) to gather all power related data (This might make my app need sudo ) but: quality > security panic and it’s open source so you can always see what’s going on under the hood. This is me signing off before I sleep! if you read till here, hit follow and we can exchange a couple greetings? won’t ya?
I talked to my mac’s kernel, she’s too rude Insanity Not only did it cost my sanity but over 3 hours of debugging, talking to the kernel, Gemini Research Mode Chats, and of course 2 hours of Xcode! What’s all this? If you’ve been out of the loop, this is my project SMC_breach and it directly talks to macOS and the underlying Darwin kernel to deliver live power usage statistics to you, all that right in the menu bar! The Result Now my app interfaces with the kernel using private APIs (IOReport), and delivers live metrics that update by the instant! Next Steps? Now that I’ve tamed her (Darwin kernel) I’m gonna convince her to do nothing actually for now, but my next shot is at the USB ports to get the live incoming and outgoing power data out of doze nutss. Thanks for checking this out, do rate my project if you enjoy it, be SURE to try it! Feedback is always appreciated, love y’all for reading till the bottom!
When it doesn’t work out pssst, Commented below is the github link if you wanna breach into your Macbook too! *M1 and later, running macOS Tahoe or greater yepp, it didn’t work out this time and it’s totally FINE. a few things I learnt along the way, that I thought I might share with you all. What was it? So basically my app SMC_breach has placeholder buttons right now for: Charge to... and Charge Now both of these serve the purpose of charging control. The idea was simple AF: Gonna let these buttons speak to Darwin and then write the specific hex values (I suppose that is what you call them unofficially). Writing those values would basically let us tell the physical hardware that hey u gotta stop taking in current now! or hey stop taking current into the battery at X% Nonetheless after countless tries I failed within that 5 hour timespan, I’m gonna give it a shot again and I love to fail fast because the amount of data and automatic guidance u get is pretty cool! Peace.
A comeback, we’re in the works!!! Breaching into macs just got EASIER :) Charging Control now Partially works on my mac, it’s finicky! How it works? It took some inline python, sudo access (yep sudo is needed for charging control) and writing specific flags, since the flags part is something I’m still researching I’d best avoid from naming any stuff too early. Why sudo? We need superuser-do because at this stage we’re actually breaching in and modifying the system itself and hence permitted and legitemate superuser access is necessary While I can’t reveal a lot right now since it’s all over the place and I don’t wanna pass on the wrong stuff, I’m getting closer. Peace.
Been kinda busyyy Lately I didn’t make many changes to my code, but I managed to crunch in a solid 5 hours of work. Did nothing insane infact, these 5 must’ve probably been one of my least unproductive hours so far, but I’ve got to work with what I have, school, family and my hobbies (this thing) and hence it has been a little taxing. Nonetheless I cleaned up my code, added some comments and built a small flow chart for myself (which I also managed to loose But that were my 5hrs pretty much, a mix of organization and anxiety, charge control is still finicky so I’ll try my best to get it right ASAP. PS: See the screenshot? those bytes were peak madness, I barely understand what I did there but uhmm, I’ll catch up, promise :) Peace
Coming back at it For a long time now I was gone, this was mostly due to academics and the ongoing festive season in India rn. I do hope I’ll be able to work again on it soon. These 3 logged hours featured minor bug fixes in the app. but since it’s been a month since these hours were logged, I don’t recall what it exactly was spent on. With that said, I also upgraded the README in the meantime.
Ships:
The final breach Clearly an attempt to make a statement but it goes way beyond that. This Project - SMC_breach has proven to be largely successful. A project that finally allows you to view hardware power statistics as you use your mac device. Making this wasn’t easy, neither was the 9hr+ grind, In this short period of time I did over 700+ lines of code, but more than the numbers, I learned. Learned to: Talk to kernel. To make a beautiful UI. Version Management with Github. CI/CD automated build pipelines. and more importantly: A way to connect! with my devlogs, I got a little over 500 total views, which is an absolute achievement if you think about it. 500 actual people in a large hall, yup that’s pretty compact. Nonetheless the Project is live and functional and there’s more coming in a few hours of my final push, including charging control, battery cycles count, more accurate readings and if hopefully everything goes well, live USB readings too!...
|
1793372176.1884027
|
1794236176.1884027
|
|
41509
|
My simple macropad by @waffles888 | Stardance
|
waffles888
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T15:07:33Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my macropad which I’ve tried to make simple but still useful. Soldering and using CAD for modelling are new and I’ve never really done either before, it was challenging getting parts to fit and ensuring that pieces would go together correctly. I’m super proud of the project and how its turned out, and that I made a working hardware project. One issue is that hackatime has logged 6 hours and 44 minutes for onshape, can you deflate my time so that this is removed as that was meant for something else unrelated to hack club.", "repo": "https://github.com/waffles-888/Simple-Macropad", "demo": ""}]...
|
[{"post_id": 84850, "ts": "202 [{"post_id": 84850, "ts": "2026-10-30T13:20:12Z", "hours": 0.7411, "text": "Devlog 6 - Final This is around about the end of this project, I got some keycaps to fit and did some final adjustments to the case overall for better fitment. I’m almost ready to ship, the final things needed is just updating the readme in the GitHub and create a demo video."}, {"post_id": 80214, "ts": "2026-10-16T19:22:34Z", "hours": 0.4833, "text": "Devlog 5 - Encoder cover I spent a short while just making a nice cover for the encoder on the pad, didn’t take me ages now that I’ve gotten a bit better at fusion. I think I will have to model my own key caps because none still seem to fit."}, {"post_id": 80014, "ts": "2026-10-15T23:56:28Z", "hours": 6.6464, "text": "Devlog 4 - The Pad The parts for my kit finally came recently and I got some time to put it together. After a while of assembling I finally flashed my firmware and got it all working, its the first time I’ve ever really soldered stuff and in my opinion its came out great. However I have ran into some issues, I completely forgot to record my assembly in lapse, my PCB doesn’t even fit into my case and the cut out for the screen was too small. On top of this the switches were so close together I had to snip the ends off. I have gone back through and just sorted the cut out of the screen and added some nice curves around the edges to make it overall nicer. I think the next things I do before I ship will be making sure it fits in the case, making a knob for the encoder and maybe making some really small keycaps due to my mistake of putting the switches so close"}, {"post_id": 64732, "ts": "2026-09-09T11:15:19Z", "hours": 4.4458, "text": "Devlog 3 - The Case After completing the schematic and the PCB I moved onto designing the case. This took me a while as this was the first time I had try to model something. I looked between onshape and fusion however fusion ultimately seemed to be the best software to use. After getting a slight understanding of the tool I made the case and it come out very nice. Next is the actual software."}, {"post_id": 39139, "ts": "2026-08-01T21:02:56Z", "hours": 0.9333, "text": "Devlog 2 - The PCB I went back and adjusted the schematic and removed the status LED as I was out of pins on the Seedunio and needed one more for the button press of the rotary encoder. From there I moved on to making the PCB design. This was hard and took me a few attempts to get wired correctly running into different issue where the traces would overlap leading me to be unable to connect them to the Seedunio. I finally finished the PCB design by adding the final M3 mounting holes for the case."}, {"post_id": 38104, "ts": "2026-07-31T10:01:54Z", "hours": 1.2436, "text": "Devlog 1 - The Schematic I started off my Hackpad today, this was designed around the Seeeduino. I decided I wanted 6 buttons, a rotary encoder, a little screen which I can utilise later and finally a little LED to be used as a status light to help understand what state the Hackpad is in. I spent about an hour making this schematic but most were spent in ensuring that the ERC would run correctly without any errors such as something stating its not connected while being connected. Finally, I finished the the schematic with a ERC with zero errors so next is the PCB layout. This was the first schematic I have ever made for a PCB so it definitely took longer that it maybe needed to"}]...
|
Title: My simple macropad by @waffles888 | Stardan Title: My simple macropad by @waffles888 | Stardance
Devlogs:
Devlog 1 - The Schematic I started off my Hackpad today, this was designed around the Seeeduino. I decided I wanted 6 buttons, a rotary encoder, a little screen which I can utilise later and finally a little LED to be used as a status light to help understand what state the Hackpad is in. I spent about an hour making this schematic but most were spent in ensuring that the ERC would run correctly without any errors such as something stating its not connected while being connected. Finally, I finished the the schematic with a ERC with zero errors so next is the PCB layout. This was the first schematic I have ever made for a PCB so it definitely took longer that it maybe needed to
Devlog 2 - The PCB I went back and adjusted the schematic and removed the status LED as I was out of pins on the Seedunio and needed one more for the button press of the rotary encoder. From there I moved on to making the PCB design. This was hard and took me a few attempts to get wired correctly running into different issue where the traces would overlap leading me to be unable to connect them to the Seedunio. I finally finished the PCB design by adding the final M3 mounting holes for the case.
Devlog 3 - The Case After completing the schematic and the PCB I moved onto designing the case. This took me a while as this was the first time I had try to model something. I looked between onshape and fusion however fusion ultimately seemed to be the best software to use. After getting a slight understanding of the tool I made the case and it come out very nice. Next is the actual software.
Devlog 4 - The Pad The parts for my kit finally came recently and I got some time to put it together. After a while of assembling I finally flashed my firmware and got it all working, its the first time I’ve ever really soldered stuff and in my opinion its came out great. However I have ran into some issues, I completely forgot to record my assembly in lapse, my PCB doesn’t even fit into my case and the cut out for the screen was too small. On top of this the switches were so close together I had to snip the ends off. I have gone back through and just sorted the cut out of the screen and added some nice curves around the edges to make it overall nicer. I think the next things I do before I ship will be making sure it fits in the case, making a knob for the encoder and maybe making some really small keycaps due to my mistake of putting the switches so close
Devlog 5 - Encoder cover I spent a short while just making a nice cover for the encoder on the pad, didn’t take me ages now that I’ve gotten a bit better at fusion. I think I will have to model my own key caps because none still seem to fit.
Devlog 6 - Final This is around about the end of this project, I got some keycaps to fit and did some final adjustments to the case overall for better fitment. I’m almost ready to ship, the final things needed is just updating the readme in the GitHub and create a demo video.
Ships:
This is my macropad which I’ve tried to make simple but still useful. Soldering and using CAD for modelling are new and I’ve never really done either before, it was challenging getting parts to fit and ensuring that pieces would go together correctly. I’m super proud of the project and how its turned out, and that I made a working hardware project. One issue is that hackatime has logged 6 hours and 44 minutes for onshape, can you deflate my time so that this is removed as that was meant for something else unrelated to hack club....
|
1793569989.4634588
|
1793656389.4634588
|
|
41512
|
ckjc application system by @undefined_chang | Star ckjc application system by @undefined_chang | Stardance...
|
undefined_chang
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T13:17:25Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Since the old application system based on Notion Forms does not meet our requirements well, and is not suitable for the current workflow that is integrated into Google Workspace, I made an online application system for the student council! I learned a lot about Google AppsScript, CSS, JavaScript, and even learned how to use GitHub Actions! The system supports three types of applications: resolutions, charter lawsuits, and general lawsuits. Each type comes with different fields, but I’ve managed to integrate them all into one workflow with only Vanilla JS.", "repo": "https://github.com/mm-news/ckjc-application-system", "demo": "https://script.google.com/macros/s/AKfycbzYxZYG2xvMxWb3ZlIFS9RmLvAFN_-yRGibR450BRXQwSUGBbPx6-F_wbT1HZMDsRr4/exec"}]...
|
[{"post_id": 39303, "ts": "202 [{"post_id": 39303, "ts": "2026-08-02T05:59:05Z", "hours": 0.9431, "text": "Learned how to use Bootstrap’s alert class! An alert will now be displayed to remind users to proceed to dev branch (on prod) or that the application won’t be sent to the official address (on dev) based on the script properties."}, {"post_id": 39255, "ts": "2026-08-02T03:24:43Z", "hours": 0.6928, "text": "Trying to use docxtemplater to generate application automatically!"}, {"post_id": 37019, "ts": "2026-07-29T14:20:40Z", "hours": 14.5411, "text": "Used GitHub Actions to automate pushing and deploying to Google AppsScript!"}]...
|
Title: ckjc application system by @undefined_chang Title: ckjc application system by @undefined_chang | Stardance
Devlogs:
Used GitHub Actions to automate pushing and deploying to Google AppsScript!
Trying to use docxtemplater to generate application automatically!
Learned how to use Bootstrap’s alert class! An alert will now be displayed to remind users to proceed to dev branch (on prod) or that the application won’t be sent to the official address (on dev) based on the script properties.
Ships:
Since the old application system based on Notion Forms does not meet our requirements well, and is not suitable for the current workflow that is integrated into Google Workspace, I made an online application system for the student council! I learned a lot about Google AppsScript, CSS, JavaScript, and even learned how to use GitHub Actions! The system supports three types of applications: resolutions, charter lawsuits, and general lawsuits. Each type comes with different fields, but I’ve managed to integrate them all into one workflow with only Vanilla JS....
|
1793576993.598193
|
1793663393.598193
|
|
41517
|
Jar designer web by @wilmerBailon | Stardance
|
wilmerBailon
|
1
|
11.74
|
142
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T08:53:02Z", "hours": 8.0, "multiplier": 16.81, "payout": 142, "blessing": "neutral", "text": "Hello there! This is my first Hack Club proyect. I am proud of been part of the community. I usually do small proyects just for entretainment in my free time and I found this initiative incredible. I am open for any suggestion and new ideas. The proyect is a jar designer web application (ClayForge). My aim was to generate parametrized vase models (.stl) through an instant visual input in 2D that I could print in my 3D printer. The most difficult part was adding the spins only to the external surface, at first it changed all the design. Thanks for your time, I hope you like it.", "repo": "https://github.com/w7714218-sys/ClayForge-Jar-project", "demo": "https://clayforge.dino.icu/"}]...
|
[{"post_id": 64995, "ts": "202 [{"post_id": 64995, "ts": "2026-09-09T19:23:46Z", "hours": 2.7364, "text": "Today I worked on ClayForge based on the feedback I received.I made several changes to simplify the project and make the codebase cleaner and easier to understand. I also reorganized some of the JavaScript, cleaned up the CSS and removed some unnecessary files and configuration.I updated the README as well so it is more concise and focused on the project itself.Overall, today’s work was mainly about taking the feedback into account and cleaning up the project without changing its main functionality.Hope it gets accepted.=)"}, {"post_id": 64809, "ts": "2026-09-09T14:17:06Z", "hours": 1.0067, "text": "I took the feedback into account and spent some time reworking the styling and parts of the logic. I changed the layout, spacing and visual details. I’ll keep refining it as I continue working on it.Hope it gets accepted =)."}, {"post_id": 41587, "ts": "2026-08-05T21:41:17Z", "hours": 0.2703, "text": "It worked!!! :)"}, {"post_id": 41353, "ts": "2026-08-05T14:43:00Z", "hours": 0.56, "text": "I added a spiral effect to the vase generator and spent some time testing different shapes and parameters. The results are looking pretty interesting so far. Next step is to print one on my 3D printer and see how it turns out in real life. Hopefully everything works as expected! :)"}, {"post_id": 41307, "ts": "2026-08-05T13:34:34Z", "hours": 5.4686, "text": "Spent a good amount of time working on ClayForge these days. The project is starting to feel much more solid and usable. I improved the overall interface, cleaned up the design panel, added more controls and kept refining the vase editor.I had some problems with the initial structure of the project but I was able to solve them with a little help of copilot. There’s still plenty to do, but it’s coming together nicely and feels much closer to the tool I have in mind. Looking forward to building on this in the next sessions."}, {"post_id": 40166, "ts": "2026-08-03T15:54:30Z", "hours": 1.7781, "text": "Today I spent some time improving ClayForge and making the project feel more like a real application. I reorganized the code into different files to keep everything cleaner and easier to maintain. I also finished the profile editor on the left side of the screen. It now shows the grid, the vase profile and the control points. The best part is that the control points are now interactive. I can drag them with the mouse and the 3D vase updates instantly, which makes it much easier to experiment with different shapes. Most of today was spent cleaning up the code and fixing small issues after splitting everything into modules, but now the project has a much better foundation for adding more features. Next, I want to add wall thickness, smoother curves and STL export so the vases can be 3D printed."}, {"post_id": 39571, "ts": "2026-08-02T17:03:37Z", "hours": 0.345, "text": "Hello there!!, this is my first project on the community which seems to be a really engaging initiative. Today I started the project and set up the development environment. I created the initial project structure, installed Node.js, and configured npm together with Vite. After that, I added Three.js and built a simple interactive 3D scene with a cube to make sure everything was working as expected. For the next stage of the project, I want to replace the cube with a procedurally generated vase and start working on the main object of the application."}]...
|
Title: Jar designer web by @wilmerBailon | Stardan Title: Jar designer web by @wilmerBailon | Stardance
Devlogs:
Hello there!!, this is my first project on the community which seems to be a really engaging initiative. Today I started the project and set up the development environment. I created the initial project structure, installed Node.js, and configured npm together with Vite. After that, I added Three.js and built a simple interactive 3D scene with a cube to make sure everything was working as expected. For the next stage of the project, I want to replace the cube with a procedurally generated vase and start working on the main object of the application.
Today I spent some time improving ClayForge and making the project feel more like a real application. I reorganized the code into different files to keep everything cleaner and easier to maintain. I also finished the profile editor on the left side of the screen. It now shows the grid, the vase profile and the control points. The best part is that the control points are now interactive. I can drag them with the mouse and the 3D vase updates instantly, which makes it much easier to experiment with different shapes. Most of today was spent cleaning up the code and fixing small issues after splitting everything into modules, but now the project has a much better foundation for adding more features. Next, I want to add wall thickness, smoother curves and STL export so the vases can be 3D printed.
Spent a good amount of time working on ClayForge these days. The project is starting to feel much more solid and usable. I improved the overall interface, cleaned up the design panel, added more controls and kept refining the vase editor.I had some problems with the initial structure of the project but I was able to solve them with a little help of copilot. There’s still plenty to do, but it’s coming together nicely and feels much closer to the tool I have in mind. Looking forward to building on this in the next sessions.
I added a spiral effect to the vase generator and spent some time testing different shapes and parameters. The results are looking pretty interesting so far. Next step is to print one on my 3D printer and see how it turns out in real life. Hopefully everything works as expected! :)
It worked!!! :)
I took the feedback into account and spent some time reworking the styling and parts of the logic. I changed the layout, spacing and visual details. I’ll keep refining it as I continue working on it.Hope it gets accepted =).
Today I worked on ClayForge based on the feedback I received.I made several changes to simplify the project and make the codebase cleaner and easier to understand. I also reorganized some of the JavaScript, cleaned up the CSS and removed some unnecessary files and configuration.I updated the README as well so it is more concise and focused on the project itself.Overall, today’s work was mainly about taking the feedback into account and cleaning up the project without changing its main functionality.Hope it gets accepted.=)
Ships:
Hello there! This is my first Hack Club proyect. I am proud of been part of the community. I usually do small proyects just for entretainment in my free time and I found this initiative incredible. I am open for any suggestion and new ideas. The proyect is a jar designer web application (ClayForge). My aim was to generate parametrized vase models (.stl) through an instant visual input in 2D that I could print in my 3D printer. The most difficult part was adding the spins only to the external surface, at first it changed all the design. Thanks for your time, I hope you like it....
|
1792878538.4503243
|
1793742538.4503243
|
|
41519
|
Bad Apple in Python by @Malingen | Stardance
|
Malingen
|
1
|
2.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T15:44:23Z", "hours": 2.0, "multiplier": 2.31, "payout": 5, "blessing": "neutral", "text": "I created a Python script that plays bad apple in your terminal (at a resolution of 90 px) out of fun and as a rite of passage. I may come back to it at one point in order to create my own image-to-ASCII art library to make it more of my own. See a demo at https://youtu.be/oUGzGzcXNb0", "repo": "https://github.com/lule345/BadApplePython", "demo": "https://pypi.org/project/badapplePy/"}]...
|
[{"post_id": 37075, "ts": "202 [{"post_id": 37075, "ts": "2026-07-29T15:38:32Z", "hours": 1.0081, "text": "Programming complete, working on packaging details and debugging"}, {"post_id": 37017, "ts": "2026-07-29T14:16:19Z", "hours": 0.9647, "text": "Small project I’m working on as a rite of passage"}]...
|
Title: Bad Apple in Python by @Malingen | Stardanc Title: Bad Apple in Python by @Malingen | Stardance
Devlogs:
Small project I’m working on as a rite of passage
Programming complete, working on packaging details and debugging
Ships:
I created a Python script that plays bad apple in your terminal (at a resolution of 90 px) out of fun and as a rite of passage. I may come back to it at one point in order to create my own image-to-ASCII art library to make it more of my own. See a demo at https://youtu.be/oUGzGzcXNb0...
|
1793576995.3147054
|
1793663395.3147054
|
|
41535
|
AnotherNet by @DanngDev | Stardance
|
DanngDev
|
1
|
7.0
|
55
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T16:32:15Z", "hours": 7.0, "multiplier": 7.29, "payout": 55, "blessing": "neutral", "text": "I made a ai site generator that stores it to a database in an attempt to create an “ai web”. It uses HC AI for the ai and runs on nextjs", "repo": "https://github.com/Volcar144/anothernet", "demo": "https://anothernet.vercel.app"}]...
|
[{"post_id": 40176, "ts": "202 [{"post_id": 40176, "ts": "2026-08-03T16:08:41Z", "hours": 1.5203, "text": "Moderation added (and random button) Finally added moderation to queries to prevent taking a heavy brunt on tokens from ai scrapers(also blocked them in vercel of course but can’t be too certain). also added a random button"}, {"post_id": 38307, "ts": "2026-07-31T16:59:54Z", "hours": 1.27, "text": "UI update YAY said no-one I made it look nicer, ur welcome"}, {"post_id": 37371, "ts": "2026-07-30T01:16:01Z", "hours": 1.4522, "text": "Finally, IT WORKS It semi works at least, for now, once the loading text disappears, just refresh the page to display the site. If you want to have a go, here , comment the url you decide to put in !"}, {"post_id": 37242, "ts": "2026-07-29T20:00:48Z", "hours": 1.6844, "text": "Finished DB and API Why does prisma next just make things HARDER 20 mins of this time was spend trying to figure out an issue that came because prisma forgot to rename the file Either way, the api and database are setup, now onto frontend ;("}, {"post_id": 37082, "ts": "2026-07-29T15:43:11Z", "hours": 0.6897, "text": "Finished my AI Library! yes I know I said I was going to work on the database but I don’t want to. Ok? Anyways, I now hate the openrouter SDK because it kept complaining at me about types for the response even through the response object had those types"}, {"post_id": 37050, "ts": "2026-07-29T14:56:37Z", "hours": 0.8606, "text": "Just finished the basic prototyping got searching and page slugs working! Database is next, wish me luck!"}]...
|
Title: AnotherNet by @DanngDev | Stardance
Devlog Title: AnotherNet by @DanngDev | Stardance
Devlogs:
Just finished the basic prototyping got searching and page slugs working! Database is next, wish me luck!
Finished my AI Library! yes I know I said I was going to work on the database but I don’t want to. Ok? Anyways, I now hate the openrouter SDK because it kept complaining at me about types for the response even through the response object had those types
Finished DB and API Why does prisma next just make things HARDER 20 mins of this time was spend trying to figure out an issue that came because prisma forgot to rename the file Either way, the api and database are setup, now onto frontend ;(
Finally, IT WORKS It semi works at least, for now, once the loading text disappears, just refresh the page to display the site. If you want to have a go, here , comment the url you decide to put in !
UI update YAY said no-one I made it look nicer, ur welcome
Moderation added (and random button) Finally added moderation to queries to prevent taking a heavy brunt on tokens from ai scrapers(also blocked them in vercel of course but can’t be too certain). also added a random button
Ships:
I made a ai site generator that stores it to a database in an attempt to create an “ai web”. It uses HC AI for the ai and runs on nextjs...
|
1793576997.673901
|
1793663397.673901
|
|
41538
|
my APOD site by @gopuabhayan5 | Stardance
|
gopuabhayan5
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T09:11:16Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? A personal dashboard-style website that displays a live clock, the current date, NASA’s Astronomy Picture of the Day (APOD), and top news headlines — all in one clean, static page. Built with React and Vite, deployed on Vercel. What was the challenge? The biggest challenge wasn’t the app logic itself — it was getting the deployment pipeline right. I hit a chain of issues: a missing plugin import in my Vite config, a missing dependency ( @vitejs /plugin-react) that wasn’t installed, and a base-path mismatch caused by trying to deploy to both GitHub Pages and Vercel at the same time, which use different URL structures. Debugging meant reading build logs and browser console errors carefully to isolate each failure one at a time rather than guessing. What are you proud of? Getting a real, working end-to-end deployment pipeline — from local code to a live public URL — and being able to methodically debug it using build logs and browser dev tools instead of getting stuck, even when three or four different issues were layered on top of each other. What should people know so they can test your project? Visit my-apod-site-jet.vercel.app. The clock and date should update live, and the page pulls in NASA’s daily APOD image plus current news headlines — no login or setup needed to view it.", "repo": "https://github.com/Gopuabhayan/my-apod-site", "demo": "https://my-apod-site-jet.vercel.app/"}]...
|
[{"post_id": 44617, "ts": "202 [{"post_id": 44617, "ts": "2026-08-10T14:44:45Z", "hours": 0.4642, "text": "i complete my work."}, {"post_id": 42078, "ts": "2026-08-06T17:14:05Z", "hours": 5.0103, "text": "i complete one section."}]...
|
Title: my APOD site by @gopuabhayan5 | Stardance
Title: my APOD site by @gopuabhayan5 | Stardance
Devlogs:
i complete one section.
i complete my work.
Ships:
What did you make? A personal dashboard-style website that displays a live clock, the current date, NASA’s Astronomy Picture of the Day (APOD), and top news headlines — all in one clean, static page. Built with React and Vite, deployed on Vercel. What was the challenge? The biggest challenge wasn’t the app logic itself — it was getting the deployment pipeline right. I hit a chain of issues: a missing plugin import in my Vite config, a missing dependency ( @vitejs /plugin-react) that wasn’t installed, and a base-path mismatch caused by trying to deploy to both GitHub Pages and Vercel at the same time, which use different URL structures. Debugging meant reading build logs and browser console errors carefully to isolate each failure one at a time rather than guessing. What are you proud of? Getting a real, working end-to-end deployment pipeline — from local code to a live public URL — and being able to methodically debug it using build logs and browser dev tools instead of getting stuck, even when three or four different issues were layered on top of each other. What should people know so they can test your project? Visit my-apod-site-jet.vercel.app. The clock and date should update live, and the page pulls in NASA’s daily APOD image plus current news headlines — no login or setup needed to view it....
|
1793508928.7963421
|
1793595328.7963421
|
|
41548
|
Market Lab by @GoldenClarinet | Stardance
|
GoldenClarinet
|
1
|
132.14
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T13:44:17Z", "hours": 130.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MarketLab is a python tool to exploring BINANCE financial data. With MarketLab, you can create and manage database of market data such as the OHLCV, calculated indicators such as SMA, RSI etc… The most challenging part was to rebuilt the core of the project. I am very proud of MarketLab because it is my very first and my most complex python project yet.", "repo": "https://github.com/Cla1tra2algo/Market-Lab", "demo": "https://pypi.org/project/the-marketlab-project/"}]...
|
[{"post_id": 74089, "ts": "202 [{"post_id": 74089, "ts": "2026-09-26T17:22:31Z", "hours": 0.6122, "text": "After Ship DevLog #2: I changed manually the README to reduce the part of AI code"}, {"post_id": 72266, "ts": "2026-09-22T15:30:09Z", "hours": 1.5233, "text": "After DevLog #1 : I have edited parts of the README and fixed a bug when window selection. Thanks for reading 😄"}, {"post_id": 71199, "ts": "2026-09-20T13:09:32Z", "hours": 6.0994, "text": "Final DevLog (#33) : Great Great Great New !! The first version of MarketLab is finished !! You can now install it, if you have python with a simple pip install the-marketlab-project and import it under the name of marketlab ! Thanks for reading ad for all the support you gave me 😄 ✌️ ! Special thanks to @dapsvi , @jinjin , @preyas_21 and @MathBty for liking DevLog #33 !"}, {"post_id": 64930, "ts": "2026-09-09T17:27:42Z", "hours": 1.0522, "text": "DevLog #32 : Newfeature ! : I finally fixed the bug that misplaced and made calcultation over wrong data to update indicators. Thes next step is to add the update for the events. Thanks for reading 😄 PS : Special thanks to @kingkev for liking DevLog #31 and following and thank to @No1Michael for liking DevLog #30 !"}, {"post_id": 63039, "ts": "2026-09-06T16:40:05Z", "hours": 0.3269, "text": "DevLog #31 : New feature (not perfect yet) ! I am fixing the issues on the indicator update (see DevLog #30). The indicator is now updated over te whole set of new data and a misplacement has been corrected. But some problems remains: the indicator is updated with what seems to be the first value of the whole set of data and it is also calculated with the very first values (that normally cannot be done: if you are calculating a SMA100, the 99 firsts values cannot be calculated) Thanks for reading 😄"}, {"post_id": 62995, "ts": "2026-09-06T15:44:46Z", "hours": 1.2817, "text": "DevLog #30 : New feature (not perfect yet) ! You can now update the calculated indicators, but an issue just showed up: there are three misplacement of the new values of the indicator. I am working on fixing that. Thanks for reading 🫡 PS : Special thanks to @bali0531 , @lakshaykhatri780 and @jinjin for liking DevLog #29 !"}, {"post_id": 62088, "ts": "2026-09-05T10:32:14Z", "hours": 4.7581, "text": "DevLog #29 : New feature ! You can now update the data available on Binance API. I am also working on calculating indicators and avents over these new data. Thanks for reading 😄 PS: If you know how the 3D Printing Credits available in the shop can be used, I will be grateful if you tell me in the comments!"}, {"post_id": 58871, "ts": "2026-08-31T13:24:47Z", "hours": 8.6258, "text": "DevLog #28 : I finalized the sync of all the part of the system that manage events calculation with the new core of MarketLab. I also started the README. I am currently working on updating all the data after a break in your work on MarketLab. Thanks for reading ✌️! PS: Special thanks again to @bali0531 for liking DevLog #27 ! PS 2: I do not have special image to illustrate the work I have donne these last 8 hours, sorry 🙇♂️"}, {"post_id": 57267, "ts": "2026-08-29T11:33:25Z", "hours": 2.5878, "text": "DevLog #27 : I finalized the sync of all the part of the system that manage indicators calculation with the new core of MarketLab. The next step is to do the same with the events part. Thanks for reading 😆 PS: Special thanks to @bali0531 for liking DevLog #26 !"}, {"post_id": 56754, "ts": "2026-08-28T17:15:42Z", "hours": 10.6694, "text": "DevLog #26 : I keep on modifying the core of MarketLab. I do not have anything special but I need to do this DevLog to log my hours. Thanks fore reading 😄"}, {"post_id": 54023, "ts": "2026-08-24T19:26:44Z", "hours": 8.7467, "text": "DevLog #25 : New feature ! While trying to calculate an indicator, if an existing one has the same name, MaketLab will ask if you want to replace the existing one, rename the indicator you want to calculate or simply cancel the calculations. I am working on the same system but with MarketLab looking on the parameters of calculated indicators. Thanks for reading ✌️!"}, {"post_id": 53139, "ts": "2026-08-23T16:00:46Z", "hours": 8.6025, "text": "DevLog #24 : I standardized indicator definition and metadata to set the rules the user must follow to create indicator that can be accepted by MarkLab. The user must define these metadata to use its own custom indicators : the name of the indicator, the number of parameters nb that the user can choose, the recommended parameters r , the function of the indicator f , the type t of the indicator ( general_app or custom ) and the forced parameters fp . The next step is to do the same with the events. Thanks for reading 🙌!"}, {"post_id": 51812, "ts": "2026-08-21T17:32:26Z", "hours": 8.0319, "text": "DevLog #23 : I keep on working on redefining the structure of the code. All the sqlite3 operations are now performed by the class MarketLabDataBase . Redefining the structure af the code will take a long time (8 hours for one step) but it is one of the final steps of the project and it will hopefully improve the complexity grade of my project. Thanks for reading 😆!"}, {"post_id": 51280, "ts": "2026-08-20T20:27:26Z", "hours": 3.5481, "text": "DevLog #22 : I started working on redefining the structure of the code to strengthen robustness and clarify the architecture. I asked Codex to make me a check list of all the modifications to operate. Thanks for reading 😁 PS : Special thanks to @Aaravkatiyar for liking and commenting DevLog #21 and following ! (You are the GOAT!)"}, {"post_id": 51044, "ts": "2026-08-20T15:07:02Z", "hours": 8.0183, "text": "DevLog #21 : New functionality ! You can now download data from a specific date range. I added this feature to prevent long downloads ( ~ 5 minutes for the whole history with a time frame of 15m and 15 times longer for a timeframe of 1m ). I am now working on computing series with incompatible indicators with general_application . Thanks for reading ✌️! PS : Special thanks to @alyaanmughal for liking DevLog #18, @Aaravkatiyar for liking DevLog #20 and @Sreeni for following me !"}, {"post_id": 49474, "ts": "2026-08-18T10:20:12Z", "hours": 3.0044, "text": "DevLog #20 : New design ! I redesign the main menu by moving 🧩 Manage Custom Indicators and Events , 🗑️ Delete a Column and 📁 Open or Create a Database in the ⚙️ Settings . Small change but it improves the user experience and the understanding of the main menu. Thanks for reading 😄!"}, {"post_id": 48927, "ts": "2026-08-17T14:20:06Z", "hours": 2.0031, "text": "DevLog #19 : New functionality ! You can now compute series of the same indicator but with different windows (EMA 20; EMA 30; EMA 40 …). It only work for the functions compatible with general_application for now but I am working to extend this feature to the custom indicator functions. Thanks for reading 🙌!"}, {"post_id": 48352, "ts": "2026-08-16T17:43:53Z", "hours": 4.1689, "text": "DevLog #18 : New indicator and new event ! The filter_savgol applies a Savitzky-Golay filter (filter that works on polynomial regression) and peak_detection . This led me to add a system that allows the use of indicators and events functions that do not comply with the functions general_application and general_event_application (functions that simplify the création of custom indicators and events). The next steps are the packaging and the writing of the README. Thanks for reading 🙌!"}, {"post_id": 47705, "ts": "2026-08-15T19:53:16Z", "hours": 7.8397, "text": "DevLog #17 : New functionality ! You can now create a file containing your own custom indicators and events . I also created a function called general_event_application which simplifies the creation of new events. Thanks for reading 😄 PS : Special thanks to @bali0531 for liking DevLog #16 !"}, {"post_id": 44678, "ts": "2026-08-10T16:24:41Z", "hours": 3.4011, "text": "DevLog #16 : New functionality ! You can now calculate statistics of an event to show up in function of two parameters. In The example, the event is a cross between the close and the SMA 100 in function of the volume and the the volume of the quote. I am coming to the end of the project, the next steps are to allowing the user create its own indicators and events. Thanks for reading 🙌 ! PS : Special thanks to @MathBty and @dhruvalya for liking DevLog #15 !"}, {"post_id": 43280, "ts": "2026-08-08T13:27:43Z", "hours": 2.3211, "text": "DevLog #15 : New functionality ! You can now search a file already created to make returning to work easier on an existing file. Thank for reading 😄 ! PS : Special thanks to @Gerafftes for liking DevLog #14 !"}, {"post_id": 42185, "ts": "2026-08-06T20:01:07Z", "hours": 1.8761, "text": "DevLog #14 : New fonctionality ! You can now plot a Status with indicators directly with the interface. In the example, Close, SMA 100, SMA 50 and Cross(SMA 100, SMA 50) are plotted on the same graph. The next step is to calculate Stats and plot it too. Thanks for reading 🫡"}, {"post_id": 41992, "ts": "2026-08-06T15:11:05Z", "hours": 5.2839, "text": "DevLog #13 : New functionalities ! You can now plot any indicators already calculated directly with the interface. The next step is to plot status (like “cross”) and stats. I also added 4 functional indicators in the indicator dict of the interface (ATR, VWMA, Amplitude and Relative). The Indicator Dict is able to contain recommended parameters for each indicator and they are printed when entering parameters to calculate indicators. Thanks for reading 🫡. PS : Special thanks to @Jinan (again!), @CoolDuck and @MathBty for liking DevLog #12, @PAPER_01 for liking my first DevLog. Thanks again to @jinan for the amazing comment about DevLog #12 and @yeshwingadde for following !"}, {"post_id": 41322, "ts": "2026-08-05T13:45:46Z", "hours": 2.9131, "text": "DevLog #12 : Bugs fixed ! I added in the code verifications for each user entry to prevent incorrect type of entries and reduce program crash. I also added the option Continue after an action. Hope you like the new logo. Thanks for reading 🙌! PS: Special thanks to @shi , @Jinan and @f for liking DevLog #11. Thank again to @f for the nice comment about DevLog #11!"}, {"post_id": 41198, "ts": "2026-08-05T08:37:29Z", "hours": 4.0861, "text": "DevLog #11 : New functionality ! You can now calculate indicators directly with the interface and delete it. I also added an History to remember the actions that have been done. Hope you like the new design with emojis. I am still taking ideas from you. Thanks for reading 😁"}, {"post_id": 40775, "ts": "2026-08-04T14:59:09Z", "hours": 1.1947, "text": "DevLog #10 : New functionality ! I have started to build a terminal-based user interface to make Market Lab much easier to use. Here is a preview of the first functionality : Download Data to download every candles of the selected symbol and interval. I am also continuing to work on the heat map feature (look at DevLog #9). If you have advice about the design or whatever of the interface, I will be very happy to listen to it. Thanks for reading 🫶 !"}, {"post_id": 40616, "ts": "2026-08-04T08:41:34Z", "hours": 1.0947, "text": "DevLog #9 : New functionality ! The probability for an event occurring can now be calculated and plotted. In the example, the probability of a crossover/crossunder based on trading volume is shown in red or in blue. The next step is to calculate the probability of an event to show up based on two variables and visualize the results using heatmaps. Thanks for reading 🙌. PS : Special thanks to @jinan , @logannavaia and @Epicninja3 for liking the DevLog #8. Thanks again to @Epicninja3 and @logannavaia for following this project !"}, {"post_id": 40386, "ts": "2026-08-03T21:08:16Z", "hours": 1.6072, "text": "DevLog #8 : New event ! The event “under_over” allows us to detect a moment in time where a variable is under or over another. Here the example shows the moment when the SMA 50 is either under or over the SMA 100. I keep on working on the function that allows to compute the probability of an event to show up based on different variables. Thanks for reading 🤠 PS : special thanks to @f for liking the DevLog #7 and the very encouraging comment !"}, {"post_id": 40269, "ts": "2026-08-03T18:04:16Z", "hours": 0.4303, "text": "DevLog #7 : Following the DevLog #6. Triangular labels can now be plotted on the graph at the location of each event. In the example, the event is the crossover between two EMAs. The next step is to compute the probability for an event to show up based on different variables such as the volume, the number of trades etc. Thanks for reading ✌️ ! PS : special thanks to @benvelzul for following this project !"}, {"post_id": 40182, "ts": "2026-08-03T16:13:51Z", "hours": 1.2819, "text": "DevLog #6 : New event ! The event « cross » allows us to detect a moment in time when two values cross each other. Here, the example shows the moment when two SMAs cross one another. This event is shown by the second graph which ocilliates between 1 and -1 for a crossover and a crossunder. The next step is to plot labels directly on the graph for each « cross ». Thanks for reading 😄"}, {"post_id": 39966, "ts": "2026-08-03T09:35:00Z", "hours": 0.3058, "text": "DevLog #5 : New indicator ! I have juste finished implementing the Commodity Chanel Index (cci). This indicator show how much the deviation of the price form its average (SMA) is important relatively to the mean deviation of the price (MD). The math formula is a bit complexe so I joined it below. The typical price (TP) is the average of the high (H), low (L) and close (C) of the same candle. Thanks for reading this DevLog 🫡"}, {"post_id": 39947, "ts": "2026-08-03T08:48:30Z", "hours": 0.485, "text": "DevLog #4 : New indicator ! I have just finished implementing the Stochastic Oscillator (or %K). It is a simple indicator which calculate the “position” of the close of the the last candle over n candles. Here is the math formula: %K = 100 * (Close-Low)/(High-Low) with Close the close of the last candle ; Low the lowest point over n candles ; High the highest point over n candles. The timeframe is still 12h because the calculations are much more faster than those for a 1h timeframe ( logically 12 time faster). Thanks for reading this DevLog 🙌"}, {"post_id": 39921, "ts": "2026-08-03T07:32:41Z", "hours": 1.06, "text": "DevLog #3 : I have just finished implementing the RSI calculation. This is the RSI 14 close of the BTC on a 12h timeframe. I have more than 10 indicators now !"}, {"post_id": 39612, "ts": "2026-08-02T18:27:40Z", "hours": 0.6106, "text": "DevLog #2 : New Indicator ! Here is the ATR 14 of BTC since the 17/08/2017 computed on a 12h time frame. Thanks for reading 😆!"}, {"post_id": 39559, "ts": "2026-08-02T16:27:33Z", "hours": 12.2767, "text": "DevLog #1 : Very first DevLog ! I started Market Lab one week ago and heard about StarDance Challenge one month ago. But I got the idea to participate only yesterday so I have about ten hour that won’t count 😥. I already established the data extraction from BINANCE API. I keep on tracking errors and creating new functions to calculate indicators. Thanks for reading 🫡!"}]...
|
Title: Market Lab by @GoldenClarinet | Stardance
Title: Market Lab by @GoldenClarinet | Stardance
Devlogs:
DevLog #1 : Very first DevLog ! I started Market Lab one week ago and heard about StarDance Challenge one month ago. But I got the idea to participate only yesterday so I have about ten hour that won’t count 😥. I already established the data extraction from BINANCE API. I keep on tracking errors and creating new functions to calculate indicators. Thanks for reading 🫡!
DevLog #2 : New Indicator ! Here is the ATR 14 of BTC since the 17/08/2017 computed on a 12h time frame. Thanks for reading 😆!
DevLog #3 : I have just finished implementing the RSI calculation. This is the RSI 14 close of the BTC on a 12h timeframe. I have more than 10 indicators now !
DevLog #4 : New indicator ! I have just finished implementing the Stochastic Oscillator (or %K). It is a simple indicator which calculate the “position” of the close of the the last candle over n candles. Here is the math formula: %K = 100 * (Close-Low)/(High-Low) with Close the close of the last candle ; Low the lowest point over n candles ; High the highest point over n candles. The timeframe is still 12h because the calculations are much more faster than those for a 1h timeframe ( logically 12 time faster). Thanks for reading this DevLog 🙌
DevLog #5 : New indicator ! I have juste finished implementing the Commodity Chanel Index (cci). This indicator show how much the deviation of the price form its average (SMA) is important relatively to the mean deviation of the price (MD). The math formula is a bit complexe so I joined it below. The typical price (TP) is the average of the high (H), low (L) and close (C) of the same candle. Thanks for reading this DevLog 🫡
DevLog #6 : New event ! The event « cross » allows us to detect a moment in time when two values cross each other. Here, the example shows the moment when two SMAs cross one another. This event is shown by the second graph which ocilliates between 1 and -1 for a crossover and a crossunder. The next step is to plot labels directly on the graph for each « cross ». Thanks for reading 😄
DevLog #7 : Following the DevLog #6. Triangular labels can now be plotted on the graph at the location of each event. In the example, the event is the crossover between two EMAs. The next step is to compute the probability for an event to show up based on different variables such as the volume, the number of trades etc. Thanks for reading ✌️ ! PS : special thanks to @benvelzul for following this project !
DevLog #8 : New event ! The event “under_over” allows us to detect a moment in time where a variable is under or over another. Here the example shows the moment when the SMA 50 is either under or over the SMA 100. I keep on working on the function that allows to compute the probability of an event to show up based on different variables. Thanks for reading 🤠 PS : special thanks to @f for liking the DevLog #7 and the very encouraging comment !
DevLog #9 : New functionality ! The probability for an event occurring can now be calculated and plotted. In the example, the probability of a crossover/crossunder based on trading volume is shown in red or in blue. The next step is to calculate the probability of an event to show up based on two variables and visualize the results using heatmaps. Thanks for reading 🙌. PS : Special thanks to @jinan , @logannavaia and @Epicninja3 for liking the DevLog #8. Thanks again to @Epicninja3 and @logannavaia for following this project !
DevLog #10 : New functionality ! I have started to build a terminal-based user interface to make Market Lab much easier to use. Here is a preview of the first functionality : Download Data to download every candles of the selected symbol and interval. I am also continuing to work on the heat map feature (look at DevLog #9). If you have advice about the design or whatever of the interface, I will be very happy to listen to it. Thanks for reading 🫶 !
DevLog #11 : New functionality ! You can now calculate indicators directly with the interface and delete it. I also added an History to remember the actions that have been done. Hope you like the new design with emojis. I am still taking ideas from you. Thanks for reading 😁
DevLog #12 : Bugs fixed ! I added in the code verifications for each user entry to prevent incorrect type of entries and reduce program crash. I also added the option Continue after an action. Hope you like the new logo. Thanks for reading 🙌! PS: Special thanks to @shi , @Jinan and @f for liking DevLog #11. Thank again to @f for the nice comment about DevLog #11!
DevLog #13 : New functionalities ! You can now plot any indicators already calculated directly with the interface. The next step is to plot status (like “cross”) and stats. I also added 4 functional indicators in the indicator dict of the interface (ATR, VWMA, Amplitude and Relative). The Indicator Dict is able to contain recommended parameters for each indicator and they are printed when entering parameters to calculate indicators. Thanks for reading 🫡. PS : Special thanks to @Jinan (again!), @CoolDuck and @MathBty for liking DevLog #12, @PAPER_01 for liking my first DevLog. Thanks again to @jinan for the amazing comment about DevLog #12 and @yeshwingadde for following !
DevLog #14 : New fonctionality ! You can now plot a Status with indicators directly with the interface. In the example, Close, SMA 100, SMA 50 and Cross(SMA 100, SMA 50) are plotted on the same graph. The next step is to calculate Stats and plot it too. Thanks for reading 🫡
DevLog #15 : New functionality ! You can now search a file already created to make returning to work easier on an existing file. Thank for reading 😄 ! PS : Special thanks to @Gerafftes for liking DevLog #14 !
DevLog #16 : New functionality ! You can now calculate statistics of an event to show up in function of two parameters. In The example, the event is a cross between the close and the SMA 100 in function of the volume and the the volume of the quote. I am coming to the end of the project, the next steps are to allowing the user create its own indicators and events. Thanks for reading 🙌 ! PS : Special thanks to @MathBty and @dhruvalya for liking DevLog #15 !
DevLog #17 : New functionality ! You can now create a file containing your own custom indicators and events . I also created a function called general_event_application which simplifies the creation of new events. Thanks for reading 😄 PS : Special thanks to @bali0531 for liking DevLog #16 !
DevLog #18 : New indicator and new event ! The filter_savgol applies a Savitzky-Golay filter (filter that works on polynomial regression) and peak_detection . This led me to add a system that allows the use of indicators and events functions that do not comply with the functions general_application and general_event_application (functions that simplify the création of custom indicators and events). The next steps are the packaging and the writing of the README. Thanks for reading 🙌!
DevLog #19 : New functionality ! You can now compute series of the same indicator but with different windows (EMA 20; EMA 30; EMA 40 …). It only work for the functions compatible with general_application for now but I am working to extend this feature to the custom indicator functions. Thanks for reading 🙌!
DevLog #20 : New design ! I redesign the main menu by moving 🧩 Manage Custom Indicators and Events , 🗑️ Delete a Column and 📁 Open or Create a Database in the ⚙️ Settings . Small change but it improves the user experience and the understanding of the main menu. Thanks for reading 😄!
DevLog #21 : New functionality ! You can now download data from a specific date range. I added this feature to prevent long downloads ( ~ 5 minutes for the whole history with a time frame of 15m and 15 times longer for a timeframe of 1m ). I am now working on computing series with incompatible indicators with general_application . Thanks for reading ✌️! PS : Special thanks to @alyaanmughal for liking DevLog #18, @Aaravkatiyar for liking DevLog #20 and @Sreeni for following me !
DevLog #22 : I started working on redefining the structure of the code to strengthen robustness and clarify the architecture. I asked Codex to make me a check list of all the modifications to operate. Thanks for reading 😁 PS : Special thanks to @Aaravkatiyar for liking and commenting DevLog #21 and following ! (You are the GOAT!)
DevLog #23 : I keep on working on redefining the structure of the code. All the sqlite3 operations are now performed by the class MarketLabDataBase . Redefining the structure af the code will take a long time (8 hours for one step) but it is one of the final steps of the project and it will hopefully improve the complexity grade of my project. Thanks for reading 😆!
DevLog #24 : I standardized indicator definition and metadata to set the rules the user must follow to create indicator that can be accepted by MarkLab. The user must define these metadata to use its own custom indicators : the name of the indicator, the number of parameters nb that the user can choose, the recommended parameters r , the function of the indicator f , the type t of the indicator ( general_app or custom ) and the forced parameters fp . The next step is to do the same with the events. Thanks for reading 🙌!
DevLog #25 : New feature ! While trying to calculate an indicator, if an existing one has the same name, MaketLab will ask if you want to replace the existing one, rename the indicator you want to calculate or simply cancel the calculations. I am working on the same system but with MarketLab looking on the parameters of calculated indicators. Thanks for reading ✌️!
DevLog #26 : I keep on modifying the core of MarketLab. I do not have anything special but I need to do this DevLog to log my hours. Thanks fore reading 😄
DevLog #27 : I finalized the sync of all the part of the system that manage indicators calculation with the new core of MarketLab. The next step is to do the same with the events part. Thanks for reading 😆 PS: Special thanks to @bali0531 for liking DevLog #26 !
DevLog #28 : I finalized the sync of all the part of the system that manage events calculation with the new core of MarketLab. I also started the README. I am currently working on updating all the data after a break in your work on MarketLab. Thanks for reading ✌️! PS: Special thanks again to @bali0531 for liking DevLog #27 ! PS 2: I do not have special image to illustrate the work I have donne these last 8 hours, sorry 🙇♂️
DevLog #29 : New feature ! You can now update the data available on Binance API. I am also working on calculating indicators and avents over these new data. Thanks for reading 😄 PS: If you know how the 3D Printing Credits available in the shop can be used, I will be grateful if you tell me in the comments!
DevLog #30 : New feature (not perfect yet) ! You can now update the calculated indicators, but an issue just showed up: there are three misplacement of the new values of the indicator. I am working on fixing that. Thanks for reading 🫡 PS : Special thanks to @bali0531 , @lakshaykhatri780 and @jinjin for liking DevLog #29 !
DevLog #31 : New feature (not perfect yet) ! I am fixing the issues on the indicator update (see DevLog #30). The indicator is now updated over te whole set of new data and a misplacement has been corrected. But some problems remains: the indicator is updated with what seems to be the first value of the whole set of data and it is also calculated with the very first values (that normally cannot be done: if you are calculating a SMA100, the 99 firsts values cannot be calculated) Thanks for reading 😄
DevLog #32 : Newfeature ! : I finally fixed the bug that misplaced and made calcultation over wrong data to update indicators. Thes next step is to add the update for the events. Thanks for reading 😄 PS : Special thanks to @kingkev for liking DevLog #31 and following and thank to @No1Michael for liking DevLog #30 !
Final DevLog (#33) : Great Great Great New !! The first version of MarketLab is finished !! You can now install it, if you have python with a simple pip install the-marketlab-project and import it under the name of marketlab ! Thanks for reading ad for all the support you gave me 😄 ✌️ ! Special thanks to @dapsvi , @jinjin , @preyas_21 and @MathBty for liking DevLog #33 !
After DevLog #1 : I have edited parts of the README and fixed a bug when window selection. Thanks for reading 😄
After Ship DevLog #2: I changed manually the README to reduce the part of AI code
Ships:
MarketLab is a python tool to exploring BINANCE financial data. With MarketLab, you can create and manage database of market data such as the OHLCV, calculated indicators such as SMA, RSI etc… The most challenging part was to rebuilt the core of the project. I am very proud of MarketLab because it is my very first and my most complex python project yet....
|
1793581197.8818727
|
1793667597.8818727
|
|
41555
|
FluxEngine Website by @olebeuscher | Stardance
|
olebeuscher
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T15:36:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The FluxTron Website is my very first website for my project Fluxtron which you can also see in Hackclub stardance. I want to make this website more interactive and add javascript but for now it is ready to ship and to be visible for th world. (Im so proud of me for finishing my first project lol)", "repo": "https://github.com/WeirdCookie/FluxEngine-Website", "demo": "https://fluxtron.weirdcookie.workers.dev/"}]...
|
[{"post_id": 37659, "ts": "202 [{"post_id": 37659, "ts": "2026-07-30T15:29:13Z", "hours": 1.8181, "text": "SHIP #1 I finished my first project ever. (˶>⩊<˶) I deployed the website on cloudflare and made is visible for everyone under https://fluxtron.weirdcookie.workers.dev/ I also added much css and learned very much new things since my last devlog. :)"}, {"post_id": 37132, "ts": "2026-07-29T16:52:41Z", "hours": 0.7519, "text": "Devlog #1 I created the Project and i added the style.css and the index.html and have now cool Background colour"}]...
|
Title: FluxEngine Website by @olebeuscher | Starda Title: FluxEngine Website by @olebeuscher | Stardance
Devlogs:
Devlog #1 I created the Project and i added the style.css and the index.html and have now cool Background colour
SHIP #1 I finished my first project ever. (˶>⩊<˶) I deployed the website on cloudflare and made is visible for everyone under https://fluxtron.weirdcookie.workers.dev/ I also added much css and learned very much new things since my last devlog. :)
Ships:
The FluxTron Website is my very first website for my project Fluxtron which you can also see in Hackclub stardance. I want to make this website more interactive and add javascript but for now it is ready to ship and to be visible for th world. (Im so proud of me for finishing my first project lol)...
|
1793588024.3719537
|
1793674424.3719537
|
|
41559
|
pulsewidth thing by @sevennn_39 | Stardance
|
sevennn_39
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T15:47:00Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My project was made for the Hack Club ysws Pulsewidth, and it turns IP addresses into music! Doing it was a bit of a time crunch and I had to remember how to use JavaScript, but I think it turned out well! The program uses some of the basic code from the tutorial project yubidnb, but it’s repurposed and added onto so it uses IP addresses and not yubikeys!", "repo": "https://github.com/sevennn39/pulsewidth-stuff", "demo": "https://jamil-reference.streamlit.app/"}]...
|
[{"post_id": 48257, "ts": "202 [{"post_id": 48257, "ts": "2026-08-16T15:44:35Z", "hours": 5.0575, "text": "Hello! I did this project fairly fast so I didn’t have the time to post a lot of devlogs unfortunately, but!! Here’s the devlog for my pulsewidth thing! It basically turns IP addresses into music by fetching them and plugging them into code for integers to music!"}]...
|
Title: pulsewidth thing by @sevennn_39 | Stardance Title: pulsewidth thing by @sevennn_39 | Stardance
Devlogs:
Hello! I did this project fairly fast so I didn’t have the time to post a lot of devlogs unfortunately, but!! Here’s the devlog for my pulsewidth thing! It basically turns IP addresses into music by fetching them and plugging them into code for integers to music!
Ships:
My project was made for the Hack Club ysws Pulsewidth, and it turns IP addresses into music! Doing it was a bit of a time crunch and I had to remember how to use JavaScript, but I think it turned out well! The program uses some of the basic code from the tutorial project yubidnb, but it’s repurposed and added onto so it uses IP addresses and not yubikeys!...
|
1793512215.1283169
|
1793598615.1283169
|
|
41569
|
Stardust calculator by @Arbuz | Stardance
|
Arbuz
|
1
|
6.48
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T03:50:35Z", "hours": 6.0, "multiplier": 2.29, "payout": 13, "blessing": "neutral", "text": "I made a web tool for estimating how much Stardust you’ll earn from your project. The most challenging part was learning the basics of Javascript for this project. I’m proud that I made a functional tool in 6 hours. You can test my project here: https://arbuzyonak.github.io/Stardust-Calculator/", "repo": "https://github.com/Arbuzyonak/Stardust-Calculator", "demo": "https://arbuzyonak.github.io/Stardust-Calculator/"}]...
|
[{"post_id": 38579, "ts": "202 [{"post_id": 38579, "ts": "2026-08-01T01:57:00Z", "hours": 0.4808, "text": "Devlog 4 Added an hour until goal calculator"}, {"post_id": 38000, "ts": "2026-07-31T03:36:25Z", "hours": 1.3244, "text": "Devlog 3 The site is done! You can now estimate how much stardust you will get and see how many days it will take to hit your goal!"}, {"post_id": 37959, "ts": "2026-07-31T00:44:32Z", "hours": 1.09, "text": "Devlog 2 Added better ui to my stardust calculator"}, {"post_id": 37797, "ts": "2026-07-30T18:48:46Z", "hours": 3.1964, "text": "Devlog 1 So, I’m making a calculator to check how much stardust you can potentially get from your project! I will keep you updated as I improve the ui"}]...
|
Title: Stardust calculator by @Arbuz | Stardance
Title: Stardust calculator by @Arbuz | Stardance
Devlogs:
Devlog 1 So, I’m making a calculator to check how much stardust you can potentially get from your project! I will keep you updated as I improve the ui
Devlog 2 Added better ui to my stardust calculator
Devlog 3 The site is done! You can now estimate how much stardust you will get and see how many days it will take to hit your goal!
Devlog 4 Added an hour until goal calculator
Ships:
I made a web tool for estimating how much Stardust you’ll earn from your project. The most challenging part was learning the basics of Javascript for this project. I’m proud that I made a functional tool in 6 hours. You can test my project here: https://arbuzyonak.github.io/Stardust-Calculator/...
|
1793588026.6978538
|
1793674426.6978538
|
|
41570
|
FUNKOI by @myreester | Stardance
|
myreester
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T08:00:50Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello,i am a 14 year old from india.Since,i have school i spent my 2 sundays on this project. You might think i am lying but this project was first created in my old account mcking. And if you try this project you might find some easter eggs.", "repo": "https://github.com/PEAKAKAME/https-peakakame.github.io-", "demo": "https://peakakame.github.io/https-peakakame.github.io-/"}]...
|
[{"post_id": 39340, "ts": "202 [{"post_id": 39340, "ts": "2026-08-02T07:56:34Z", "hours": 0.4339, "text": "Working on my wesite FUNKOI.Added a neon glow animation to my search bar."}]...
|
Title: FUNKOI by @myreester | Stardance
Devlogs:
Title: FUNKOI by @myreester | Stardance
Devlogs:
Working on my wesite FUNKOI.Added a neon glow animation to my search bar.
Ships:
Hello,i am a 14 year old from india.Since,i have school i spent my 2 sundays on this project. You might think i am lying but this project was first created in my old account mcking. And if you try this project you might find some easter eggs....
|
1793588027.951315
|
1793674427.951315
|
|
41607
|
The Pixel Corner by @adwitha | Stardance
|
adwitha
|
1
|
12.0
|
107
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T05:22:30Z", "hours": 12.0, "multiplier": 8.64, "payout": 107, "blessing": "neutral", "text": "The Pixel Corner is an interactive blog website that discusses the design and development of entertainment in a way that makes it fun. I built this website because I found that reading huge walls of text with an image or two sprinkled in here and there wasn’t keeping me engaged or helping me grasp what I was reading. To fix that issue, The Pixel Corner introduces articles that feel alive. There are many interactive elements to solidify understanding of the reading, and the article’s look and feel change as the reader moves through different sections. I feel that this helps the reader understand the material much better and also enjoy their experience reading through it. Through this project, I’ve learned a lot about JavaScript DOM manipulation to make many of the interactive elements work, and also dynamic element creation using JavaScript to make new HTML. I also got much better at styling elements with CSS, as there was a ton of custom styling that went into making this webpage look the way it is. This isn’t a complete project as I plan to make more articles over time, but what is currently present is fully functional. Please provide any feedback on what you didn’t like or what improvements you would like to see. I hope you enjoy the article!", "repo": "https://github.com/AadityanAnbumani/The-Pixel-Corner", "demo": "https://aadityananbumani.github.io/The-Pixel-Corner/"}]...
|
[{"post_id": 39269, "ts": "202 [{"post_id": 39269, "ts": "2026-08-02T04:15:21Z", "hours": 9.21, "text": "For this devlog, I was only planning to have the article done, but I ended up finishing both the homepage and the article as I was enjoying designing them! Personally, I’ve always found it hard to really understand and retain the information I read from a wall of text, so I wanted to take the opportunity to bring to life how I wish all blogs and articles would look and feel. I’ve always loved interactive websites that let you interact with the items the article discusses, as they’ve always helped me understand the concept better. I’m also very passionate about JoJo’s Bizarre Adventure (It is my favorite anime lol), so I took this opportunity to use it to explain how I think a great power system is built. I’ve included all kinda of interactive activities throughout the article, like a cool animation of how Hamon works. I made this section interactive by making a Hamon observer that checks if the reader has scrolled to the div of “hamon-section” and creates the sun-like overlay shown in the second image below. Once the button saying begin breathing is pressed, the CSS for the glow effect around the GIF is set to opacity 1 from 0, there is a flash of white, and the GIF is switched to the Hamon-activated one after a few seconds’ delay. I also made a stand card section where the user can use a stand arrow on themselves and choose a stand from the provided options, a section where the reader gets asked about when a “useless” seeming power could be useful, and a section where the user gets to build their own power and give it a limitation which the website will then provide a comment on. All of these were achieved through using JavaScript DOM manipulation by hiding and making elements appear, as well as applying CSS to them. Furthermore, for the section where the user gets to choose a stand, I used dynamic element creation in JavaScript to make new HTML elements in the JavaScript itself. I learned many new things through this project. I learned how to make effects that appear as the user gradually scrolls through the page, and pretty much everything about mouse hover effects lol. I also feel like I have gotten a good understanding of how to have a cohesive design language that sticks throughout the home page and article to provide a professional user experience. This project also allowed me to get practice with JavaScript DOM manipulation, as I have used it extensively in the stands sections and also at the end. The theme of this website is like a starry night sky, but if it were from a retro video game. The reason I thought of this is that I wanted to have a theme of retro sprites and pixel art in all the articles I write, as I think it supports the “Pixel Corner” name of the website. The colorway of the website was actually inspired by JoJo lol, as I felt like the colorway looked great after designing the article, and I decided to make that the core colors and theme of the site itself. I also took full advantage of hover effects everywhere to give the website a more lively feeling than just a static page. I am very glad that I took on this project, as I have learned valuable skills and really enjoyed designing this blog website. I enjoyed it so much that I plan to continue making more blogs and officially launch this website soon! I think it could be really cool to launch this website and add to it with more fun and interactive articles that make people want to engage with reading a blog article rather than shy away from a wall of text!"}, {"post_id": 37180, "ts": "2026-07-29T18:07:56Z", "hours": 3.2064, "text": "I’m creating a blog page focused on visual effects and interactivity to make reading more approachable and fun. So far, I have set up a simple main page and written the first article in simple HTML. This blog is about how to make a great power system, using JoJo’s Bizarre Adventure’s power system to discuss what makes one. I plan to heavily stylize the page for each section, add a little minigame near the end, and add many interactable buttons and objects throughout the blog. The goal of this blog website is to talk about the creation of entertainment and how to make it the best it can be. I plan to add more and more posts over time and deploy the website. By the next devlog, my goal is to complete the styling and interactivity of the blog I’ve written and also"}]...
|
Title: The Pixel Corner by @adwitha | Stardance
D Title: The Pixel Corner by @adwitha | Stardance
Devlogs:
I’m creating a blog page focused on visual effects and interactivity to make reading more approachable and fun. So far, I have set up a simple main page and written the first article in simple HTML. This blog is about how to make a great power system, using JoJo’s Bizarre Adventure’s power system to discuss what makes one. I plan to heavily stylize the page for each section, add a little minigame near the end, and add many interactable buttons and objects throughout the blog. The goal of this blog website is to talk about the creation of entertainment and how to make it the best it can be. I plan to add more and more posts over time and deploy the website. By the next devlog, my goal is to complete the styling and interactivity of the blog I’ve written and also
For this devlog, I was only planning to have the article done, but I ended up finishing both the homepage and the article as I was enjoying designing them! Personally, I’ve always found it hard to really understand and retain the information I read from a wall of text, so I wanted to take the opportunity to bring to life how I wish all blogs and articles would look and feel. I’ve always loved interactive websites that let you interact with the items the article discusses, as they’ve always helped me understand the concept better. I’m also very passionate about JoJo’s Bizarre Adventure (It is my favorite anime lol), so I took this opportunity to use it to explain how I think a great power system is built. I’ve included all kinda of interactive activities throughout the article, like a cool animation of how Hamon works. I made this section interactive by making a Hamon observer that checks if the reader has scrolled to the div of “hamon-section” and creates the sun-like overlay shown in the second image below. Once the button saying begin breathing is pressed, the CSS for the glow effect around the GIF is set to opacity 1 from 0, there is a flash of white, and the GIF is switched to the Hamon-activated one after a few seconds’ delay. I also made a stand card section where the user can use a stand arrow on themselves and choose a stand from the provided options, a section where the reader gets asked about when a “useless” seeming power could be useful, and a section where the user gets to build their own power and give it a limitation which the website will then provide a comment on. All of these were achieved through using JavaScript DOM manipulation by hiding and making elements appear, as well as applying CSS to them. Furthermore, for the section where the user gets to choose a stand, I used dynamic element creation in JavaScript to make new HTML elements in the JavaScript itself. I learned many new things through this project. I learned how to make effects that appear as the user gradually scrolls through the page, and pretty much everything about mouse hover effects lol. I also feel like I have gotten a good understanding of how to have a cohesive design language that sticks throughout the home page and article to provide a professional user experience. This project also allowed me to get practice with JavaScript DOM manipulation, as I have used it extensively in the stands sections and also at the end. The theme of this website is like a starry night sky, but if it were from a retro video game. The reason I thought of this is that I wanted to have a theme of retro sprites and pixel art in all the articles I write, as I think it supports the “Pixel Corner” name of the website. The colorway of the website was actually inspired by JoJo lol, as I felt like the colorway looked great after designing the article, and I decided to make that the core colors and theme of the site itself. I also took full advantage of hover effects everywhere to give the website a more lively feeling than just a static page. I am very glad that I took on this project, as I have learned valuable skills and really enjoyed designing this blog website. I enjoyed it so much that I plan to continue making more blogs and officially launch this website soon! I think it could be really cool to launch this website and add to it with more fun and interactive articles that make people want to engage with reading a blog article rather than shy away from a wall of text!
Ships:
The Pixel Corner is an interactive blog website that discusses the design and development of entertainment in a way that makes it fun. I built this website because I found that reading huge walls of text with an image or two sprinkled in here and there wasn’t keeping me engaged or helping me grasp what I was reading. To fix that issue, The Pixel Corner introduces articles that feel alive. There are many interactive elements to solidify understanding of the reading, and the article’s look and feel change as the reader moves through different sections. I feel that this helps the reader understand the material much better and also enjoy their experience reading through it. Through this project, I’ve learned a lot about JavaScript DOM manipulation to make many of the interactive elements work, and also dynamic element creation using JavaScript to make new HTML. I also got much better at styling elements with CSS, as there was a ton of custom styling that went into making this webpage look the way it is. This isn’t a complete project as I plan to make more articles over time, but what is currently present is fully functional. Please provide any feedback on what you didn’t like or what improvements you would like to see. I hope you enjoy the article!...
|
1793436908.4935563
|
1793523308.4935563
|
|
41612
|
Aether Desk by @Dotdvn | Stardance
|
Dotdvn
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T16:52:46Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Aether Desk is a futuristic browser homepage designed to turn every new tab into a calm, space-inspired workspace. I built this with HTML, CSS, and JavaScript, it combines a minimal desktop style interface with real time features such as NASA’s Astronomy Picture of the Day, live astronomy news, quick-launch shortcuts. The project focuses on creating a visually immersive yet practical browsing experience that feels more like a personal desktop than a traditional homepage.", "repo": "https://github.com/dotdvn/Aether-Desk", "demo": "https://aether-desk-iota.vercel.app/"}]...
|
[{"post_id": 37699, "ts": "202 [{"post_id": 37699, "ts": "2026-07-30T16:26:48Z", "hours": 0.5258, "text": "DevLogggggggggggg#4 I added Astronomy News widget that pulls fresh headlines from a Spaceflightnews API"}, {"post_id": 37629, "ts": "2026-07-30T14:29:35Z", "hours": 0.5089, "text": "DevLogggggggggggg#3 I added NASA’S APOD as a dynamic wallpaper source, added quick launch icons for everyday apps and also made some improvements in the date/time font ."}, {"post_id": 37596, "ts": "2026-07-30T13:09:03Z", "hours": 0.3328, "text": "DevLogggggggggggg#2 I added a live date and tym widget to this project, and it instantly made the whole interface look more alive."}, {"post_id": 37202, "ts": "2026-07-29T18:57:52Z", "hours": 0.4422, "text": "DevLogggggggggggg#1 I started working on Aether Desk. Today’s goal was to build the core visual style rather than functionality. I focused on creating the ambient background, UI elements, typo and overall aesthetics."}]...
|
Title: Aether Desk by @Dotdvn | Stardance
Devlogs Title: Aether Desk by @Dotdvn | Stardance
Devlogs:
DevLogggggggggggg#1 I started working on Aether Desk. Today’s goal was to build the core visual style rather than functionality. I focused on creating the ambient background, UI elements, typo and overall aesthetics.
DevLogggggggggggg#2 I added a live date and tym widget to this project, and it instantly made the whole interface look more alive.
DevLogggggggggggg#3 I added NASA’S APOD as a dynamic wallpaper source, added quick launch icons for everyday apps and also made some improvements in the date/time font .
DevLogggggggggggg#4 I added Astronomy News widget that pulls fresh headlines from a Spaceflightnews API
Ships:
Aether Desk is a futuristic browser homepage designed to turn every new tab into a calm, space-inspired workspace. I built this with HTML, CSS, and JavaScript, it combines a minimal desktop style interface with real time features such as NASA’s Astronomy Picture of the Day, live astronomy news, quick-launch shortcuts. The project focuses on creating a visually immersive yet practical browsing experience that feels more like a personal desktop than a traditional homepage....
|
1793436918.3507872
|
1793523318.3507872
|
|
41618
|
Face Tracking Turret by @tanmaypatel009 | Stardanc Face Tracking Turret by @tanmaypatel009 | Stardance...
|
tanmaypatel009
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T18:16:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a face tracking turret. The main challenge was mapping the angles perfectly so that it actually tracks your face. I installed the openCV dependency and used the pre-trained haarcascade to track my face and a python script which calculates the exact coordinates which are further sent to the arduino to actually control the servos", "repo": "https://github.com/TanmayPatel0210/autonomous-turret", "demo": ""}]...
|
[{"post_id": 37181, "ts": "202 [{"post_id": 37181, "ts": "2026-07-29T18:09:05Z", "hours": 3.3983, "text": "I made a Face tracking turret which uses python to calculate the coordinate of your face on the camera and send it to an Arduino to control servo motors and move them accordingly."}]...
|
Title: Face Tracking Turret by @tanmaypatel009 | S Title: Face Tracking Turret by @tanmaypatel009 | Stardance
Devlogs:
I made a Face tracking turret which uses python to calculate the coordinate of your face on the camera and send it to an Arduino to control servo motors and move them accordingly.
Ships:
I made a face tracking turret. The main challenge was mapping the angles perfectly so that it actually tracks your face. I installed the openCV dependency and used the pre-trained haarcascade to track my face and a python script which calculates the exact coordinates which are further sent to the arduino to actually control the servos...
|
1792817767.6927931
|
1793681767.6927931
|
|
41626
|
BoilermakerOS by @ylu | Stardance
|
ylu
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T23:00:19Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made BoilermakerOS, a Purdue University themed webOS. My biggest challenges were probably with the 3D renders. It took a lot of tweaks and re-renders until they looked close to what I wanted. I’m proud of the aesthetics, but I’m also proud of how I organized the code with modules and classes.", "repo": "https://github.com/Why-Am/BoilermakerOS", "demo": "https://why-am.github.io/BoilermakerOS/"}]...
|
[{"post_id": 44085, "ts": "202 [{"post_id": 44085, "ts": "2026-08-09T16:40:58Z", "hours": 0.8083, "text": "I added dark mode using the light-dark() CSS function. I also fixed an issue where the splash text in the bottom bar wasn’t properly centered. Beforehand I had tried using justify-content and flex-grow , but my final solution was as simple as setting the width of the bottom bar elements to 33% . Finally, I filled out my README with screenshots and information."}, {"post_id": 42213, "ts": "2026-08-06T20:37:08Z", "hours": 3.7481, "text": "I added 2 new apps: a weather app and a clock app, both showing information pertaining to West Lafayette (where Purdue University is). I also added a Minecraft-style splash text to the bottom bar that is randomly selected on site load. I finally fixed an issue where renaming a file from “window.js” to “Window.js” wasn’t being picked up by git, probably because in Windows file names are case insensitive. I fixed it by temporarily setting git config core.ignorecase false . Finally, I created a 3D rendered favicon for the website. I had to add a little drop shadow to improve contrast (see 2nd image)."}, {"post_id": 41067, "ts": "2026-08-05T00:55:11Z", "hours": 9.1792, "text": "I added desktop icons and a new “links” app that has a bunch of Purdue related links. I also wrote some code to make adding new apps simpler."}, {"post_id": 38903, "ts": "2026-08-01T14:17:18Z", "hours": 2.0478, "text": "New in my Purdue University themed webOS: Window dragging Gradients 3D rendered window close button Hover over the close button, and it lights up. I achieved this with the CSS :hover selector and two different button images, each rendered with a different light intensity."}, {"post_id": 37933, "ts": "2026-07-30T23:15:13Z", "hours": 1.88, "text": "I have started work on my Purdue University themed webOS, BoilermakerOS. So far I have a wallpaper, welcome window, and bottom bar. I’m most excited about the wallpaper, which I made fairly quickly in Blender. I think I will incorporate the glass material into my theme."}]...
|
Title: BoilermakerOS by @ylu | Stardance
Devlogs: Title: BoilermakerOS by @ylu | Stardance
Devlogs:
I have started work on my Purdue University themed webOS, BoilermakerOS. So far I have a wallpaper, welcome window, and bottom bar. I’m most excited about the wallpaper, which I made fairly quickly in Blender. I think I will incorporate the glass material into my theme.
New in my Purdue University themed webOS: Window dragging Gradients 3D rendered window close button Hover over the close button, and it lights up. I achieved this with the CSS :hover selector and two different button images, each rendered with a different light intensity.
I added desktop icons and a new “links” app that has a bunch of Purdue related links. I also wrote some code to make adding new apps simpler.
I added 2 new apps: a weather app and a clock app, both showing information pertaining to West Lafayette (where Purdue University is). I also added a Minecraft-style splash text to the bottom bar that is randomly selected on site load. I finally fixed an issue where renaming a file from “window.js” to “Window.js” wasn’t being picked up by git, probably because in Windows file names are case insensitive. I fixed it by temporarily setting git config core.ignorecase false . Finally, I created a 3D rendered favicon for the website. I had to add a little drop shadow to improve contrast (see 2nd image).
I added dark mode using the light-dark() CSS function. I also fixed an issue where the splash text in the bottom bar wasn’t properly centered. Beforehand I had tried using justify-content and flex-grow , but my final solution was as simple as setting the width of the bottom bar elements to 33% . Finally, I filled out my README with screenshots and information.
Ships:
I made BoilermakerOS, a Purdue University themed webOS. My biggest challenges were probably with the 3D renders. It took a lot of tweaks and re-renders until they looked close to what I wanted. I’m proud of the aesthetics, but I’m also proud of how I organized the code with modules and classes....
|
1793555245.8668563
|
1793641645.8668563
|
|
41630
|
My own site! by @chahatesh | Stardance
|
chahatesh
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T15:34:38Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a cool portfolio page which is useful and fun and it really describes what my personality is. I put in a lot of hard work into this and I have never really made anything this complex or anything this good looking. So I hope you like it", "repo": "https://github.com/chahatesh/Chahatesh", "demo": "https://chahatesh.github.io/Chahatesh/"}]...
|
[{"post_id": 40783, "ts": "202 [{"post_id": 40783, "ts": "2026-08-04T15:14:53Z", "hours": 3.0847, "text": "Dev Log 2 - done Okay I spent about 30 minutes developing a simple system where I can just display all of my work and stuff. That’s kind of it. There are project cards which are really simple to use. There’s a class and a box and then that’s kind of it. I just copy and pasted them for all of my achievements and stuff and then just rearranged them and stuff. I added different texts in all of them. On top of that I also made a dedicated page which just shows all my projects. There are images which I put in Hack Club CBN and I got them that way."}, {"post_id": 40233, "ts": "2026-08-03T17:10:17Z", "hours": 3.4164, "text": "Dev Log 1 - Home I focused hard for about three hours today and built a really cool start to my project. My idea was to have a clean page that says ‘Hello, I am chahatesh ,’ with a smooth scrolling bar at the bottom. The bar will cycle through things I do, like ‘Hi, I am coding’ or ‘Hi, I am working.’ I got the typing animation to work perfectly on my own! The only tricky part was the background design. I got a little stuck, so I asked Claude to help me make a cool visual effect. I didn’t just copy it, though I made sure to study the code so I actually understood how it worked. I’m really happy with how the design looks!"}]...
|
Title: My own site! by @chahatesh | Stardance
Dev Title: My own site! by @chahatesh | Stardance
Devlogs:
Dev Log 1 - Home I focused hard for about three hours today and built a really cool start to my project. My idea was to have a clean page that says ‘Hello, I am chahatesh ,’ with a smooth scrolling bar at the bottom. The bar will cycle through things I do, like ‘Hi, I am coding’ or ‘Hi, I am working.’ I got the typing animation to work perfectly on my own! The only tricky part was the background design. I got a little stuck, so I asked Claude to help me make a cool visual effect. I didn’t just copy it, though I made sure to study the code so I actually understood how it worked. I’m really happy with how the design looks!
Dev Log 2 - done Okay I spent about 30 minutes developing a simple system where I can just display all of my work and stuff. That’s kind of it. There are project cards which are really simple to use. There’s a class and a box and then that’s kind of it. I just copy and pasted them for all of my achievements and stuff and then just rearranged them and stuff. I added different texts in all of them. On top of that I also made a dedicated page which just shows all my projects. There are images which I put in Hack Club CBN and I got them that way.
Ships:
I made a cool portfolio page which is useful and fun and it really describes what my personality is. I put in a lot of hard work into this and I have never really made anything this complex or anything this good looking. So I hope you like it...
|
1793530530.5583787
|
1793616930.5583787
|
|
41635
|
NOVA Club by @Mflash77 | Stardance
|
Mflash77
|
1
|
2.84
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T14:50:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a portfolio for my club that I started, NOVA (Navigational Operations Vehicle Autonomy), to showcase my projects that I have spent time on and enjoyed working on. The website talks about 3 of my main projects: the NOVA Rover (autonomous Traxxas Bronco with LiDAR and a Raspberry Pi 4), my CyberPatriot bash hardening scripts, and the designs for our satellites in Stellar Xplorers. The website has an About Me section, contact info, and a blog section where I will post devlogs to update about my projects and progress with images! The hardest part for me to build was understanding how to link the images and styling with CSS, because the HTML code was mostly easy due to the simple format and repetitive nature you have to follow, but with the CSS I had to use trial and error many times to figure out how to actually make my website look presentable. I also had to figure out how to flip my project cards on the website from vertical to horizontal so it would be more readable to someone accessing my website.My goal with the website is to add way more images and videos about my projects, make it so I can link all my accounts, and also share it with my club members so they can also add their achievements on different pages. One of the things I was most proud of is the way I turned the basic broken page I started yesterday into an actual website, which is hosted and not local anymore, as well as the achievement of the bash script. which has helped over 80 teams and gotten my CyberPatriot team 20th in the nation out of 400 teams! To access the website, all you have to do is just click on the GitHub link @: https://mflash777.github.io/Website/", "repo": "https://github.com/Mflash777/Website", "demo": "https://mflash777.github.io/Website/"}]...
|
[{"post_id": 40505, "ts": "202 [{"post_id": 40505, "ts": "2026-08-04T02:31:55Z", "hours": 0.8425, "text": "So I’m basically going to reship my portfolio website after I was informed that my Cybersecurity and AI buttons weren’t working on the main tab page. So I changed the layout and added the AI page with more info about my projects like NOVA and using Claude and AI to help local businesses. I also improved the layout for the favorite / showcase project section to make it easier to read. I added a couple more images to give the website more of a personal touch to show my projects. I then added links to the Stellar Xplorers website (soon to my other portfolio website) and then added to my daily log on my website."}, {"post_id": 38197, "ts": "2026-07-31T14:16:14Z", "hours": 1.7378, "text": "From the original website I had yesterday, which was just the title and one line about me, I’ve added a lot of amazing stuff and learned many new things, like adding images, links, rows of text, hyperlinking parts of the page, and creating a space-themed background that turned out great! I added an about me section that talks about my experience, a section about my projects for NOVA, CyberPatriot, and StellarXplorers, and my favorite GitHub project on bash commands. I especially loved writing about the bash commands because they’ve helped over 80 teams across the nation and got us to 20th place out of over 400 teams by saving time on hardening systems in windows and Linux. Below that, I added a project updates section to post devlogs and updates on my work, plus a contact area where you can email me and see my GitHub page. I also discovered you can post pages on GitHub, which I’d never tried before but will definitely use in the future, and I loved working on the mission. Contact me if you guys have any questions! :)"}, {"post_id": 37979, "ts": "2026-07-31T02:04:41Z", "hours": 0.6658, "text": "So, I just started working on my basic HTML site, I was able to code the basic layout and text at first which is in the 4th image. Then after going over the basics of CSS I was able to add some detail and some colors to it to make it pop out a bit. After that I played around with eh fonts and the sizes to find an optimal for the home page which is the screen shot that says, “Welcome to NOVA(Navigational Operations Vehicle Autonomy)!” I also have included the CSS code I used so far with the HTML code Aswell. My next update will be adding photos and links, as well as pages which I started working on my HTML and is seen in the screenshot. Let me know if you guys have any questions about my club or project? :)"}]...
|
Title: NOVA Club by @Mflash77 | Stardance
Devlogs Title: NOVA Club by @Mflash77 | Stardance
Devlogs:
So, I just started working on my basic HTML site, I was able to code the basic layout and text at first which is in the 4th image. Then after going over the basics of CSS I was able to add some detail and some colors to it to make it pop out a bit. After that I played around with eh fonts and the sizes to find an optimal for the home page which is the screen shot that says, “Welcome to NOVA(Navigational Operations Vehicle Autonomy)!” I also have included the CSS code I used so far with the HTML code Aswell. My next update will be adding photos and links, as well as pages which I started working on my HTML and is seen in the screenshot. Let me know if you guys have any questions about my club or project? :)
From the original website I had yesterday, which was just the title and one line about me, I’ve added a lot of amazing stuff and learned many new things, like adding images, links, rows of text, hyperlinking parts of the page, and creating a space-themed background that turned out great! I added an about me section that talks about my experience, a section about my projects for NOVA, CyberPatriot, and StellarXplorers, and my favorite GitHub project on bash commands. I especially loved writing about the bash commands because they’ve helped over 80 teams across the nation and got us to 20th place out of over 400 teams by saving time on hardening systems in windows and Linux. Below that, I added a project updates section to post devlogs and updates on my work, plus a contact area where you can email me and see my GitHub page. I also discovered you can post pages on GitHub, which I’d never tried before but will definitely use in the future, and I loved working on the mission. Contact me if you guys have any questions! :)
So I’m basically going to reship my portfolio website after I was informed that my Cybersecurity and AI buttons weren’t working on the main tab page. So I changed the layout and added the AI page with more info about my projects like NOVA and using Claude and AI to help local businesses. I also improved the layout for the favorite / showcase project section to make it easier to read. I added a couple more images to give the website more of a personal touch to show my projects. I then added links to the Stellar Xplorers website (soon to my other portfolio website) and then added to my daily log on my website.
Ships:
I made a portfolio for my club that I started, NOVA (Navigational Operations Vehicle Autonomy), to showcase my projects that I have spent time on and enjoyed working on. The website talks about 3 of my main projects: the NOVA Rover (autonomous Traxxas Bronco with LiDAR and a Raspberry Pi 4), my CyberPatriot bash hardening scripts, and the designs for our satellites in Stellar Xplorers. The website has an About Me section, contact info, and a blog section where I will post devlogs to update about my projects and progress with images! The hardest part for me to build was understanding how to link the images and styling with CSS, because the HTML code was mostly easy due to the simple format and repetitive nature you have to follow, but with the CSS I had to use trial and error many times to figure out how to actually make my website look presentable. I also had to figure out how to flip my project cards on the website from vertical to horizontal so it would be more readable to someone accessing my website.My goal with the website is to add way more images and videos about my projects, make it so I can link all my accounts, and also share it with my club members so they can also add their achievements on different pages. One of the things I was most proud of is the way I turned the basic broken page I started yesterday into an actual website, which is hosted and not local anymore, as well as the achievement of the bash script. which has helped over 80 teams and gotten my CyberPatriot team 20th in the nation out of 400 teams! To access the website, all you have to do is just click on the GitHub link @: https://mflash777.github.io/Website/...
|
1793436927.1984134
|
1793523327.1984134
|
|
41640
|
CTF Replay Lab by @V01d_404 | Stardance
|
V01d_404
|
1
|
9.52
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T08:00:44Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and deployed the first complete version of CTF Replay Lab, a local-first browser workspace that helps CTF players understand how an investigation is solved instead of simply copying a finished writeup. The problem I wanted to solve is that beginners often have to switch between several unfamiliar tools, manually track evidence, and guess whether a discovered flag-shaped string is real or just a decoy. CTF Replay Lab brings that workflow into one guided interface while keeping the uploaded artifact inside the browser. I implemented magic-byte file detection, SHA-256 hashing, Shannon entropy analysis, printable-text statistics, metadata parsing, ASCII and UTF-16LE string extraction, an offset-aware hex viewer, file carving, and appended or embedded ZIP detection. It supports analysis of formats including PNG, JPEG, PDF, ZIP, ELF, PE, WAV, PCAP, and text artifacts. I also built a multi-stage decoder workbench for Base64, hex, ROT13, Caesar cipher, URL decoding, reversed text, and repeating-key XOR. Users can pass one decoder’s output directly into the next operation, preserve findings in an evidence ledger, write investigation notes, replay their actions, follow progressive hints, and export Markdown reports or JSON evidence. The three biggest quality-of-life improvements are: No setup or artifact uploading: analysis runs locally in the browser, files are not sent to a backend, and uploaded executables are never run. A guided investigation workflow: the timeline, progressive hints, evidence ledger, and built-in demo make the reasoning process easier to follow. Reliable flag verification: discovered flag-shaped strings remain unverified until a trusted challenge manifest confirms their SHA-256 hash. The hardest part was preventing every flag-looking string from being treated as the correct answer. I solved this with provenance tracking, manifest-backed verification, and optional artifact hashes so a flag cannot be verified against the wrong challenge file. I also added archive safety controls, including upload and extraction limits, compression-ratio checks, safe filenames, and rejection of unsupported compression methods. I am most proud that the project does not only show analysis results—it preserves the steps that produced them, helping newer players learn a repeatable investigation process. Please test the built-in demo or upload authorized CTF artifacts, especially files with misleading extensions, appended archives, encoded payloads, or multiple flag-shaped decoys. I would especially appreciate feedback about false detections, confusing hints, broken extraction or decoder workflows, browser performance, and mobile responsiveness. Next, I plan to test more malformed files and complete challenge flows, fix remaining bugs, improve the mobile experience, and record a short demonstration video. Github: https://github.com/FluxKnight/CTF-Replay-Lab", "repo": "https://github.com/FluxKnight/CTF-Replay-Lab-02", "demo": "https://fluxknight.github.io/CTF-Replay-Lab-02/"}]...
|
[{"post_id": 37801, "ts": "202 [{"post_id": 37801, "ts": "2026-07-30T18:56:05Z", "hours": 0.5161, "text": "I’m building CTF Replay Lab, an interactive browser-based workspace that turns CTF artifacts into guided investigations instead of just giving players a terminal and expecting them to figure everything out alone. The idea is simple: beginners often get stuck because they don’t know what to look at next or why a certain command matters. So this project helps users analyze files, inspect metadata, extract hidden clues, and move through replayable checkpoints while learning the reasoning behind each step. It supports common CTF workflows like hashing, entropy checks, string extraction, hex inspection, Base64/ROT/Caesar/XOR-style decoding, and evidence tracking — all in one place. I’m also making it privacy-friendly by keeping the analysis local in the browser whenever possible. My goal is to make CTFs feel less intimidating, more educational, and much more accessible for newcomers. Github : https://github.com/FluxKnight/CTF-Replay-Lab-02 Live URL : https://fluxknight.github.io/CTF-Replay-Lab-02/"}, {"post_id": 37472, "ts": "2026-07-30T07:41:17Z", "hours": 9.1364, "text": "I built and deployed the first complete version of CTF Replay Lab, a local-first browser workspace that helps CTF players understand how an investigation is solved instead of simply copying a finished writeup. The problem I wanted to solve is that beginners often have to switch between several unfamiliar tools, manually track evidence, and guess whether a discovered flag-shaped string is real or just a decoy. CTF Replay Lab brings that workflow into one guided interface while keeping the uploaded artifact inside the browser. I implemented magic-byte file detection, SHA-256 hashing, Shannon entropy analysis, printable-text statistics, metadata parsing, ASCII and UTF-16LE string extraction, an offset-aware hex viewer, file carving, and appended or embedded ZIP detection. It supports analysis of formats including PNG, JPEG, PDF, ZIP, ELF, PE, WAV, PCAP, and text artifacts. I also built a multi-stage decoder workbench for Base64, hex, ROT13, Caesar cipher, URL decoding, reversed text, and repeating-key XOR. Users can pass one decoder’s output directly into the next operation, preserve findings in an evidence ledger, write investigation notes, replay their actions, follow progressive hints, and export Markdown reports or JSON evidence. The three biggest quality-of-life improvements are: No setup or artifact uploading: analysis runs locally in the browser, files are not sent to a backend, and uploaded executables are never run. A guided investigation workflow: the timeline, progressive hints, evidence ledger, and built-in demo make the reasoning process easier to follow. Reliable flag verification: discovered flag-shaped strings remain unverified until a trusted challenge manifest confirms their SHA-256 hash. The hardest part was preventing every flag-looking string from being treated as the correct answer. I solved this with provenance tracking, manifest-backed verification, and optional artifact hashes so a flag cannot be verified against the wrong challenge file. I also added archive safety controls, including upload and extraction limits, compression-ratio checks, safe filenames, and rejection of unsupported compression methods. I am most proud that the project does not only show analysis results—it preserves the steps that produced them, helping newer players learn a repeatable investigation process. Please test the built-in demo or upload authorized CTF artifacts, especially files with misleading extensions, appended archives, encoded payloads, or multiple flag-shaped decoys. I would especially appreciate feedback about false detections, confusing hints, broken extraction or decoder workflows, browser performance, and mobile responsiveness. Next, I plan to test more malformed files and complete challenge flows, fix remaining bugs, improve the mobile experience, and record a short demonstration video. Github: https://github.com/FluxKnight/CTF-Replay-Lab Live demo: https://fluxknight.github.io/CTF-Replay-Lab/"}]...
|
Title: CTF Replay Lab by @V01d_404 | Stardance
De Title: CTF Replay Lab by @V01d_404 | Stardance
Devlogs:
I built and deployed the first complete version of CTF Replay Lab, a local-first browser workspace that helps CTF players understand how an investigation is solved instead of simply copying a finished writeup. The problem I wanted to solve is that beginners often have to switch between several unfamiliar tools, manually track evidence, and guess whether a discovered flag-shaped string is real or just a decoy. CTF Replay Lab brings that workflow into one guided interface while keeping the uploaded artifact inside the browser. I implemented magic-byte file detection, SHA-256 hashing, Shannon entropy analysis, printable-text statistics, metadata parsing, ASCII and UTF-16LE string extraction, an offset-aware hex viewer, file carving, and appended or embedded ZIP detection. It supports analysis of formats including PNG, JPEG, PDF, ZIP, ELF, PE, WAV, PCAP, and text artifacts. I also built a multi-stage decoder workbench for Base64, hex, ROT13, Caesar cipher, URL decoding, reversed text, and repeating-key XOR. Users can pass one decoder’s output directly into the next operation, preserve findings in an evidence ledger, write investigation notes, replay their actions, follow progressive hints, and export Markdown reports or JSON evidence. The three biggest quality-of-life improvements are: No setup or artifact uploading: analysis runs locally in the browser, files are not sent to a backend, and uploaded executables are never run. A guided investigation workflow: the timeline, progressive hints, evidence ledger, and built-in demo make the reasoning process easier to follow. Reliable flag verification: discovered flag-shaped strings remain unverified until a trusted challenge manifest confirms their SHA-256 hash. The hardest part was preventing every flag-looking string from being treated as the correct answer. I solved this with provenance tracking, manifest-backed verification, and optional artifact hashes so a flag cannot be verified against the wrong challenge file. I also added archive safety controls, including upload and extraction limits, compression-ratio checks, safe filenames, and rejection of unsupported compression methods. I am most proud that the project does not only show analysis results—it preserves the steps that produced them, helping newer players learn a repeatable investigation process. Please test the built-in demo or upload authorized CTF artifacts, especially files with misleading extensions, appended archives, encoded payloads, or multiple flag-shaped decoys. I would especially appreciate feedback about false detections, confusing hints, broken extraction or decoder workflows, browser performance, and mobile responsiveness. Next, I plan to test more malformed files and complete challenge flows, fix remaining bugs, improve the mobile experience, and record a short demonstration video. Github: https://github.com/FluxKnight/CTF-Replay-Lab Live demo: https://fluxknight.github.io/CTF-Replay-Lab/
I’m building CTF Replay Lab, an interactive browser-based workspace that turns CTF artifacts into guided investigations instead of just giving players a terminal and expecting them to figure everything out alone. The idea is simple: beginners often get stuck because they don’t know what to look at next or why a certain command matters. So this project helps users analyze files, inspect metadata, extract hidden clues, and move through replayable checkpoints while learning the reasoning behind each step. It supports common CTF workflows like hashing, entropy checks, string extraction, hex inspection, Base64/ROT/Caesar/XOR-style decoding, and evidence tracking — all in one place. I’m also making it privacy-friendly by keeping the analysis local in the browser whenever possible. My goal is to make CTFs feel less intimidating, more educational, and much more accessible for newcomers. Github : https://github.com/FluxKnight/CTF-Replay-Lab-02 Live URL : https://fluxknight.github.io/CTF-Replay-Lab-02/
Ships:
I built and deployed the first complete version of CTF Replay Lab, a local-first browser workspace that helps CTF players understand how an investigation is solved instead of simply copying a finished writeup. The problem I wanted to solve is that beginners often have to switch between several unfamiliar tools, manually track evidence, and guess whether a discovered flag-shaped string is real or just a decoy. CTF Replay Lab brings that workflow into one guided interface while keeping the uploaded artifact inside the browser. I implemented magic-byte file detection, SHA-256 hashing, Shannon entropy analysis, printable-text statistics, metadata parsing, ASCII and UTF-16LE string extraction, an offset-aware hex viewer, file carving, and appended or embedded ZIP detection. It supports analysis of formats including PNG, JPEG, PDF, ZIP, ELF, PE, WAV, PCAP, and text artifacts. I also built a multi-stage decoder workbench for Base64, hex, ROT13, Caesar cipher, URL decoding, reversed text, and repeating-key XOR. Users can pass one decoder’s output directly into the next operation, preserve findings in an evidence ledger, write investigation notes, replay their actions, follow progressive hints, and export Markdown reports or JSON evidence. The three biggest quality-of-life improvements are: No setup or artifact uploading: analysis runs locally in the browser, files are not sent to a backend, and uploaded executables are never run. A guided investigation workflow: the timeline, progressive hints, evidence ledger, and built-in demo make the reasoning process easier to follow. Reliable flag verification: discovered flag-shaped strings remain unverified until a trusted challenge manifest confirms their SHA-256 hash. The hardest part was preventing every flag-looking string from being treated as the correct answer. I solved this with provenance tracking, manifest-backed verification, and optional artifact hashes so a flag cannot be verified against the wrong challenge file. I also added archive safety controls, including upload and extraction limits, compression-ratio checks, safe filenames, and rejection of unsupported compression methods. I am most proud that the project does not only show analysis results—it preserves the steps that produced them, helping newer players learn a repeatable investigation process. Please test the built-in demo or upload authorized CTF artifacts, especially files with misleading extensions, appended archives, encoded payloads, or multiple flag-shaped decoys. I would especially appreciate feedback about false detections, confusing hints, broken extraction or decoder workflows, browser performance, and mobile responsiveness. Next, I plan to test more malformed files and complete challenge flows, fix remaining bugs, improve the mobile experience, and record a short demonstration video. Github: https://github.com/FluxKnight/CTF-Replay-Lab...
|
1793436940.6370554
|
1793523340.6370554
|
|
41645
|
ScriptCanvas by @M-Mrk | Stardance
|
M-Mrk
|
1
|
73.0
|
1445
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T12:25:53Z", "hours": 73.0, "multiplier": 19.83, "payout": 1445, "blessing": "neutral", "text": "I made a web app where you can make simple scripts to create interesting outputs. Its really fun to see what patterns and stuff you can create from very simple logic! The web app is statically hosted on github pages and does not need any server. It is build on a very performant stack. The main UI thread dispatches a request to a web worker which on a separate thread executes optimized rust WASM. That WASM compiles the script to an AST and then evaluates it a bunch of times across all the needed scopes. Finally the web worker can message the main UI thread back. This separation is needed to not freeze the UI during script evaluation, but because there is a memory separation it was very annoying to work with. I used a vanilla-ish stack with no web framework, but with TS. I learned a lot about CSS and TS/JS. Using a framework would have probably sped up development but I wanted to first really understand what a framework would need to do under the hood before moving to that. All in all I am very proud of this project! Hopefully others find the concept as interesting as I do!", "repo": "https://github.com/M-Mrk/ScriptCanvas", "demo": "https://m-mrk.github.io/ScriptCanvas/"}]...
|
[{"post_id": 70586, "ts": "202 [{"post_id": 70586, "ts": "2026-09-19T12:16:31Z", "hours": 7.545, "text": "Final touches Spelling mistakes I fixed a lot of spelling mistakes in the tutorial and help box sections. I think I should keep writing tutorials and docs to times before 1 am. Plot I also added a new output the plot ! The script gets a x value and returns the matching y value. Those pairs then get displayed on a plot using graph.js. During this addition I also reworked the core rust 🦀 engine a bit so now stuff that should be output independent, like creating a Rhai engine or compiling a Rhai script to an AST, is in its own file. Then I added the rust logic and it just returns an array of X and Y value pairs when done. Adding the UI and lifecycle stuff for the plot was rather easy because I kept everything pretty modular with easy expansion in mind. However styling the plot was rather complicated and I now have a enormous JavaScript Object detailing all the small bits and pieces to make the plot look alright! Repo PixelMatrix was always a temporary name as it is only really fitting for the grid output, so I renamed this project to ScriptCanvas. I think this is more fitting because it does use scripts and it also draws those on canvas elements! I also added a README to the repo. As testing on chrome and firefox also looked good I think I am ready to ship !"}, {"post_id": 65338, "ts": "2026-09-10T12:44:05Z", "hours": 7.6142, "text": "Help, Docs and a Tutorial Help menu and Docs I added a Help modal under the “?” button. It has some actions like opening the tutorial again and features some docs. There are docs on the specific output explaining what the output expects and listing all available variables in scope of the output. So for Grid it explains how the script will be evaluated over all pixels in a grid and the script returns an RGB value setting that pixels color. Then it lists all the variables, like ‘x’ the x-coordinate of the pixel. Tutorial I also added a short tutorial which explains how to get a running script under Grid. I hope it explains all the concepts step by step and that it is understandable. Originally it was more of a tour of the UI and explained all the buttons, but I think that most of that is pretty self explanatory and the new tutorial is better at explaining how to actually use this. Next up I will add 1 more output before shipping!"}, {"post_id": 62520, "ts": "2026-09-05T22:45:09Z", "hours": 8.4306, "text": "Coming to an end I am kind off getting frustrated with this project, I cant handle this stack anymore , I yearn for hardware again. I am aiming to finish this in the next 2 weeks! Well any ways here is what I did: Output stretching Until now the grid output was always a square, so if you had a non-square resolution it would be stretched to one. Now it actually gets the shape of the resolution and it uses the most of the usable space it can. I also added a option to return to the original method. Blur Initially I had some problems with drawing pixels to the canvas. I drew rectangles to the canvas but some image smoothing settings were adding anti-aliasing and similar stuff making the pixels look weird. I fixed that by just creating raw image data, but it was a cool effect for some situations, like generating a gradient. So I added a option to toggle this image smoothing of the browser. Sadly as it is browser based I’d probably has very different results on different browsers. Small UI I did a bunch of css fixes to make the ui more resizable and trigger a bunch of stuff on resizing. Then I added a tabbar and reduced the layout. In the normal layout the editor and output are side by side and when the screen is too small only one is shown and you can switch with the tabbar. It also moves the top bar actions into a setting pop up. Tip box Some features might not be self explanatory, so I added this small tip tool when hovering above stuff for some time. To not be stuck on this for too much longer I scrapped the idea of the landing page and I will instead add a tutorial."}, {"post_id": 55286, "ts": "2026-08-27T00:47:28Z", "hours": 8.4031, "text": "Layouting, resizing and a console Console I finally got everything working together. This means that you can now use print() and debug() in the script and it’ll output to the console ! It’ll tell you what was printed and at what pixel, e.g. [x:2|y:4] => here! . I’ve attached a diagram of why some parts of this project are really painful to work with. Its largely due to the amount of wrappers needed, because of the memory and thread separation of the web worker/wasm. Reworking this was really not fun and just doing it better the 1. time would’ve saved me a lot of time. The console won’t be in use all the time and not everyone will use it so I also wanted to limit the space it takes. I firstly reduced the standard space it gets down to 5% of the view height and then made it drag resizable. You can press and hold on the drag handle of the console and stretch it out over the output and editor. This way you can decide how much screen space you want to sacrifice. I used the pointer API so in theory this should work with all kinds of stuff from fingers to pens. In the end the console was way more css intensive then I thought as it needs some and css tomfoolery in order to scroll without blowing up the DOM. Performance increases I learned about Abstract Syntax Trees and made the wasm precompile the script to an AST before rerunning it a bunch of times with different scopes. This was another substantial performance increase decreasing the per pixel time form 0.04ms down to 0.004ms. Wow was the wasm unoptimized Error highlighting I finally added error highlighting. The line with an error now gets highlighted in the editor. During adding this feature with the Monaco editor I also accidently bumped my bundled js to 500kb . This was due to it importing a bunch of syntax stuff for different languages. Thankfully changing one Monaco.something to monaco.something resolved this QoL errors get cleared when rerunning script add resolution to script scope UI I noticed that you couldn’t resize the app to something smaller. You could however make it smaller and then reload. Meaning that it was able to come up with a good layout but something was greedy and holding on to its space. Width wise this was easy to fix by adding a dynamic sizing flag to the editor and some min-width: 0 s to some elements, but height wise i couldn’t get it to work. Turns out even with dynamic sizing the editor is still not the biggest fan of being resized so I had to add a ResizeObserver and call the editors layout method to make it reconsider its size Next up I will now implement a better UI for smaller screens, but first I need to declutter my css and html to make it more maintainable . Other additions/fixes"}, {"post_id": 52430, "ts": "2026-08-22T15:34:18Z", "hours": 9.8981, "text": "Continuing on improving the ui and some refactors Number input styling Those now also have better tui like styling. I added sqaure brackets [] to the ends, the hover background highlighting and a blinking underscore if you focus on it. Though am unsure whether it is clear enough that you are supposed to enter text into them. If you’ve got any improvement ideas let me know. Loading indicator When something is loading I can add the loading class which displays the typical tui animation spinner before it. The one made up of brail dots ⠧ Central Icon I felt that the run button could be unnoticed so I added an icon to the middle of screen. It also shows the loading to make it more clear that the script is actually being run. Error pop up Instead of just having some red text in the console I add a real error pop up with a blinking dashed red outline. Performance increase I spent some time thinking about doing a bunch of stuff to make my wasm multi threaded and async, which included using nightly features, a service worker shim to change http headers, etc. Because I felt that the script running was way too slow and I wanted better performance and the ability to easily cancel the running wasm. Currently the wasm is blocking and goes over each pixel one by one. But before I implemented that I did some other performance changes, like only creating 1 shared rhai engine for all pixels. Before every pixel created its own rhai engine. This change was way more substantial than I thought, as it took the per pixel time from 0.5ms down to 0.04ms . This means 255*255 pixel or 65k pixel don’t take 12s but 2s. This is such a change that I think implementing all the async and multi threading would just be a waste of time, so I’ll stash that idea for now. console I also styled the console part and added all the ui logic. I want to give the user the option to use a print function in there script for debugging purposes. Then in the console it’ll show on which pixel the debug comes from and what it says. But as the image can get pretty big and the user might print once or more per pixel, just adding some Nodes to a console div would probably blow up everything. So at first I experimented with a canvas. The canvas overlays on the console div and then behind it is a big spacer which allows for scrolling, some code would then change what the canvas shows based on where the back is scrolled to. After I had gotten it to display some logs nicely, I realized that this way doesn’t allow the user to highlight and copy the logs, which is probably something someone might want to do. So I switched the canvas out with a normal div. Instead of drawing the logs to a canvas the logs do get added as nodes, but only the visible ones and the scrolling changes which are shown. This way the user can interact with them like normal text and the DOM doesn’t have to render 1k+ nodes. This seems to work really good, the only problem was getting the scrolling to work while the log nodes occupy the same space, but with some css trickery and EventListeners I can pass any scrolling done on the logs through to the background scrolling element. Refactoring I am still working on the wasm part of allowing the user to use print(). While implementing that i had to change what it outputs and refactored the rust project structure. When I then got to the part where the browsers main ui thread interacts with the web worker which runs the wasm, I realized how badly that part was written, with so many loose interfaces and strings. So I am currently still refactoring that and trying not to loose my mind. Still not a big fan of and"}, {"post_id": 48552, "ts": "2026-08-17T00:09:58Z", "hours": 9.9247, "text": "New UI plans and some QoL features Features Auto clamp 🗜️ It can be really frustrating if the output exceeds 255 and everything errors out. So I added a auto clamp checkbox, which just clamps the output to the expected range of 0 to 255. Hot reload I also added a check box for hot reloading. When you stop typing, the script will automatically run. No need to press the run button. Probably a bit annoying on larger resolutions so you can disable it. New UI I also started building the real UI. Initially I just did the layout: top bar with global settings middle part with editor and output console output, where print calls and errors will go. The output part also has a tool bar with output specific settings. An explanation of the app will go on the index and it will have a link to /app where the actual stuff is. This way I don’t have to give any screen space up for an introduction when not needed. Currently the index is just a redirect. Initially I wanted to go with a windows 8 panel style UI, so nothing rounded and only big rectangular tiles. But during experimenting I made the tile only as big as its text and when the background color got highlighted it reminded me of a TUI button. So from that point on I decided to try and style my entire site like that. I think I can pull this TUI look off, but the current styling is definitely not finished. I do however already like the checkboxes, which are styled like [ ] and [*], and the dropdown select. The select was way harder to do as you can’t really style the vanilla element, as it depends on os and browser styling. So you have to create your own. I would say I learned a lot new things about css. Especially stuff like ::before and ::after are super handy for the look I am going for."}, {"post_id": 42180, "ts": "2026-08-06T19:57:02Z", "hours": 10.0303, "text": "DEMO HERE and as soon as github gets itself back together I can also push the newest changes to it! Refactor, refactor and some more refactoring Actual new features I added options to the top. You can switch the output type and script language. But seeing as there currently is only 1 language (Rhai) and 1 output type (Grid) they are kinda pointless. I also added output specific options, for Grid it is currently just the resolution. Also I added a spinner to the run button to indicate that the script is running but that didn’t work until a refactor/feature mentioned later. Refactors The rest of the time was all spent on refactoring. But I do think it was worth it and it is now way easier to add new features. Modularity I introduced a state system where each output type has its own module. Each output only exposes a common interface with a init, deinit and pipeline method. This way other parts, don’t need to deal with what output is set. Each output also deals with its specific settings and UI itself. -> I fully switched from to . I was kind of fed up with the loosey goosey attitude of javascript where nothing is really defined. Typescript doesn’t fix that entirely but does help to find a lot more bugs when writing the code and not at runtime. Vite As does need some sort of bundler/builder I set up vite for the project. This also means I can make the repo more source files only. Before I had the compiled wasm also in the repo, but now it gets compiled together with vite’s build process in the github action. Probably vite also has some other performance benefits. Web Worker As I mentioned before I added a spinner to when the script was being run to show that something is actually happening, but the that wasn’t showing. Because I had everything running off of the main thread calling the WASM blocked everything else even the UI and the browser would ask whether to close the page. The solution is to move it to a web worker, which runs in a separate thread. This was probably the most difficult thing, because it required major changes and it is a bit more complicated because of WASM. When a WASM function returns something, it normally uses a pointer to shared memory, so that there is no unnecessary cloning, but because the WASM runs in the memory of the web worker the main thread can’t access it. So I had to work around that."}, {"post_id": 39133, "ts": "2026-08-01T21:00:01Z", "hours": 5.4594, "text": "FOR CURRENT DEMO CLICK HERE Rhai support I got rhai to work. It took a bit to figure out how to expect the script to return an array of 3 u8’s, but after figuring out that all rhai numbers are i64 and then figuring out how to downsize that to u8 it works! Later I then added the current coordinates into the scope and a rand function to generate noise. Monaco A bare textarea element for script input is pretty bad so I switched to the monaco editor. Its the same one VSCode uses so most of us should be pretty familar with it and its keybinds. It took some time to figure out how to load monaco from CDN and not build locally. I also had some cosmetic bugs with the minimap, so I just disabled it as the scripts should be rather short and its not that useful anyways. Using localstorage the script now also persist between sessions. Anti-Aliasing As you can see the output isn’t clear but has these weird white lines. These do go away after running the script multiple times. This due to the browser doing some post processing like anti-aliasing on the drawn rectangles and it adds some semi-transparent pixels to the edges. This is especially bad if you pass use decimal values as coordinates to draw to the canvas, which I am doing to fit my pixels on there. I tried multiple methods to disable this post-processing for drawing filled rectangles, but nothing worked. The solution is to use a hidden canvas, draw the output at native resolution to it and then transfer the image from that canvas to the real one. The putImage function does allow me to disable post processing and adjust the destination size. Now it works and the bare minimum is here . As always you can test it here ! It automatically runs off of the latest commit."}, {"post_id": 38401, "ts": "2026-07-31T19:09:15Z", "hours": 5.5975, "text": "Idea I really like experimenting with random functions and math relations and then displaying them. So I want to make this website where you can write a script to run on every pixel and then display the result. Originally this was just rust code creating ppm pictures, but a web app is more accessible. Implementation I am still not the biggest JS fan and more comfortable with rust, so I will use WASM to make rust run in the browser. This also has some performance benefits and I can easily add scripting languages Canvas The first step was to have something I can draw pixels to with JS. I went with a canvas and drawing filled rects to it. WASM Rust to WASM seems to have a very mature pipeline and its very easy. You just write normal rust code and all functions, types, etc you want to expose to JS you can use #[wasm_bindgen] from the wasm-bindgen crate. Then after installing wasm-pack you can run wasm-pack build --target web to compile the rust to wasm. It also automatically generates the JS glue and TS headers. In JS you just have to import a init function and the exposed wasm functions you want to use. The browser does the rest! Everything will run locally in the browser, which also means we can use githubs free static hosting , which I already setup with a github action, check it out here ! Currently I have only got a bare minimum UI and no language support. Next on my list is adding Rhai support (scripting language similar to rust) and getting that to actually output some pixels."}]...
|
Title: ScriptCanvas by @M-Mrk | Stardance
Devlogs Title: ScriptCanvas by @M-Mrk | Stardance
Devlogs:
Idea I really like experimenting with random functions and math relations and then displaying them. So I want to make this website where you can write a script to run on every pixel and then display the result. Originally this was just rust code creating ppm pictures, but a web app is more accessible. Implementation I am still not the biggest JS fan and more comfortable with rust, so I will use WASM to make rust run in the browser. This also has some performance benefits and I can easily add scripting languages Canvas The first step was to have something I can draw pixels to with JS. I went with a canvas and drawing filled rects to it. WASM Rust to WASM seems to have a very mature pipeline and its very easy. You just write normal rust code and all functions, types, etc you want to expose to JS you can use #[wasm_bindgen] from the wasm-bindgen crate. Then after installing wasm-pack you can run wasm-pack build --target web to compile the rust to wasm. It also automatically generates the JS glue and TS headers. In JS you just have to import a init function and the exposed wasm functions you want to use. The browser does the rest! Everything will run locally in the browser, which also means we can use githubs free static hosting , which I already setup with a github action, check it out here ! Currently I have only got a bare minimum UI and no language support. Next on my list is adding Rhai support (scripting language similar to rust) and getting that to actually output some pixels.
FOR CURRENT DEMO CLICK HERE Rhai support I got rhai to work. It took a bit to figure out how to expect the script to return an array of 3 u8’s, but after figuring out that all rhai numbers are i64 and then figuring out how to downsize that to u8 it works! Later I then added the current coordinates into the scope and a rand function to generate noise. Monaco A bare textarea element for script input is pretty bad so I switched to the monaco editor. Its the same one VSCode uses so most of us should be pretty familar with it and its keybinds. It took some time to figure out how to load monaco from CDN and not build locally. I also had some cosmetic bugs with the minimap, so I just disabled it as the scripts should be rather short and its not that useful anyways. Using localstorage the script now also persist between sessions. Anti-Aliasing As you can see the output isn’t clear but has these weird white lines. These do go away after running the script multiple times. This due to the browser doing some post processing like anti-aliasing on the drawn rectangles and it adds some semi-transparent pixels to the edges. This is especially bad if you pass use decimal values as coordinates to draw to the canvas, which I am doing to fit my pixels on there. I tried multiple methods to disable this post-processing for drawing filled rectangles, but nothing worked. The solution is to use a hidden canvas, draw the output at native resolution to it and then transfer the image from that canvas to the real one. The putImage function does allow me to disable post processing and adjust the destination size. Now it works and the bare minimum is here . As always you can test it here ! It automatically runs off of the latest commit.
DEMO HERE and as soon as github gets itself back together I can also push the newest changes to it! Refactor, refactor and some more refactoring Actual new features I added options to the top. You can switch the output type and script language. But seeing as there currently is only 1 language (Rhai) and 1 output type (Grid) they are kinda pointless. I also added output specific options, for Grid it is currently just the resolution. Also I added a spinner to the run button to indicate that the script is running but that didn’t work until a refactor/feature mentioned later. Refactors The rest of the time was all spent on refactoring. But I do think it was worth it and it is now way easier to add new features. Modularity I introduced a state system where each output type has its own module. Each output only exposes a common interface with a init, deinit and pipeline method. This way other parts, don’t need to deal with what output is set. Each output also deals with its specific settings and UI itself. -> I fully switched from to . I was kind of fed up with the loosey goosey attitude of javascript where nothing is really defined. Typescript doesn’t fix that entirely but does help to find a lot more bugs when writing the code and not at runtime. Vite As does need some sort of bundler/builder I set up vite for the project. This also means I can make the repo more source files only. Before I had the compiled wasm also in the repo, but now it gets compiled together with vite’s build process in the github action. Probably vite also has some other performance benefits. Web Worker As I mentioned before I added a spinner to when the script was being run to show that something is actually happening, but the that wasn’t showing. Because I had everything running off of the main thread calling the WASM blocked everything else even the UI and the browser would ask whether to close the page. The solution is to move it to a web worker, which runs in a separate thread. This was probably the most difficult thing, because it required major changes and it is a bit more complicated because of WASM. When a WASM function returns something, it normally uses a pointer to shared memory, so that there is no unnecessary cloning, but because the WASM runs in the memory of the web worker the main thread can’t access it. So I had to work around that.
New UI plans and some QoL features Features Auto clamp 🗜️ It can be really frustrating if the output exceeds 255 and everything errors out. So I added a auto clamp checkbox, which just clamps the output to the expected range of 0 to 255. Hot reload I also added a check box for hot reloading. When you stop typing, the script will automatically run. No need to press the run button. Probably a bit annoying on larger resolutions so you can disable it. New UI I also started building the real UI. Initially I just did the layout: top bar with global settings middle part with editor and output console output, where print calls and errors will go. The output part also has a tool bar with output specific settings. An explanation of the app will go on the index and it will have a link to /app where the actual stuff is. This way I don’t have to give any screen space up for an introduction when not needed. Currently the index is just a redirect. Initially I wanted to go with a windows 8 panel style UI, so nothing rounded and only big rectangular tiles. But during experimenting I made the tile only as big as its text and when the background color got highlighted it reminded me of a TUI button. So from that point on I decided to try and style my entire site like that. I think I can pull this TUI look off, but the current styling is definitely not finished. I do however already like the checkboxes, which are styled like [ ] and [*], and the dropdown select. The select was way harder to do as you can’t really style the vanilla element, as it depends on os and browser styling. So you have to create your own. I would say I learned a lot new things about css. Especially stuff like ::before and ::after are super handy for the look I am going for.
Continuing on improving the ui and some refactors Number input styling Those now also have better tui like styling. I added sqaure brackets [] to the ends, the hover background highlighting and a blinking underscore if you focus on it. Though am unsure whether it is clear enough that you are supposed to enter text into them. If you’ve got any improvement ideas let me know. Loading indicator When something is loading I can add the loading class which displays the typical tui animation spinner before it. The one made up of brail dots ⠧ Central Icon I felt that the run button could be unnoticed so I added an icon to the middle of screen. It also shows the loading to make it more clear that the script is actually being run. Error pop up Instead of just having some red text in the console I add a real error pop up with a blinking dashed red outline. Performance increase I spent some time thinking about doing a bunch of stuff to make my wasm multi threaded and async, which included using nightly features, a service worker shim to change http headers, etc. Because I felt that the script running was way too slow and I wanted better performance and the ability to easily cancel the running wasm. Currently the wasm is blocking and goes over each pixel one by one. But before I implemented that I did some other performance changes, like only creating 1 shared rhai engine for all pixels. Before every pixel created its own rhai engine. This change was way more substantial than I thought, as it took the per pixel time from 0.5ms down to 0.04ms . This means 255*255 pixel or 65k pixel don’t take 12s but 2s. This is such a change that I think implementing all the async and multi threading would just be a waste of time, so I’ll stash that idea for now. console I also styled the console part and added all the ui logic. I want to give the user the option to use a print function in there script for debugging purposes. Then in the console it’ll show on which pixel the debug comes from and what it says. But as the image can get pretty big and the user might print once or more per pixel, just adding some Nodes to a console div would probably blow up everything. So at first I experimented with a canvas. The canvas overlays on the console div and then behind it is a big spacer which allows for scrolling, some code would then change what the canvas shows based on where the back is scrolled to. After I had gotten it to display some logs nicely, I realized that this way doesn’t allow the user to highlight and copy the logs, which is probably something someone might want to do. So I switched the canvas out with a normal div. Instead of drawing the logs to a canvas the logs do get added as nodes, but only the visible ones and the scrolling changes which are shown. This way the user can interact with them like normal text and the DOM doesn’t have to render 1k+ nodes. This seems to work really good, the only problem was getting the scrolling to work while the log nodes occupy the same space, but with some css trickery and EventListeners I can pass any scrolling done on the logs through to the background scrolling element. Refactoring I am still working on the wasm part of allowing the user to use print(). While implementing that i had to change what it outputs and refactored the rust project structure. When I then got to the part where the browsers main ui thread interacts with the web worker which runs the wasm, I realized how badly that part was written, with so many loose interfaces and strings. So I am currently still refactoring that and trying not to loose my mind. Still not a big fan of and
Layouting, resizing and a console Console I finally got everything working together. This means that you can now use print() and debug() in the script and it’ll output to the console ! It’ll tell you what was printed and at what pixel, e.g. [x:2|y:4] => here! . I’ve attached a diagram of why some parts of this project are really painful to work with. Its largely due to the amount of wrappers needed, because of the memory and thread separation of the web worker/wasm. Reworking this was really not fun and just doing it better the 1. time would’ve saved me a lot of time. The console won’t be in use all the time and not everyone will use it so I also wanted to limit the space it takes. I firstly reduced the standard space it gets down to 5% of the view height and then made it drag resizable. You can press and hold on the drag handle of the console and stretch it out over the output and editor. This way you can decide how much screen space you want to sacrifice. I used the pointer API so in theory this should work with all kinds of stuff from fingers to pens. In the end the console was way more css intensive then I thought as it needs some and css tomfoolery in order to scroll without blowing up the DOM. Performance increases I learned about Abstract Syntax Trees and made the wasm precompile the script to an AST before rerunning it a bunch of times with different scopes. This was another substantial performance increase decreasing the per pixel time form 0.04ms down to 0.004ms. Wow was the wasm unoptimized Error highlighting I finally added error highlighting. The line with an error now gets highlighted in the editor. During adding this feature with the Monaco editor I also accidently bumped my bundled js to 500kb . This was due to it importing a bunch of syntax stuff for different languages. Thankfully changing one Monaco.something to monaco.something resolved this QoL errors get cleared when rerunning script add resolution to script scope UI I noticed that you couldn’t resize the app to something smaller. You could however make it smaller and then reload. Meaning that it was able to come up with a good layout but something was greedy and holding on to its space. Width wise this was easy to fix by adding a dynamic sizing flag to the editor and some min-width: 0 s to some elements, but height wise i couldn’t get it to work. Turns out even with dynamic sizing the editor is still not the biggest fan of being resized so I had to add a ResizeObserver and call the editors layout method to make it reconsider its size Next up I will now implement a better UI for smaller screens, but first I need to declutter my css and html to make it more maintainable . Other additions/fixes
Coming to an end I am kind off getting frustrated with this project, I cant handle this stack anymore , I yearn for hardware again. I am aiming to finish this in the next 2 weeks! Well any ways here is what I did: Output stretching Until now the grid output was always a square, so if you had a non-square resolution it would be stretched to one. Now it actually gets the shape of the resolution and it uses the most of the usable space it can. I also added a option to return to the original method. Blur Initially I had some problems with drawing pixels to the canvas. I drew rectangles to the canvas but some image smoothing settings were adding anti-aliasing and similar stuff making the pixels look weird. I fixed that by just creating raw image data, but it was a cool effect for some situations, like generating a gradient. So I added a option to toggle this image smoothing of the browser. Sadly as it is browser based I’d probably has very different results on different browsers. Small UI I did a bunch of css fixes to make the ui more resizable and trigger a bunch of stuff on resizing. Then I added a tabbar and reduced the layout. In the normal layout the editor and output are side by side and when the screen is too small only one is shown and you can switch with the tabbar. It also moves the top bar actions into a setting pop up. Tip box Some features might not be self explanatory, so I added this small tip tool when hovering above stuff for some time. To not be stuck on this for too much longer I scrapped the idea of the landing page and I will instead add a tutorial.
Help, Docs and a Tutorial Help menu and Docs I added a Help modal under the “?” button. It has some actions like opening the tutorial again and features some docs. There are docs on the specific output explaining what the output expects and listing all available variables in scope of the output. So for Grid it explains how the script will be evaluated over all pixels in a grid and the script returns an RGB value setting that pixels color. Then it lists all the variables, like ‘x’ the x-coordinate of the pixel. Tutorial I also added a short tutorial which explains how to get a running script under Grid. I hope it explains all the concepts step by step and that it is understandable. Originally it was more of a tour of the UI and explained all the buttons, but I think that most of that is pretty self explanatory and the new tutorial is better at explaining how to actually use this. Next up I will add 1 more output before shipping!
Final touches Spelling mistakes I fixed a lot of spelling mistakes in the tutorial and help box sections. I think I should keep writing tutorials and docs to times before 1 am. Plot I also added a new output the plot ! The script gets a x value and returns the matching y value. Those pairs then get displayed on a plot using graph.js. During this addition I also reworked the core rust 🦀 engine a bit so now stuff that should be output independent, like creating a Rhai engine or compiling a Rhai script to an AST, is in its own file. Then I added the rust logic and it just returns an array of X and Y value pairs when done. Adding the UI and lifecycle stuff for the plot was rather easy because I kept everything pretty modular with easy expansion in mind. However styling the plot was rather complicated and I now have a enormous JavaScript Object detailing all the small bits and pieces to make the plot look alright! Repo PixelMatrix was always a temporary name as it is only really fitting for the grid output, so I renamed this project to ScriptCanvas. I think this is more fitting because it does use scripts and it also draws those on canvas elements! I also added a README to the repo. As testing on chrome and firefox also looked good I think I am ready to ship !
Ships:
I made a web app where you can make simple scripts to create interesting outputs. Its really fun to see what patterns and stuff you can create from very simple logic! The web app is statically hosted on github pages and does not need any server. It is build on a very performant stack. The main UI thread dispatches a request to a web worker which on a separate thread executes optimized rust WASM. That WASM compiles the script to an AST and then evaluates it a bunch of times across all the needed scopes. Finally the web worker can message the main UI thread back. This separation is needed to not freeze the UI during script evaluation, but because there is a memory separation it was very annoying to work with. I used a vanilla-ish stack with no web framework, but with TS. I learned a lot about CSS and TS/JS. Using a framework would have probably sped up development but I wanted to first really understand what a framework would need to do under the hood before moving to that. All in all I am very proud of this project! Hopefully others find the concept as interesting as I do!...
|
1793577081.0695128
|
1793663481.0695128
|
|
41684
|
Secret Knocking Message Tool by @Amanojaku | Stard Secret Knocking Message Tool by @Amanojaku | Stardance...
|
Amanojaku
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T13:40:00Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Every time you search up “Can my cat eat a single blueberry?” or when you watch tutorials about how to get the rarest sprites in Fortnite: you’re ISP is there. Watching. Judging. That’s why I make sure to use NordVPN: The sponsor of my invention.", "repo": "https://github.com/zxcvbnmzxcvbnmzxcv/DoorKnockingintoMorseCode", "demo": ""}]...
|
[{"post_id": 40961, "ts": "202 [{"post_id": 40961, "ts": "2026-08-04T20:27:32Z", "hours": 0.4594, "text": "Finished attaching it to a door and fine-tuning the tilt switch."}, {"post_id": 37948, "ts": "2026-07-31T00:06:27Z", "hours": 1.3722, "text": "Wiring it to a screen to display the message. It won’t be a real-time message. Just a message you leave across someone’s door."}, {"post_id": 37319, "ts": "2026-07-29T22:47:12Z", "hours": 0.7931, "text": "First code upload to convert knocking into English"}]...
|
Title: Secret Knocking Message Tool by @Amanojaku Title: Secret Knocking Message Tool by @Amanojaku | Stardance
Devlogs:
First code upload to convert knocking into English
Wiring it to a screen to display the message. It won’t be a real-time message. Just a message you leave across someone’s door.
Finished attaching it to a door and fine-tuning the tilt switch.
Ships:
Every time you search up “Can my cat eat a single blueberry?” or when you watch tutorials about how to get the rarest sprites in Fortnite: you’re ISP is there. Watching. Judging. That’s why I make sure to use NordVPN: The sponsor of my invention....
|
1793577090.5033438
|
1793663490.5033438
|
|
41693
|
SonBot! by @exasperadou | Stardance
|
exasperadou
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T22:40:43Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first Slack Bot and im really happy. It was really fun learning how to do it and all the process itself. I had some difficulties setting it up with Nest because some commands didnt work, but at the end, i did it. I hope you like it.", "repo": "https://github.com/exasperadou-max/sonbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BLV0ADNEP?skip_today=1"}]...
|
[{"post_id": 37875, "ts": "202 [{"post_id": 37875, "ts": "2026-07-30T21:14:18Z", "hours": 1.98, "text": "Im done with the commands, now i gotta upload the bot to Nest, here is a list of all commands and how to use them"}, {"post_id": 37411, "ts": "2026-07-30T03:17:03Z", "hours": 1.9322, "text": "This has been very fun. I have implemented commands like real-time bitcoin price, random frog and random country. :)"}]...
|
Title: SonBot! by @exasperadou | Stardance
Devlog Title: SonBot! by @exasperadou | Stardance
Devlogs:
This has been very fun. I have implemented commands like real-time bitcoin price, random frog and random country. :)
Im done with the commands, now i gotta upload the bot to Nest, here is a list of all commands and how to use them
Ships:
I made my first Slack Bot and im really happy. It was really fun learning how to do it and all the process itself. I had some difficulties setting it up with Nest because some commands didnt work, but at the end, i did it. I hope you like it....
|
1793444079.8708584
|
1793530479.8708584
|
|
41740
|
meloop - watch your video multiply by @sahilaw | S meloop - watch your video multiply by @sahilaw | Stardance...
|
sahilaw
|
1
|
9.0
|
130
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T17:37:08Z", "hours": 9.0, "multiplier": 14.55, "payout": 130, "blessing": "neutral", "text": "I spent the last few days on meloop, a tool that turns any short clip into an endlessly multiplying grid. Everything runs on your device, nothing gets uploaded. The hardest part was frame extraction. Sampling too slowly made the loops choppy, sampling too fast made the browser lag. Settling on 24 fps and a 60-second limit fixed most of it. I’m happiest with how the grid grows while staying perfectly in sync with the original audio. Also added a recent-clips list with IndexedDB so you can replay videos without uploading them again. To try it just go to meloop.vercel.app, drop any short video under 60 seconds, and watch it multiply. There’s a demo button if you don’t feel like uploading anything.", "repo": "https://github.com/sahilaw22/meloop", "demo": "https://meloop.vercel.app/"}]...
|
[{"post_id": 44105, "ts": "202 [{"post_id": 44105, "ts": "2026-08-09T17:28:27Z", "hours": 2.0944, "text": "second devlog I built a thing that takes a short video and turns it into a growing grid of the same clip looping forever. One tile, then four, then nine, and so on until the whole screen is just the same meme repeating itself. The idea The whole point was that nothing leaves the browser. No uploads, no servers. You drop a video, the browser rips the frames out with canvas, and then it just starts multiplying them. Audio stays from the original file so it doesn’t sound like garbage. Frame extraction Getting this part right took longer than I expected. At first I was sampling too slowly and the loops looked choppy. Then I was sampling too fast and the browser would choke on longer clips. Settled on: 24 fps Max video length: 60 seconds Max file size: 15 MB Frames scaled down to 480px Still not perfect, but it works for most meme-length clips. The multiplying grid This was the fun part. I started with a simple canvas renderer that just kept adding more of the same frame. Watching a single sad cat video slowly take over the entire screen is weirdly satisfying. Had to add a couple of limits though: Hard cap at 1024 tiles Auto-pause every couple of minutes Otherwise Chrome starts melting. Extra stuff Recent clips saved with IndexedDB so you can re-run the last few videos without uploading again Drag and drop + a demo video button Basic play/pause/mute controls Try it Live version is up at meloop.vercel.app What’s still rough Performance on older phones isn’t great The pause modal feels a bit abrupt Some longer clips still struggle during frame extraction The core idea works though, and everything stays private, which was the main goal."}, {"post_id": 37338, "ts": "2026-07-30T00:03:19Z", "hours": 6.8697, "text": "Hey everyone! this is my first devlog Here what i did today: I spent some time polishing meloop today. i refined the ui, improved animations, and optimized the frame processing pipeline to make everything feel smoother. the biggest goal is still the same: keeping all video processing fast, private, and entirely inside the browser without relying on servers or uploads. it’s starting to feel much more like a finished product with every iteration. Check out live demo here! https://meloop.vercel.app/"}]...
|
Title: meloop - watch your video multiply by @sahi Title: meloop - watch your video multiply by @sahilaw | Stardance
Devlogs:
Hey everyone! this is my first devlog Here what i did today: I spent some time polishing meloop today. i refined the ui, improved animations, and optimized the frame processing pipeline to make everything feel smoother. the biggest goal is still the same: keeping all video processing fast, private, and entirely inside the browser without relying on servers or uploads. it’s starting to feel much more like a finished product with every iteration. Check out live demo here! https://meloop.vercel.app/
second devlog I built a thing that takes a short video and turns it into a growing grid of the same clip looping forever. One tile, then four, then nine, and so on until the whole screen is just the same meme repeating itself. The idea The whole point was that nothing leaves the browser. No uploads, no servers. You drop a video, the browser rips the frames out with canvas, and then it just starts multiplying them. Audio stays from the original file so it doesn’t sound like garbage. Frame extraction Getting this part right took longer than I expected. At first I was sampling too slowly and the loops looked choppy. Then I was sampling too fast and the browser would choke on longer clips. Settled on: 24 fps Max video length: 60 seconds Max file size: 15 MB Frames scaled down to 480px Still not perfect, but it works for most meme-length clips. The multiplying grid This was the fun part. I started with a simple canvas renderer that just kept adding more of the same frame. Watching a single sad cat video slowly take over the entire screen is weirdly satisfying. Had to add a couple of limits though: Hard cap at 1024 tiles Auto-pause every couple of minutes Otherwise Chrome starts melting. Extra stuff Recent clips saved with IndexedDB so you can re-run the last few videos without uploading again Drag and drop + a demo video button Basic play/pause/mute controls Try it Live version is up at meloop.vercel.app What’s still rough Performance on older phones isn’t great The pause modal feels a bit abrupt Some longer clips still struggle during frame extraction The core idea works though, and everything stays private, which was the main goal.
Ships:
I spent the last few days on meloop, a tool that turns any short clip into an endlessly multiplying grid. Everything runs on your device, nothing gets uploaded. The hardest part was frame extraction. Sampling too slowly made the loops choppy, sampling too fast made the browser lag. Settling on 24 fps and a 60-second limit fixed most of it. I’m happiest with how the grid grows while staying perfectly in sync with the original audio. Also added a recent-clips list with IndexedDB so you can replay videos without uploading them again. To try it just go to meloop.vercel.app, drop any short video under 60 seconds, and watch it multiply. There’s a demo button if you don’t feel like uploading anything....
|
1793569933.4075592
|
1793656333.4075592
|
|
41770
|
MacIdeas by @tonymac129 | Stardance
|
tonymac129
|
1
|
53.0
|
825
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T05:11:51Z", "hours": 53.0, "multiplier": 15.61, "payout": 825, "blessing": "neutral", "text": "MacIdeas is a fullstack online platform for managing, organizing, and keeping track of your work, including tasks, notes, and projects! Now, before you think this is just another generic boring todo list app and give me a 1 star in originality…, well, it kind of is a todo app, but with a ton of many different features, customization, and settings, as well as notes with a complete, functional rich text editor, folders for convenient organization, and projects for organizing your different tasks, notes, folders, and everything else into manageable groups that you can easily browse through. You can edit and assign tasks priorities, due/start dates, tags, subtasks, projects, folders, links, completion, star them, and view all the info from the details panel. There are also features like search, sort, filter, tags, views, star, emojis, and other options that make browsing, navigating, and finding items a lot easier and more efficient. To make the website accessible to everyone, MacIdeas has smooth transitions and animations, fully supports both dark and light modes (and your own background images or colors), as well as responsive design for (nearly) all screen sizes, and complete SEO metadata for each page. All you need to do is to sign in with MacWeb, the central platform for my projects’ auth and account info (since MacIdeas is one of its many apps), and you’ll be redirected back and have access to try out all those features! It has everything you would expect from a real task manager and text editor, so hopefully you’ll like my project :)", "repo": "https://github.com/Mac-Web/macideas-next", "demo": "https://macideas.macweb.app"}]...
|
[{"post_id": 71609, "ts": "202 [{"post_id": 71609, "ts": "2026-09-21T04:58:39Z", "hours": 4.6342, "text": "Last devlog: note features and final touches! MacIdeas is finally finished and ready to ship! In this last massive devlog, I added a few new quality of life features, did a ton of general/styling/auth bug fixes, and polished the entire project ! Added note content persistence, meaning you can actually save each note’s content to your account data, including its text, formatting, and everything. Autosave automatically does this every 30 seconds, but you can also manually save with ctrl+s or by pressing the save button Added a few new editor features from Tiptap for typography and general formatting to make note taking more powerful and complete You can now select custom background colors (along with custom backdrop images) to customize the appearance of each task list and note page ! The nav search had been there doing nothing ever since the first devlog , so I finally added a powerful search bar to the nav bar that uses a new API endpoint to search through all the information in all your task lists, tasks, notes, projects, and folders and displays the results as a list of links for convenient browsing and navigation! Added section descriptions and icons for the major features on the homepage Updated styling, content, code, and layout Updated the README with a demo screenshot and updated info about features Fixed a lot of bugs related to general usage, empty user data, styling issues with modals, auth redirect, and many other things I don’t want to remember to improve the overall user experience I took a one week break in this last stretch, so there was probably other stuff I did that I forgot, so hopefully my storytelling isn’t that bad"}, {"post_id": 66657, "ts": "2026-09-12T14:50:05Z", "hours": 3.7656, "text": "Rich text editing for notes! Added a complete, feature-rich, and easy to use rich text editor for creating and editing your notes! This means you can now actually take notes with features like text formatting, links, headings, lists, inline components, and a lot of other features you would expect from tools like Google Docs There is a top tool bar with a ton of options, buttons, and dropdowns organized into different functional sections (I definitely did not just copy GDocs ) to format/edit/modify your current content selection easily Most of the features support keyboard shortcuts (because of Tiptap), which you can see by hovering over the option and reading its tooltip I tried making my own web based rich text editor from scratch before, and it turned out to be a nightmare of dom manipulation and other headaches, so this time I decided to just use the library Tiptap, which itself is based on the library ProseMirror, to handle this pain in the butt Since Tiptap is completely headless, I still spent a lot of time going through its docs, installing useful extensions, learning their commands, and building, testing, and tweaking all the features to make everything work smoothly I don’t know why I’ve been neglecting actually adding notes for so long (before each note was just a blank page saying “Untitled note” that you couldn’t even edit ), but this actually turned out to be super fun to implement and the result was very rewarding Note saving doesn’t actually work yet (despite the fake “Note saved” autosave message ) since there are still some things about the editor to fix, but hopefully that’ll be implemented soon and MacIdeas will be almost ready to ship! The text editor also works with light mode, and I also updated some styling to improve the UI"}, {"post_id": 65705, "ts": "2026-09-11T01:12:55Z", "hours": 2.3211, "text": "Light mode toggle The mode option in the nav user menu now toggles the site’s entire appearance between dark and light mode to improve its customizability and accessibility Because every component has a default color transition, switching between the 2 modes has a smooth UI transition instead of flashing to the other color instantly I had to set up the theme provider and manually add the light mode Tailwind classes and the dark mode prefix for all the colors in every page and component, as well as accounting for all most of the display color edge cases, so this took quite a long time but the result was worth it, both modes look pretty consistent and visually appealing I am finally back to developing MacIdeas after taking a one month break, so I spent some time familiarizing myself with the codebase again. Hopefully this time I’ll be able to finish and ship it soon! Updated styling and layout Added and updated some dependencies"}, {"post_id": 45249, "ts": "2026-08-11T16:25:12Z", "hours": 5.2492, "text": "Project page and contents Added a dedicated page for each project that is its own file browser where you can open/interact with the contents, view their information and metadata, and search, filter, and sort through them so you can better manage and view your projects Added an option on the project page that opens a modal displaying all your folders, task lists, tasks, and notes grouped into 4 different tabs. Each item is a checkbox so you can select exactly which items to add to or remove from the project You can also search through each tab’s results and see their names and icons to make finding the right item quick and easy This seemed like a simple feature to implement but getting to cooperate was a nightmare since each item has its own data type, so organizing the data structure for both the frontend and backend required a lot of annoying unions and conditionals There is now a top bar in the project browser with the name, type, modified, and created labels which you can click on to sort the contents accordingly Each item also shows its type and modified & created times, as well as an icon where you can change the item’s emoji directly, making browsing and managing your stuff more convenient You can also edit the project’s name and description directly by clicking on the page title and text Updated styling and layout I procrastinated on this devlog for 2 days and got no work done, so I think this might be a sign for me to take a break from Stardance for a few days since I also need to work on hosting 8-Bit Jam (awesome game jam, if you live near nova plz go register ) and other stuff, so there won’t be new devlogs in a while"}, {"post_id": 43395, "ts": "2026-08-08T16:42:33Z", "hours": 1.8381, "text": "Project browser Added a project browser/file explorer to the project dashboard where you can search, view, and open projects and folders to browse their content ! I decided to build this file explorer instead of just a simple dashboard because I got bored and wanted to make something different, and it would make more sense to do this for projects since they are essentially just folders This file explorer is pretty similar to Google Drive and other cloud storage services, you can double click a project or folder to change directory and view its content (tasks, task lists, notes, other folders), and go back/navigate to other levels with navigation breadcrumbs I thought this would be difficult to implement and would need some kind of breadcrumb library and it turned out to be pretty simple Only projects are styled and can be opened right now, but folders and other stuff will be added in the next update! Added a menu option for adding task/note folders to projects. It opens a modal where you can view and select all the projects you’re adding the folder to, and it’ll show up in the project explorer Updated styling and content"}, {"post_id": 43017, "ts": "2026-08-08T01:36:42Z", "hours": 3.7031, "text": "Note and project management Added more note management features for editing, deleting, starring, and moving notes, as well as a dashboard for the notes page (similar to the one for tasks) You can now move notes in/out of different folders by selecting the move option and choosing the folder in the modal popup menu. You can also edit which notes are in a folder by clicking on its edit option, where you can check all the notes you want in a folder Added a top tool bar to each note page (similar to the tool bar for task lists) with the note’s emoji (clicking it opens the emoji menu where you can choose or clear the icon), name (clicking on it renamed the note), description (clicking on it also makes it editable), and current folder information displayed The tool bar also has options to upload a custom background image with an upload modal (similar to task lists), choose a custom theme (not implemented yet), star/unstar, or delete after confirming Added a sidebar for the projects page where you can create, manage, view, add icon, rename, star/unstar, and delete your projects (basically the same as the notes and tasks sidebar) Since many of the features are basically identical or very similar to tasks/task lists, I just used the existing components and copied and modified some stuff, so all these features were pretty easy and quick to implement Added recent, starred, and organized by tag sections to the notes dashboard so you can view and manage your notes more easily. You can also customize the dashboard by selecting the sections in the settings panel Updated schema and types Updated styling and layout Fixed background shadow overlay and a few other display/styling issues"}, {"post_id": 42076, "ts": "2026-08-06T17:10:52Z", "hours": 5.1608, "text": "Notes and custom backgrounds I coded for 5 hours yesterday and made a lot of progress but completely forgot to devlog , so this devlog will be a bit longer (as if my usual devlogs aren’t already long enough) to hopefully keep my storytelling good 🥺 Added the notes tab, which is the second major part of MacIdeas (the other being tasks and projects) that shares a basically identical layout with tasks, so I only had to copy a few components, modify some variables, imports, and database operations, and add new schema models and server actions to make note management work properly, though it still took quite a bit of time Currently only the sidebar is implemented for notes (instead of the actual note taking/editing part), but you can create new notes, rename them, choose their custom emojis, delete them, create and manage folders, and create notes inside folders from there You can also navigate to each note by clicking on it, but the page is blank for now. Notes share folders with tasks, so folders you make in notes also show up in tasks, and vice versa, although the specific tasks/notes in the folder aren’t displayed on the notes/tasks tab to keep organization simple (hopefully I didn’t phrase this too confusingly , maybe I’ll add an option to show both in settings) Also added projects (the third major part of MacIdeas), which are basically labels/folders that you can put tasks, task lists, folders, and notes in to conveniently keep everything related to a big project in one place Right now you can only create projects through the create project button on the sidebar and can’t do anything else with them, since I’ll only start working on projects after I finish notes Added buttons where you can upload a custom background image or select a color theme (not implemented yet) for each individual task list to make customization even better and personalized! When you click on the custom background option, an upload modal appears where you can upload a png/jpg/webp <4MB to be the background! I originally tried using uploadthing since it was the only object storage service I worked with, but I just couldn’t get the event hooks to load or work at all despite copying stuff from my old project and wasting an hour researching , so I decided to settle with Vercel Blobs (because it’s already hosted on Vercel) and it’s actually so much faster and easier to set up/integrate Some of the components are opaque, so they look kind of weird with a custom background, so I’ll be fixing that soon, but for the most part custom backgrounds actually look decent somehow Task lists without a custom background have a black overlay shadow that’s out of place, so that has to fixed too Also added a bunch of random small quality of life features and adjustments that I don’t remember without looking at my commits Updated schema and types Updated styling"}, {"post_id": 41429, "ts": "2026-08-05T17:05:00Z", "hours": 3.1761, "text": "Dashboard customization and My Day Added settings for customizing your personal tasks page dashboard, where you can select which tasks to show and which task filter sections to display on your main tasks page to make it completely customized You can access the settings modal by clicking on the gear icon on the top right of the tasks page, where you can select the checkboxes that you want to show on the page. You can reset the settings defaults as well by clicking on the reset option and confirming Dashboard tasks now also show their priority and tags All your homepage settings and customization are automatically saved to the account backend so the settings are synced across all your devices Added the “My Day” page that shows all your tasks that either start or due today (in your local timezone, refreshes daily automatically), or you can add custom tasks for the day here without putting it in any task list to help plan out your day better My Day is essentially a special task list and you can do all the stuff you can do with normal tasks and task lists (browsing, sorting, managing, etc.), and it shows up as its own tab on the left sidebar. I thought this would be hard to implement architecturally, but I just had to add a few fields and conditionals to make it work properly Added the tags dashboard section where you can view all the tasks with a certain tag Updated the data fetching logic for the dashboard to be more efficient, optimized, and customized according to the settings Updated schema and constants Updated styling Updated README Fixed a few visual bugs"}, {"post_id": 40963, "ts": "2026-08-04T20:46:14Z", "hours": 2.8342, "text": "Dashboard and Subtasks Added a few interactive widgets to the task dashboard showing tasks grouped in different categories so you can browse all your tasks quickly and easily The different task widgets, each with a different icon, are starred, priority, upcoming, starting soon, recent, and tag tasks. The widgets basically act like filters for all your tasks across all task lists so you don’t need to manually dig through them to find what you’re looking for You can now add subtasks to your tasks! Subtasks are basically just very simple tasks without any of the fancy features (since that would be annoying to implement and it’s just pretty impractical) that are just smaller steps broken down from the main task You can add, view, and manage (completing, renaming, or deleting) each task’s subtasks sorted by completion status in the task details panel, and you can see each task’s subtasks directly displayed below the main task You can also mark subtasks as completed by clicking on the circle on the task item, and the text will be striked through and grayed out Added a home/task dashboard link to the left sidebar Updated schema and types Updated styling and layout Updated README with more detailed info and specific features"}, {"post_id": 40514, "ts": "2026-08-04T03:06:03Z", "hours": 3.7111, "text": "Priority and folders! You can now assign an importance priority flag for each task to better keep track of your most important todos and manage/view them more easily with this feature ! You can change the priority of a task by clicking on one of the 4 options in the priority dropdown that appears when you hover over the task. Each priority has a different color (none-transparent, low-green, medium-yellow, high-red) to help distinct them visually. If a task has a priority, the status is permanently stickied on the task so it’s always visible You can sort and filter tasks by priority as well to automatically group and view your most important tasks You can customize the new task’s priority by changing the new task input field’s priority dropdown menu. You can also edit a task’s priority in the task details panel You can now create custom folders to group and organize your task lists by clicking on the create folder option on the task sidebar ! Clicking on the folder toggles the visibility of its task list content, and hovering over it shows an options icon that opens a menu where you can edit, rename, change the folder icon color, or delete the folder The edit option opens a modal where you can search and select the task lists to add or remove from the folder The rename option turns the folder name into an input that saves on blur, the color option shows a color picker for the icon color, and the delete option deletes the folder and its task lists after confirmation You can also directly create new task lists inside a folder by clicking on the add option on the folder. You can move task lists in/out of folders as well by clicking on the move option, which opens a similar modal where you can search and select which folder to move the task to Drag and drop for moving task lists in/out of folders isn’t implemented yet, because it’s actually quite a challenging thing to do (for me) , but hopefully I’ll have time to try to implement it Updated schema and types Updated UI components and styling Fixed display overflow height styling issues"}, {"post_id": 40161, "ts": "2026-08-03T15:52:29Z", "hours": 2.6514, "text": "Due dates and more random features You can now add due dates and start dates to tasks to better keep track of them and remind yourself when to stop procrastinating and actually get to work ! When you click on the calendar icon on a task, a modal shows up with 2 fields where you can pick the precise date and time for when the task starts/dues. I used the kind of outdated library Flatpickr for this since I was too lazy to build my own calendar time picker thing You can also clear/remove the selected time by clicking on the x icon next to the date field. Save the changes by clicking on the save button You can edit/select the times by clicking on the date fields in the task details panel as well. Start and due dates show up as a small text below the main task on the page so you can easily see when each task is due Added options to sort tasks by due and start dates so you can see which tasks are coming up soon! Also added a separate section in the filter dropdown for filtering by your own tags to better organize and view your different tasks The pen edit/rename option on the task list is now finally implemented! Clicking on it turns the task text into an input field that you can edit, and the new name is saved when you click away from it The tag, calendar, and star icons on the task input field now do something for the new task! Similar to task items, the tag and calendar options both open a modal for you to select the options for the new task, and the star icon marks it as starred. This makes it a lot easier to customize the task before actually adding it to the list Updated schema and types Updated styling and UI components Fixed a legacy dependency (Emoji Mart is unmaintained ) compatibility issue that caused a few previous commits to fail in production build Not gonna lie I’m pretty proud of the UI and layout all the different options and components actually sort of make MacIdeas look like a legit app There seems to be an issue with Firefox screenshots that fails to capture the modal’s background blur for the screenshot so it’s kinda weird"}, {"post_id": 39667, "ts": "2026-08-02T19:52:59Z", "hours": 3.9036, "text": "Tags and emojis Added task tags that you can customize and assign to different task items to better categorize and organize them! You’ll be able to group/sort by tags in the future as well, making browsing and managing tasks even more convenient When you click on the tag icon while hovering over a task item, the tag modal appears listing all the tags you created, a search bar for the tasks, as well as options to create new tags and save your selection Each tag on the modal is a checkbox, meaning you can simply check/uncheck the tags to assign them to the task Clicking on the create option displays an input where you can add a new tag that gets added to the revalidated menu Each tag also has an icon that opens a menu of options to rename, select an emoji, pick a color, and delete the tag. The rename option turns the tag into an input that you can edit, the emoji option opens the emoji picker (you can clear an existing emoji as well) so you can choose a custom icon for the tag, the color option opens a color picker where you can edit the tag’s background, and the delete option deletes the tag after confirmation There’s an option on the modal to clear all the currently assigned tags from the task item as well Up to 3 tags are displayed for each task on the task list page, and you can view all the tags a task has in the details panel (where you can open the tag modal and edit the tags too) You can now also choose an emoji for each task list by either clicking on the sidebar icon or the top bar icon! It opens an emoji picker with an option to clear the existing emoji as well Updated schema and types Updated styling and layout Fixed display height issue Fixed legacy dependency deployment issue"}, {"post_id": 38980, "ts": "2026-08-01T16:28:02Z", "hours": 1.9678, "text": "Browse & complete tasks You can now browse and filter through tasks to view and manage them more easily with the new sorting and filtering options! You can also finally mark tasks as completed once you finish them On the task list page tool bar, there’s a search bar that searched through tasks by their name and description, dropdown menus for sorting (by name, created, updated, due date, etc., some aren’t implemented yet), filtering (by starred, completion status, etc.), and ascending/descending display order to help you find and browse tasks more easily ! There’s also a checkbox that toggles the visibility of completed tasks, since they are hidden by default to avoid cluttering the page You can mark a task as completed by either clicking/checking the circle icon on each task item or selecting the completed checkbox on the task details page Incomplete and completed tasks are each grouped together regardless of sorting order to avoid confusion Completed tasks are striked through and grayed out to help with distinction. You can remark them as incomplete again any time by clicking on the icon again Fixed an annoying container height overflow display layout issue (implementing responsive design on this will be a pain in the butt ) Updated styling and layout I accidentally closed the window while recording the video so I had to rewrite this entire devlog again from memory , Stardance team please make a save devlog button like with Flavortown 🥺"}, {"post_id": 38563, "ts": "2026-08-01T01:19:19Z", "hours": 2.6092, "text": "Task creation & management You can now actually add, view, and manage your tasks in MacIdeas! You can add tasks, view details, edit, star, and delete them by clicking on the task item icons When you add a task, a task item gets added to the task list page, which when hovered shows icons/buttons to edit, manage tags, change due date, star, or delete the task. There’s also a circle on the left where you can mark the task as completed (none of these buttons work yet other than star and delete ) Clicking on the task item itself opens an animated panel on the side (similar to a lot of todo apps and the Slack profile panel) with input and textarea fields for editing the task and its description, as well as checkboxes to mark/unmark the task as completed or starred The task item details panel also shows the task’s precise created and updated timestamps, as well as its ID in the backend database (for debugging purposes) You can save the changes in the details panel by clicking on the save button, which updates and revalidates the task automatically. You can also delete the task item by clicking on the delete button and confirming the warning modal You can close the details panel by clicking on the same task item again or by clicking on the close button If a task item is starred, the star icon shows even when you’re not hovering over the task item. You’ll be able to filter and group task items by stars in the future as well Updated the task list page layout to give more space to the main section and make sure everything’s aligned and positioned nicely without any display/styling issues Added new UI components Updated styling Fixed a few styling and UX issues Updated database schema"}, {"post_id": 38314, "ts": "2026-07-31T17:10:40Z", "hours": 2.0458, "text": "Task list management Added more task list management features so you can organize and view your tasks more efficiently! Added a top tool bar on task list pages where you can rename the task list by clicking on the name, add a description, mark/unmark it as starred, and delete it When you click on delete, a confirmation warning modal shows up asking you to confirm You can also star/unstar a task list by clicking on the star icon on the left sidebar or in the options menu Starred task lists show up in a different section at the top of the sidebar to make accessing them easier and quicker Added a dropdown button that shows an additional menu for creating folders and projects (not implemented yet) next to the create task list button Added a pick emoji button for each task list on the sidebar that, of course, still doesn’t work yet Added the new task input field on the task page with a few placeholder buttons and a submit button. This where you’ll be able to add tasks, but nothing works so far Added a message screen that shows up when all the tasks are completed/there are no tasks Added dynamically generated SEO metadata for task list pages to make the site more accessible and responsive Updated schema and types Updated styling and layout"}, {"post_id": 37735, "ts": "2026-07-30T17:25:43Z", "hours": 3.29, "text": "MacIdeas: productivity & work management tool I’m starting a new project in the MacWeb collection of online apps and platforms called MacIdeas, which is basically Notion (task, note, and project management) but significantly more inferior Hopefully this project will turn out to be pretty complex so I can milk invest more hours on making and polishing this app In this pretty big initial update, I set up the Next.js project, installed its required dependencies, added a few basic pages and layouts, added a lot of UI components, and added task list management Spent quite some time configuring auth and the account system backend again since MacIdeas is hosted on a subdomain of the main macweb.app root domain which handles auth and accounts, so it was annoying setting up CORS, subdomain cookies, and user schemas (I’m not even sure if it works in production yet ) Added a nav bar and footer that were just copied from other MacWeb apps so they look consistent and updated a few links Added placeholder homepage layout and sections with images and text that don’t mean anything yet Added the main tasks page layout with a left sidebar listing all your task lists (folders and other organization stuff coming soon) and the main page displaying your actual tasks and information You can create new task lists by clicking on the create task list button on the sidebar, which creates and redirects you to the new task list that’s automatically titled “Untitled List” When you hover over a task list on the sidebar, an options icon appears that shows a menu of list management options, including rename, star (not implemented), and delete When you click on rename, the task list becomes an input where you can input the new name, and clicking out of it saves and revalidates the data When you click on delete, a confirmation warning modal appears, and the app will be redirected and revalidated after you confirm and delete the task list Once you’re signed in, your profile icon will be displayed on the nav bar and clicking on it lets you view your profile on the main domain, toggle light/dark modes (coming soon), and sign out (does this even work ?) Added static SEO for a few pages to improve accessibility and the site’s metadata Added the MacIdeas logo as the favicon and site icon Added Prisma schema and types Configured DNS and deployment stuff Fixed deployment issue"}]...
|
Title: MacIdeas by @tonymac129 | Stardance
Devlog Title: MacIdeas by @tonymac129 | Stardance
Devlogs:
MacIdeas: productivity & work management tool I’m starting a new project in the MacWeb collection of online apps and platforms called MacIdeas, which is basically Notion (task, note, and project management) but significantly more inferior Hopefully this project will turn out to be pretty complex so I can milk invest more hours on making and polishing this app In this pretty big initial update, I set up the Next.js project, installed its required dependencies, added a few basic pages and layouts, added a lot of UI components, and added task list management Spent quite some time configuring auth and the account system backend again since MacIdeas is hosted on a subdomain of the main macweb.app root domain which handles auth and accounts, so it was annoying setting up CORS, subdomain cookies, and user schemas (I’m not even sure if it works in production yet ) Added a nav bar and footer that were just copied from other MacWeb apps so they look consistent and updated a few links Added placeholder homepage layout and sections with images and text that don’t mean anything yet Added the main tasks page layout with a left sidebar listing all your task lists (folders and other organization stuff coming soon) and the main page displaying your actual tasks and information You can create new task lists by clicking on the create task list button on the sidebar, which creates and redirects you to the new task list that’s automatically titled “Untitled List” When you hover over a task list on the sidebar, an options icon appears that shows a menu of list management options, including rename, star (not implemented), and delete When you click on rename, the task list becomes an input where you can input the new name, and clicking out of it saves and revalidates the data When you click on delete, a confirmation warning modal appears, and the app will be redirected and revalidated after you confirm and delete the task list Once you’re signed in, your profile icon will be displayed on the nav bar and clicking on it lets you view your profile on the main domain, toggle light/dark modes (coming soon), and sign out (does this even work ?) Added static SEO for a few pages to improve accessibility and the site’s metadata Added the MacIdeas logo as the favicon and site icon Added Prisma schema and types Configured DNS and deployment stuff Fixed deployment issue
Task list management Added more task list management features so you can organize and view your tasks more efficiently! Added a top tool bar on task list pages where you can rename the task list by clicking on the name, add a description, mark/unmark it as starred, and delete it When you click on delete, a confirmation warning modal shows up asking you to confirm You can also star/unstar a task list by clicking on the star icon on the left sidebar or in the options menu Starred task lists show up in a different section at the top of the sidebar to make accessing them easier and quicker Added a dropdown button that shows an additional menu for creating folders and projects (not implemented yet) next to the create task list button Added a pick emoji button for each task list on the sidebar that, of course, still doesn’t work yet Added the new task input field on the task page with a few placeholder buttons and a submit button. This where you’ll be able to add tasks, but nothing works so far Added a message screen that shows up when all the tasks are completed/there are no tasks Added dynamically generated SEO metadata for task list pages to make the site more accessible and responsive Updated schema and types Updated styling and layout
Task creation & management You can now actually add, view, and manage your tasks in MacIdeas! You can add tasks, view details, edit, star, and delete them by clicking on the task item icons When you add a task, a task item gets added to the task list page, which when hovered shows icons/buttons to edit, manage tags, change due date, star, or delete the task. There’s also a circle on the left where you can mark the task as completed (none of these buttons work yet other than star and delete ) Clicking on the task item itself opens an animated panel on the side (similar to a lot of todo apps and the Slack profile panel) with input and textarea fields for editing the task and its description, as well as checkboxes to mark/unmark the task as completed or starred The task item details panel also shows the task’s precise created and updated timestamps, as well as its ID in the backend database (for debugging purposes) You can save the changes in the details panel by clicking on the save button, which updates and revalidates the task automatically. You can also delete the task item by clicking on the delete button and confirming the warning modal You can close the details panel by clicking on the same task item again or by clicking on the close button If a task item is starred, the star icon shows even when you’re not hovering over the task item. You’ll be able to filter and group task items by stars in the future as well Updated the task list page layout to give more space to the main section and make sure everything’s aligned and positioned nicely without any display/styling issues Added new UI components Updated styling Fixed a few styling and UX issues Updated database schema
Browse & complete tasks You can now browse and filter through tasks to view and manage them more easily with the new sorting and filtering options! You can also finally mark tasks as completed once you finish them On the task list page tool bar, there’s a search bar that searched through tasks by their name and description, dropdown menus for sorting (by name, created, updated, due date, etc., some aren’t implemented yet), filtering (by starred, completion status, etc.), and ascending/descending display order to help you find and browse tasks more easily ! There’s also a checkbox that toggles the visibility of completed tasks, since they are hidden by default to avoid cluttering the page You can mark a task as completed by either clicking/checking the circle icon on each task item or selecting the completed checkbox on the task details page Incomplete and completed tasks are each grouped together regardless of sorting order to avoid confusion Completed tasks are striked through and grayed out to help with distinction. You can remark them as incomplete again any time by clicking on the icon again Fixed an annoying container height overflow display layout issue (implementing responsive design on this will be a pain in the butt ) Updated styling and layout I accidentally closed the window while recording the video so I had to rewrite this entire devlog again from memory , Stardance team please make a save devlog button like with Flavortown 🥺
Tags and emojis Added task tags that you can customize and assign to different task items to better categorize and organize them! You’ll be able to group/sort by tags in the future as well, making browsing and managing tasks even more convenient When you click on the tag icon while hovering over a task item, the tag modal appears listing all the tags you created, a search bar for the tasks, as well as options to create new tags and save your selection Each tag on the modal is a checkbox, meaning you can simply check/uncheck the tags to assign them to the task Clicking on the create option displays an input where you can add a new tag that gets added to the revalidated menu Each tag also has an icon that opens a menu of options to rename, select an emoji, pick a color, and delete the tag. The rename option turns the tag into an input that you can edit, the emoji option opens the emoji picker (you can clear an existing emoji as well) so you can choose a custom icon for the tag, the color option opens a color picker where you can edit the tag’s background, and the delete option deletes the tag after confirmation There’s an option on the modal to clear all the currently assigned tags from the task item as well Up to 3 tags are displayed for each task on the task list page, and you can view all the tags a task has in the details panel (where you can open the tag modal and edit the tags too) You can now also choose an emoji for each task list by either clicking on the sidebar icon or the top bar icon! It opens an emoji picker with an option to clear the existing emoji as well Updated schema and types Updated styling and layout Fixed display height issue Fixed legacy dependency deployment issue
Due dates and more random features You can now add due dates and start dates to tasks to better keep track of them and remind yourself when to stop procrastinating and actually get to work ! When you click on the calendar icon on a task, a modal shows up with 2 fields where you can pick the precise date and time for when the task starts/dues. I used the kind of outdated library Flatpickr for this since I was too lazy to build my own calendar time picker thing You can also clear/remove the selected time by clicking on the x icon next to the date field. Save the changes by clicking on the save button You can edit/select the times by clicking on the date fields in the task details panel as well. Start and due dates show up as a small text below the main task on the page so you can easily see when each task is due Added options to sort tasks by due and start dates so you can see which tasks are coming up soon! Also added a separate section in the filter dropdown for filtering by your own tags to better organize and view your different tasks The pen edit/rename option on the task list is now finally implemented! Clicking on it turns the task text into an input field that you can edit, and the new name is saved when you click away from it The tag, calendar, and star icons on the task input field now do something for the new task! Similar to task items, the tag and calendar options both open a modal for you to select the options for the new task, and the star icon marks it as starred. This makes it a lot easier to customize the task before actually adding it to the list Updated schema and types Updated styling and UI components Fixed a legacy dependency (Emoji Mart is unmaintained ) compatibility issue that caused a few previous commits to fail in production build Not gonna lie I’m pretty proud of the UI and layout all the different options and components actually sort of make MacIdeas look like a legit app There seems to be an issue with Firefox screenshots that fails to capture the modal’s background blur for the screenshot so it’s kinda weird
Priority and folders! You can now assign an importance priority flag for each task to better keep track of your most important todos and manage/view them more easily with this feature ! You can change the priority of a task by clicking on one of the 4 options in the priority dropdown that appears when you hover over the task. Each priority has a different color (none-transparent, low-green, medium-yellow, high-red) to help distinct them visually. If a task has a priority, the status is permanently stickied on the task so it’s always visible You can sort and filter tasks by priority as well to automatically group and view your most important tasks You can customize the new task’s priority by changing the new task input field’s priority dropdown menu. You can also edit a task’s priority in the task details panel You can now create custom folders to group and organize your task lists by clicking on the create folder option on the task sidebar ! Clicking on the folder toggles the visibility of its task list content, and hovering over it shows an options icon that opens a menu where you can edit, rename, change the folder icon color, or delete the folder The edit option opens a modal where you can search and select the task lists to add or remove from the folder The rename option turns the folder name into an input that saves on blur, the color option shows a color picker for the icon color, and the delete option deletes the folder and its task lists after confirmation You can also directly create new task lists inside a folder by clicking on the add option on the folder. You can move task lists in/out of folders as well by clicking on the move option, which opens a similar modal where you can search and select which folder to move the task to Drag and drop for moving task lists in/out of folders isn’t implemented yet, because it’s actually quite a challenging thing to do (for me) , but hopefully I’ll have time to try to implement it Updated schema and types Updated UI components and styling Fixed display overflow height styling issues
Dashboard and Subtasks Added a few interactive widgets to the task dashboard showing tasks grouped in different categories so you can browse all your tasks quickly and easily The different task widgets, each with a different icon, are starred, priority, upcoming, starting soon, recent, and tag tasks. The widgets basically act like filters for all your tasks across all task lists so you don’t need to manually dig through them to find what you’re looking for You can now add subtasks to your tasks! Subtasks are basically just very simple tasks without any of the fancy features (since that would be annoying to implement and it’s just pretty impractical) that are just smaller steps broken down from the main task You can add, view, and manage (completing, renaming, or deleting) each task’s subtasks sorted by completion status in the task details panel, and you can see each task’s subtasks directly displayed below the main task You can also mark subtasks as completed by clicking on the circle on the task item, and the text will be striked through and grayed out Added a home/task dashboard link to the left sidebar Updated schema and types Updated styling and layout Updated README with more detailed info and specific features
Dashboard customization and My Day Added settings for customizing your personal tasks page dashboard, where you can select which tasks to show and which task filter sections to display on your main tasks page to make it completely customized You can access the settings modal by clicking on the gear icon on the top right of the tasks page, where you can select the checkboxes that you want to show on the page. You can reset the settings defaults as well by clicking on the reset option and confirming Dashboard tasks now also show their priority and tags All your homepage settings and customization are automatically saved to the account backend so the settings are synced across all your devices Added the “My Day” page that shows all your tasks that either start or due today (in your local timezone, refreshes daily automatically), or you can add custom tasks for the day here without putting it in any task list to help plan out your day better My Day is essentially a special task list and you can do all the stuff you can do with normal tasks and task lists (browsing, sorting, managing, etc.), and it shows up as its own tab on the left sidebar. I thought this would be hard to implement architecturally, but I just had to add a few fields and conditionals to make it work properly Added the tags dashboard section where you can view all the tasks with a certain tag Updated the data fetching logic for the dashboard to be more efficient, optimized, and customized according to the settings Updated schema and constants Updated styling Updated README Fixed a few visual bugs
Notes and custom backgrounds I coded for 5 hours yesterday and made a lot of progress but completely forgot to devlog , so this devlog will be a bit longer (as if my usual devlogs aren’t already long enough) to hopefully keep my storytelling good 🥺 Added the notes tab, which is the second major part of MacIdeas (the other being tasks and projects) that shares a basically identical layout with tasks, so I only had to copy a few components, modify some variables, imports, and database operations, and add new schema models and server actions to make note management work properly, though it still took quite a bit of time Currently only the sidebar is implemented for notes (instead of the actual note taking/editing part), but you can create new notes, rename them, choose their custom emojis, delete them, create and manage folders, and create notes inside folders from there You can also navigate to each note by clicking on it, but the page is blank for now. Notes share folders with tasks, so folders you make in notes also show up in tasks, and vice versa, although the specific tasks/notes in the folder aren’t displayed on the notes/tasks tab to keep organization simple (hopefully I didn’t phrase this too confusingly , maybe I’ll add an option to show both in settings) Also added projects (the third major part of MacIdeas), which are basically labels/folders that you can put tasks, task lists, folders, and notes in to conveniently keep everything related to a big project in one place Right now you can only create projects through the create project button on the sidebar and can’t do anything else with them, since I’ll only start working on projects after I finish notes Added buttons where you can upload a custom background image or select a color theme (not implemented yet) for each individual task list to make customization even better and personalized! When you click on the custom background option, an upload modal appears where you can upload a png/jpg/webp <4MB to be the background! I originally tried using uploadthing since it was the only object storage service I worked with, but I just couldn’t get the event hooks to load or work at all despite copying stuff from my old project and wasting an hour researching , so I decided to settle with Vercel Blobs (because it’s already hosted on Vercel) and it’s actually so much faster and easier to set up/integrate Some of the components are opaque, so they look kind of weird with a custom background, so I’ll be fixing that soon, but for the most part custom backgrounds actually look decent somehow Task lists without a custom background have a black overlay shadow that’s out of place, so that has to fixed too Also added a bunch of random small quality of life features and adjustments that I don’t remember without looking at my commits Updated schema and types Updated styling
Note and project management Added more note management features for editing, deleting, starring, and moving notes, as well as a dashboard for the notes page (similar to the one for tasks) You can now move notes in/out of different folders by selecting the move option and choosing the folder in the modal popup menu. You can also edit which notes are in a folder by clicking on its edit option, where you can check all the notes you want in a folder Added a top tool bar to each note page (similar to the tool bar for task lists) with the note’s emoji (clicking it opens the emoji menu where you can choose or clear the icon), name (clicking on it renamed the note), description (clicking on it also makes it editable), and current folder information displayed The tool bar also has options to upload a custom background image with an upload modal (similar to task lists), choose a custom theme (not implemented yet), star/unstar, or delete after confirming Added a sidebar for the projects page where you can create, manage, view, add icon, rename, star/unstar, and delete your projects (basically the same as the notes and tasks sidebar) Since many of the features are basically identical or very similar to tasks/task lists, I just used the existing components and copied and modified some stuff, so all these features were pretty easy and quick to implement Added recent, starred, and organized by tag sections to the notes dashboard so you can view and manage your notes more easily. You can also customize the dashboard by selecting the sections in the settings panel Updated schema and types Updated styling and layout Fixed background shadow overlay and a few other display/styling issues
Project browser Added a project browser/file explorer to the project dashboard where you can search, view, and open projects and folders to browse their content ! I decided to build this file explorer instead of just a simple dashboard because I got bored and wanted to make something different, and it would make more sense to do this for projects since they are essentially just folders This file explorer is pretty similar to Google Drive and other cloud storage services, you can double click a project or folder to change directory and view its content (tasks, task lists, notes, other folders), and go back/navigate to other levels with navigation breadcrumbs I thought this would be difficult to implement and would need some kind of breadcrumb library and it turned out to be pretty simple Only projects are styled and can be opened right now, but folders and other stuff will be added in the next update! Added a menu option for adding task/note folders to projects. It opens a modal where you can view and select all the projects you’re adding the folder to, and it’ll show up in the project explorer Updated styling and content
Project page and contents Added a dedicated page for each project that is its own file browser where you can open/interact with the contents, view their information and metadata, and search, filter, and sort through them so you can better manage and view your projects Added an option on the project page that opens a modal displaying all your folders, task lists, tasks, and notes grouped into 4 different tabs. Each item is a checkbox so you can select exactly which items to add to or remove from the project You can also search through each tab’s results and see their names and icons to make finding the right item quick and easy This seemed like a simple feature to implement but getting to cooperate was a nightmare since each item has its own data type, so organizing the data structure for both the frontend and backend required a lot of annoying unions and conditionals There is now a top bar in the project browser with the name, type, modified, and created labels which you can click on to sort the contents accordingly Each item also shows its type and modified & created times, as well as an icon where you can change the item’s emoji directly, making browsing and managing your stuff more convenient You can also edit the project’s name and description directly by clicking on the page title and text Updated styling and layout I procrastinated on this devlog for 2 days and got no work done, so I think this might be a sign for me to take a break from Stardance for a few days since I also need to work on hosting 8-Bit Jam (awesome game jam, if you live near nova plz go register ) and other stuff, so there won’t be new devlogs in a while
Light mode toggle The mode option in the nav user menu now toggles the site’s entire appearance between dark and light mode to improve its customizability and accessibility Because every component has a default color transition, switching between the 2 modes has a smooth UI transition instead of flashing to the other color instantly I had to set up the theme provider and manually add the light mode Tailwind classes and the dark mode prefix for all the colors in every page and component, as well as accounting for all most of the display color edge cases, so this took quite a long time but the result was worth it, both modes look pretty consistent and visually appealing I am finally back to developing MacIdeas after taking a one month break, so I spent some time familiarizing myself with the codebase again. Hopefully this time I’ll be able to finish and ship it soon! Updated styling and layout Added and updated some dependencies
Rich text editing for notes! Added a complete, feature-rich, and easy to use rich text editor for creating and editing your notes! This means you can now actually take notes with features like text formatting, links, headings, lists, inline components, and a lot of other features you would expect from tools like Google Docs There is a top tool bar with a ton of options, buttons, and dropdowns organized into different functional sections (I definitely did not just copy GDocs ) to format/edit/modify your current content selection easily Most of the features support keyboard shortcuts (because of Tiptap), which you can see by hovering over the option and reading its tooltip I tried making my own web based rich text editor from scratch before, and it turned out to be a nightmare of dom manipulation and other headaches, so this time I decided to just use the library Tiptap, which itself is based on the library ProseMirror, to handle this pain in the butt Since Tiptap is completely headless, I still spent a lot of time going through its docs, installing useful extensions, learning their commands, and building, testing, and tweaking all the features to make everything work smoothly I don’t know why I’ve been neglecting actually adding notes for so long (before each note was just a blank page saying “Untitled note” that you couldn’t even edit ), but this actually turned out to be super fun to implement and the result was very rewarding Note saving doesn’t actually work yet (despite the fake “Note saved” autosave message ) since there are still some things about the editor to fix, but hopefully that’ll be implemented soon and MacIdeas will be almost ready to ship! The text editor also works with light mode, and I also updated some styling to improve the UI
Last devlog: note features and final touches! MacIdeas is finally finished and ready to ship! In this last massive devlog, I added a few new quality of life features, did a ton of general/styling/auth bug fixes, and polished the entire project ! Added note content persistence, meaning you can actually save each note’s content to your account data, including its text, formatting, and everything. Autosave automatically does this every 30 seconds, but you can also manually save with ctrl+s or by pressing the save button Added a few new editor features from Tiptap for typography and general formatting to make note taking more powerful and complete You can now select custom background colors (along with custom backdrop images) to customize the appearance of each task list and note page ! The nav search had been there doing nothing ever since the first devlog , so I finally added a powerful search bar to the nav bar that uses a new API endpoint to search through all the information in all your task lists, tasks, notes, projects, and folders and displays the results as a list of links for convenient browsing and navigation! Added section descriptions and icons for the major features on the homepage Updated styling, content, code, and layout Updated the README with a demo screenshot and updated info about features Fixed a lot of bugs related to general usage, empty user data, styling issues with modals, auth redirect, and many other things I don’t want to remember to improve the overall user experience I took a one week break in this last stretch, so there was probably other stuff I did that I forgot, so hopefully my storytelling isn’t that bad
Ships:
MacIdeas is a fullstack online platform for managing, organizing, and keeping track of your work, including tasks, notes, and projects! Now, before you think this is just another generic boring todo list app and give me a 1 star in originality…, well, it kind of is a todo app, but with a ton of many different features, customization, and settings, as well as notes with a complete, functional rich text editor, folders for convenient organization, and projects for organizing your different tasks, notes, folders, and everything else into manageable groups that you can easily browse through. You can edit and assign tasks priorities, due/start dates, tags, subtasks, projects, folders, links, completion, star them, and view all the info from the details panel. There are also features like search, sort, filter, tags, views, star, emojis, and other options that make browsing, navigating, and finding items a lot easier and more efficient. To make the website accessible to everyone, MacIdeas has smooth transitions and animations, fully supports both dark and light modes (and your own background images or colors), as well as responsive design for (nearly) all screen sizes, and complete SEO metadata for each page. All you need to do is to sign in with MacWeb, the central platform for my projects’ auth and account info (since MacIdeas is one of its many apps), and you’ll be redirected back and have access to try out all those features! It has everything you would expect from a real task manager and text editor, so hopefully you’ll like my project :)...
|
1793577107.0068133
|
1793663507.0068133
|
|
41776
|
ryder's runnin' late! (⌒▽⌒)☆ by @rinimee | ryder's runnin' late! (⌒▽⌒)☆ by @rinimee | Stardance...
|
rinimee
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T18:29:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WarioWare inspired game complete with two separate levels: a platformer and a clicker. It was challenging to code because I wanted to introduce originality rather than copying what the tutorial said, and that led to many errors that took way too long to fix, such as errors with timers and display. Regardless, I am proud of the final result and I loved the story I introduced as well as the UI of the game. Test my project on itch.io! The first minigame should be played by using space and the left/right arrows. The second minigame should be played with the mouse to click. All buttons are navigation-friendly. Good luck, and don’t make Ryder late again!", "repo": "https://github.com/rinimee/riniwarioware", "demo": "https://rinimee.itch.io/ryders-runnin-late"}]...
|
[{"post_id": 44374, "ts": "202 [{"post_id": 44374, "ts": "2026-08-10T02:49:54Z", "hours": 1.5781, "text": "alright now im done ;) so update! apparently there was an error when i was testing my code: the winning scene wasn’t even loading after minigame 2! I had to change the global miniagme count to 2 since I only have 2 minigames. and I had to take too much time to fix it sighh, but now I’ll be publishing this goofy game so that you can finally help ryder get to nasa hq~ here’s a very hilarious ryder art for you guys while you wait for this ship!"}, {"post_id": 43700, "ts": "2026-08-09T03:16:00Z", "hours": 0.8242, "text": "ALL DONE!! finally! after a good 7 hours of coding, I have finished the game! there were a lot of errors along the way and a whole lot more crashouts, but now that the game is done, I’ll be testing it next, making a READme on my repo, and publishing the game! while i didn’t have the motivation to draw ryder showing up to NASA HQ as the winning/loosing scenes, you can see that I ended up drawing memes instead. here they are! PS: there’s also a bonus third pic of me playing the game hehe"}, {"post_id": 39791, "ts": "2026-08-03T00:11:42Z", "hours": 1.1094, "text": "HOLY CHEESE I FIXED IT!! with some awesome-sauce help from the hack-club slack, I finally fixed the first minigame!!!! YAYY!! it still says level 0 but i think i can fix that easily, now the second minigame is buggin a little but I’ll work on that! ill also need to make the winning and loosing scene (DRAWING!) later on. heres the snippet of the second minigame!"}, {"post_id": 39220, "ts": "2026-08-02T01:35:53Z", "hours": 3.1844, "text": "NEED GODOT VETS :( updates! I completed the first minigame and its working, but the level screen timer errors are still haunting me. It took a full 1:30 hours just to get the timer to work. I’m crashing out over these errors and I just hope they’ll get fixed soon ;-; while I have finished the first minigame, I’ll be doing the next one: a clicker. I hope to god I dont run into any errors this time…"}, {"post_id": 38521, "ts": "2026-07-31T23:01:44Z", "hours": 1.4608, "text": "MOVING TIME!! (literally) yep! after some annoying moments of me repeatedly crashing out before ryder wouldn’t move, but after enabling game inputs and making the velocity negative, ryder can finally jump around on fountains and telephone boxes (although in Ryder’s timeline I doubt he needs telephone boxes.) Here’s a quick snippet below, Ill update you all on the next things!"}, {"post_id": 38409, "ts": "2026-07-31T19:15:19Z", "hours": 0.7131, "text": "its comin together! first devlog! its been like 40 mins but I was able to get the title/timer screen done, working on the level itself now, the ryder sprite is so adorable! let me know if you want the plot drop, its pretty simple. Anyway, I’m creating barriers right now for the sprite but heres a couple snippets! I really love how the title screen turned out!"}]...
|
Title: ryder's runnin' late! (⌒▽⌒)☆ by @ri Title: ryder's runnin' late! (⌒▽⌒)☆ by @rinimee | Stardance
Devlogs:
its comin together! first devlog! its been like 40 mins but I was able to get the title/timer screen done, working on the level itself now, the ryder sprite is so adorable! let me know if you want the plot drop, its pretty simple. Anyway, I’m creating barriers right now for the sprite but heres a couple snippets! I really love how the title screen turned out!
MOVING TIME!! (literally) yep! after some annoying moments of me repeatedly crashing out before ryder wouldn’t move, but after enabling game inputs and making the velocity negative, ryder can finally jump around on fountains and telephone boxes (although in Ryder’s timeline I doubt he needs telephone boxes.) Here’s a quick snippet below, Ill update you all on the next things!
NEED GODOT VETS :( updates! I completed the first minigame and its working, but the level screen timer errors are still haunting me. It took a full 1:30 hours just to get the timer to work. I’m crashing out over these errors and I just hope they’ll get fixed soon ;-; while I have finished the first minigame, I’ll be doing the next one: a clicker. I hope to god I dont run into any errors this time…
HOLY CHEESE I FIXED IT!! with some awesome-sauce help from the hack-club slack, I finally fixed the first minigame!!!! YAYY!! it still says level 0 but i think i can fix that easily, now the second minigame is buggin a little but I’ll work on that! ill also need to make the winning and loosing scene (DRAWING!) later on. heres the snippet of the second minigame!
ALL DONE!! finally! after a good 7 hours of coding, I have finished the game! there were a lot of errors along the way and a whole lot more crashouts, but now that the game is done, I’ll be testing it next, making a READme on my repo, and publishing the game! while i didn’t have the motivation to draw ryder showing up to NASA HQ as the winning/loosing scenes, you can see that I ended up drawing memes instead. here they are! PS: there’s also a bonus third pic of me playing the game hehe
alright now im done ;) so update! apparently there was an error when i was testing my code: the winning scene wasn’t even loading after minigame 2! I had to change the global miniagme count to 2 since I only have 2 minigames. and I had to take too much time to fix it sighh, but now I’ll be publishing this goofy game so that you can finally help ryder get to nasa hq~ here’s a very hilarious ryder art for you guys while you wait for this ship!
Ships:
I made a WarioWare inspired game complete with two separate levels: a platformer and a clicker. It was challenging to code because I wanted to introduce originality rather than copying what the tutorial said, and that led to many errors that took way too long to fix, such as errors with timers and display. Regardless, I am proud of the final result and I loved the story I introduced as well as the UI of the game. Test my project on itch.io! The first minigame should be played by using space and the left/right arrows. The second minigame should be played with the mouse to click. All buttons are navigation-friendly. Good luck, and don’t make Ryder late again!...
|
1793573723.675252
|
1793660123.675252
|
|
41782
|
BIOSnake by @Duck | Stardance
|
Duck
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T23:24:25Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is snake written in x86 assembly, running directly on the CPU with BIOS interrupt calls without an operating system, in under 3KB. It also includes comfort features like input buffering and thin snake drawing. It was challenging to get started programming in assembly, but once you get used to it it becomes a lot easier.", "repo": "https://github.com/duckdood/biosnake", "demo": "https://duckdood.github.io/asm_snake"}]...
|
[{"post_id": 80796, "ts": "202 [{"post_id": 80796, "ts": "2026-10-18T20:18:04Z", "hours": 0.6553, "text": "Palettes Devlog #8 Firstly I made the initial seed for for apple to be based on the current time (so it’s randomized every time you boot it up), and I added some color palettes that you can switch between with the E key."}, {"post_id": 69115, "ts": "2026-09-16T12:23:52Z", "hours": 2.6669, "text": "Miscellaneous stuff Devlog #7 I added input buffering, centered the screen, and added an end animation. I don’t really remember if I added anything else because I haven’t worked on this project in about a month and reading assembly is kinda hard."}, {"post_id": 43158, "ts": "2026-08-08T08:28:59Z", "hours": 9.6006, "text": "t h i n s n a k e Devlog #6 Thin Snake! Finally made the snake thin so it doesn’t turn into a blob. It should NOT have taken 9 hours, but it really does take a long time to program in assembly. In order to figure out how to bend the snake, it checks the segment in front of the snake, packs the info into 2 bits, and then does the same thing for the segment behind the snake. Then, it does a switch statement (At least, the closest thing to a switch statement in assembly) of the 16 possible values from those 4 bits packed together and then hardcodes drawing the segment. This implementation is definitely a bit strange and not the best way to do it, but it was the first one that worked and I didn’t want to keep trying different methods (doing anything in assembly isn’t very pleasant) (If the video looks super blurry, that’s because I recorded it at the original 320*240 resolution)"}, {"post_id": 39291, "ts": "2026-08-02T05:15:37Z", "hours": 2.0097, "text": "Nearly Finished! Devlog #5 Apples! The snake now has some food that appears on the screen. Not much to say here about the feature, it’s snake! But the implementation is a little bit more interesting. In computers, random numbers aren’t much of a thing, so you’ll usually have to settle for pseudo random numbers, but, CPUs today have an RDRAND instruction for generating random numbers from thermal noise and whatnot inside the CPU. but even though it’s on practically every chip today, I still opted not to use it, because Unseeded, so you can’t make a game seed or stuff like that, and They aren’t present on processors before 2012! And we want this snake to be able to run on the original i386, don’t we? So instead I decided to use a simple pseudo random number generator I just whipped up on the spot by multiply the seed by some big numbers and xor’ing it with itself a couple times. it’s definitely not cryptographically secure, but it’s snake, so whatever. What next? Now that the game is done, I’m gonna add a couple more features just so the game is a bit more more comfortable to play. I plan on adding: Centering the game screen (For obvious reasons) Restart button (so you don’t have to reboot the emulator) (Or if anyone runs this bare metal for some reason, the computer) Choosing colors (Because fun!) Button queuing (for convenience) Maybe some visual flair (like drawing the snake as thin, some sprites if I can figure those out, and stuff like that)"}, {"post_id": 38792, "ts": "2026-08-01T11:07:25Z", "hours": 5.5558, "text": "Hungry snake :( Devlog #4 Sadly there’s no apple yet so the snake is getting pretty hungry. The snake moves! I made the snake finally able to get longer than 1 segment through a circular style array for keeping track of the head. This means that there is an array for all the segments that store the X and Y, and the head slithers through the array overwriting the tail segment so that you don’t need to copy the whole array forward every time the snake moves. Copy problems With this way of implementing the snake, you need to shift forward all the segments in front of the snake’s head in memory so that it creates a free space in front of the head, and so the head can move into the free space instead of overwriting the tail. It’s a pretty simple concept, but I had a lot of trouble enacting this in assembly. Having to think about individual bytes isn’t something I’m used to from having data types handled automatically by higher level languages like C."}, {"post_id": 38097, "ts": "2026-07-31T09:47:36Z", "hours": 3.6206, "text": "This snake is devouring disk space Devlog #3 Reading more sectors As I was writing more assembly, I noticed a moment when whenever I added any more instructions, the screen would just go black. I knew I might be scooching up to the 512 byte limit, so I ndisasm’d the binary and found out that, sure enough, I only had 2 more bytes left! I was preparing to have use more than 512 bytes for my program, so I knew roughly what I needed to do. You just need one bios interrupt to read a couple sectors (512 byte chunks) into memory, and moved some code around, and now I have practically unlimited (a couple thousand bytes) to work with!"}, {"post_id": 37499, "ts": "2026-07-30T09:11:11Z", "hours": 1.4617, "text": "New Snake Habitats near You Devlog #2 Drawing the grid I drew a grid for the snake to move on. The code for the nested loop is not readable at all, but then again, it’s in assembly, no matter how you write it it’s unreadable. CAUTION: Please do not touch or feed snakes, or the DX register. I had an issue with the rectangle size being 0, because the size is passed to the drawing function through the DX register and I forgot that the MUL instruction doesn’t just store the result in AX, but also the DX register. This part sounds a bit weird but the stardance devlog guide says to “Include the friction” Dull Devlogs I know these devlogs may seem uneventful or dull, but writing anything in assembly is a hard task. It took me over an hour to draw a grid!"}, {"post_id": 37435, "ts": "2026-07-30T05:17:47Z", "hours": 5.9428, "text": "I have a rectangle and I’m not afraid to use it Devlog #1 Introduction This is my first devlog of making (or at least trying to make) snake without an operating system using BIOS interrupts and 16 bit x86 real mode assembly. I’ve made my functions for clearing the screen and drawing a rectangle, and it only took 5 hours to do! A lot of was also researching calling conventions, which registers can do what, and wondering why you can’t access memory with the stack pointer register (???? why cant you it LITERALLY has the word pointer in its name)"}]...
|
Title: BIOSnake by @Duck | Stardance
Devlogs:
I h Title: BIOSnake by @Duck | Stardance
Devlogs:
I have a rectangle and I’m not afraid to use it Devlog #1 Introduction This is my first devlog of making (or at least trying to make) snake without an operating system using BIOS interrupts and 16 bit x86 real mode assembly. I’ve made my functions for clearing the screen and drawing a rectangle, and it only took 5 hours to do! A lot of was also researching calling conventions, which registers can do what, and wondering why you can’t access memory with the stack pointer register (???? why cant you it LITERALLY has the word pointer in its name)
New Snake Habitats near You Devlog #2 Drawing the grid I drew a grid for the snake to move on. The code for the nested loop is not readable at all, but then again, it’s in assembly, no matter how you write it it’s unreadable. CAUTION: Please do not touch or feed snakes, or the DX register. I had an issue with the rectangle size being 0, because the size is passed to the drawing function through the DX register and I forgot that the MUL instruction doesn’t just store the result in AX, but also the DX register. This part sounds a bit weird but the stardance devlog guide says to “Include the friction” Dull Devlogs I know these devlogs may seem uneventful or dull, but writing anything in assembly is a hard task. It took me over an hour to draw a grid!
This snake is devouring disk space Devlog #3 Reading more sectors As I was writing more assembly, I noticed a moment when whenever I added any more instructions, the screen would just go black. I knew I might be scooching up to the 512 byte limit, so I ndisasm’d the binary and found out that, sure enough, I only had 2 more bytes left! I was preparing to have use more than 512 bytes for my program, so I knew roughly what I needed to do. You just need one bios interrupt to read a couple sectors (512 byte chunks) into memory, and moved some code around, and now I have practically unlimited (a couple thousand bytes) to work with!
Hungry snake :( Devlog #4 Sadly there’s no apple yet so the snake is getting pretty hungry. The snake moves! I made the snake finally able to get longer than 1 segment through a circular style array for keeping track of the head. This means that there is an array for all the segments that store the X and Y, and the head slithers through the array overwriting the tail segment so that you don’t need to copy the whole array forward every time the snake moves. Copy problems With this way of implementing the snake, you need to shift forward all the segments in front of the snake’s head in memory so that it creates a free space in front of the head, and so the head can move into the free space instead of overwriting the tail. It’s a pretty simple concept, but I had a lot of trouble enacting this in assembly. Having to think about individual bytes isn’t something I’m used to from having data types handled automatically by higher level languages like C.
Nearly Finished! Devlog #5 Apples! The snake now has some food that appears on the screen. Not much to say here about the feature, it’s snake! But the implementation is a little bit more interesting. In computers, random numbers aren’t much of a thing, so you’ll usually have to settle for pseudo random numbers, but, CPUs today have an RDRAND instruction for generating random numbers from thermal noise and whatnot inside the CPU. but even though it’s on practically every chip today, I still opted not to use it, because Unseeded, so you can’t make a game seed or stuff like that, and They aren’t present on processors before 2012! And we want this snake to be able to run on the original i386, don’t we? So instead I decided to use a simple pseudo random number generator I just whipped up on the spot by multiply the seed by some big numbers and xor’ing it with itself a couple times. it’s definitely not cryptographically secure, but it’s snake, so whatever. What next? Now that the game is done, I’m gonna add a couple more features just so the game is a bit more more comfortable to play. I plan on adding: Centering the game screen (For obvious reasons) Restart button (so you don’t have to reboot the emulator) (Or if anyone runs this bare metal for some reason, the computer) Choosing colors (Because fun!) Button queuing (for convenience) Maybe some visual flair (like drawing the snake as thin, some sprites if I can figure those out, and stuff like that)
t h i n s n a k e Devlog #6 Thin Snake! Finally made the snake thin so it doesn’t turn into a blob. It should NOT have taken 9 hours, but it really does take a long time to program in assembly. In order to figure out how to bend the snake, it checks the segment in front of the snake, packs the info into 2 bits, and then does the same thing for the segment behind the snake. Then, it does a switch statement (At least, the closest thing to a switch statement in assembly) of the 16 possible values from those 4 bits packed together and then hardcodes drawing the segment. This implementation is definitely a bit strange and not the best way to do it, but it was the first one that worked and I didn’t want to keep trying different methods (doing anything in assembly isn’t very pleasant) (If the video looks super blurry, that’s because I recorded it at the original 320*240 resolution)
Miscellaneous stuff Devlog #7 I added input buffering, centered the screen, and added an end animation. I don’t really remember if I added anything else because I haven’t worked on this project in about a month and reading assembly is kinda hard.
Palettes Devlog #8 Firstly I made the initial seed for for apple to be based on the current time (so it’s randomized every time you boot it up), and I added some color palettes that you can switch between with the E key.
Ships:
This is snake written in x86 assembly, running directly on the CPU with BIOS interrupt calls without an operating system, in under 3KB. It also includes comfort features like input buffering and thin snake drawing. It was challenging to get started programming in assembly, but once you get used to it it becomes a lot easier....
|
1793581314.1401
|
1793667714.1401
|
|
41783
|
my APOD site by @GTXPOFFIC | Stardance
|
GTXPOFFIC
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T03:13:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a community website on my VPS based on react and prisma databse Postgrees Local and VPS of my hostinger all this is done trough me and my bot which just fixed bugs", "repo": "https://github.com/GTXPOFFIC-developer/hackclub-community", "demo": "https://community.odsind.com"}]...
|
[{"post_id": 37408, "ts": "202 [{"post_id": 37408, "ts": "2026-07-30T03:09:50Z", "hours": 1.7942, "text": "Now I am working on some bugs of UI and sever and others are good!!"}]...
|
Title: my APOD site by @GTXPOFFIC | Stardance
Dev Title: my APOD site by @GTXPOFFIC | Stardance
Devlogs:
Now I am working on some bugs of UI and sever and others are good!!
Ships:
I make a community website on my VPS based on react and prisma databse Postgrees Local and VPS of my hostinger all this is done trough me and my bot which just fixed bugs...
|
1793465275.0130742
|
1793551675.0130742
|
|
41809
|
My own site! by @nova_ | Stardance
|
nova_
|
1
|
2.31
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T15:16:01Z", "hours": 2.0, "multiplier": 1.16, "payout": 0, "blessing": "neutral", "text": "I made my own portfolio website! It was challenging to figure out how to create the icons for my links at the bottom (and find the right font for everything).", "repo": "https://github.com/Avi823/novawebsite", "demo": "https://avi823.github.io/novawebsite/"}]...
|
[{"post_id": 37706, "ts": "202 [{"post_id": 37706, "ts": "2026-07-30T16:44:04Z", "hours": 0.3125, "text": "Added some embeds, more text, and links to my profiles! (also changed the font cuz my friend didnt like it 😭 )"}, {"post_id": 37440, "ts": "2026-07-30T05:48:08Z", "hours": 1.945, "text": "so uh my old project got deleted so those are my old hours alr thank you"}]...
|
Title: My own site! by @nova_ | Stardance
Devlogs Title: My own site! by @nova_ | Stardance
Devlogs:
so uh my old project got deleted so those are my old hours alr thank you
Added some embeds, more text, and links to my profiles! (also changed the font cuz my friend didnt like it 😭 )
Ships:
I made my own portfolio website! It was challenging to figure out how to create the icons for my links at the bottom (and find the right font for everything)....
|
1793469069.0043013
|
1793555469.0043013
|
|
41825
|
Asobi by @PAPER_01 | Stardance
|
PAPER_01
|
1
|
67.01
|
1349
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T10:15:24Z", "hours": 62.0, "multiplier": 18.18, "payout": 1349, "blessing": "neutral", "text": "Asobi is a site I am planning to make a mini-game collection. It will be containing tones of games in the future and I am integrating full frontend and backend on it especially for the Leaderbaord and login . Along with to prevent cheating on some game like Guess The Number [sorry , i suck at naming (ᵕ—ᴗ—)]. Currently I have added only one game , but It took me more time as I had to make the inital pages like landing , gamelist, leaderboard, signup and more like that. Please consider reading ReadMe on github for detail explaination , I really hope you will enjoy playing the game . Thank you so much for reading , Have a nice day =)", "repo": "https://github.com/shrestha-01/Asobi", "demo": "https://shrestha-project-08.66ghz.com/"}]...
|
[{"post_id": 63450, "ts": "202 [{"post_id": 63450, "ts": "2026-09-07T09:43:39Z", "hours": 2.5128, "text": "Asobi Devlog #17 Hello everyone, welcome to Devlog #17 of Asobi! (ノ◕ヮ◕)ノ*:・゚ Clicker Game Update Okay, umm.. I’m writing this devlog to update you about the The Clicker game of Asobi . So, I have added a basic CSS design to the game. I also tried a couple of other designs as well. . But decided to go with this design . I will add a screenshot below. Currently, I have this one, but I’m still not sure what I’m going to use . I’m still experimenting with the design, so if I change anything, I’ll let you all know in the next devlog. ( ̄▽ ̄)ゞ That’s It! And yeah, That’s all for this devlog. If you want me to explain something, then please do tell me in the comments. I’ll try my best to explain it as well. (≧▽≦) Thank you so much for reading, and have a very nice day! (ノ´ヮ`)ノ*:・゚✧"}, {"post_id": 60274, "ts": "2026-09-02T15:25:32Z", "hours": 2.5, "text": "Asobi Devlog #16 Hello everyone, welcome to Devlog #16 of Asobi! So, I just started working on the new game, the Clicker . Code Refinement Okay, so talking about the updates, I did some code refinement . I mean, I just cleaned up some code in the old game. Nothing major, but I thought it would be better to clean things up before moving forward. Clicker Game And yeah, I have started working on the Clicker game . Though it looks too empty right now, I have only worked on the HTML and JavaScript part for now. I guess the main thing I worked on this time was working on the precision. Precision Problem I was trying different ways to count the clicks, and I was facing an issue with maintaining the precision . I was not able to get anything more precise than two digits. For example, something like: 3.7 After the 7 , I could not really attain any significant number. But I did search online and looked at other similar games and found out about the performance.now() in JavaScript, which I didn’t know about before. So yeah, that was a lesson for me as well . ( ̄▽ ̄)ゞ Now I can use it to get much more precise timing for calculating the clicks per second. 10 Seconds Challenge For now, I have selected only 10 seconds of time in this game During those 10 seconds, the user can click the button as many times as they can, and the game will count their CPS (Clicks Per Second) . Though this is just the beginning, I’m planning to add lots of things in the future . Current Progress I’ll still add a screenshot of the current progress. Though, honestly, it will be quite empty and blank right now. =D But yeah, this is just the beginning of the Clicker game. That’s It! Yeah, that’s all for this devlog! If you think I did not explain something properly, or you want to know anything about the game, then please do tell me in the comments. I’ll try my best to explain it there. Thank you so much for reading! Have a nice day! (≧▽≦)"}, {"post_id": 56523, "ts": "2026-08-28T10:02:42Z", "hours": 1.0314, "text": "Finally, Shipping Soon! Hello everyone, welcome to Devlog #16 of Asobi! Final Changes Before Shipping So, the few changes I did before shipping are: Site Icon I have added the icon for the site . GIF to WEBM I converted all the GIFs to WEBM files , as there was some glitche with the GIF files because of which the file size was becoming too large. Because of this, the site’s loading screen was sometimes being shown for over a minute . So, I converted them to WEBM to reduce the file size and improve the loading time. Loading Screen I have also added the same loading screen to the Game List page as well . While the images and game list logos are being loaded, it will now show a loading screen instead of leaving the page empty. I guess that’s it! Finally Shipping! You can check out the game here: https://shrestha-project-08.66ghz.com/ Play in full screen for better experience [Press F11] Also I will attach a overview video of the site You can play the game using the link above. Thank you so much for reading, and I hope you all enjoy! Have a nice day! =)"}, {"post_id": 55311, "ts": "2026-08-27T01:47:11Z", "hours": 2.25, "text": "Asobi Devlog #15 Hello everyone, welcome to Devlog #15 of Asobi! Okay, so in this update,I have to inform about the bugs fixed and some hosting issue I am facing … Bug Fixes I fixed some bugs related to the scores . Sometimes, scores were not being updated properly , and sometimes I was being redirected from the username page back to the game list again and again . And yes, I did use AI to help me help me spot and debug these bugs. Leaderboard Icon Removed I also removed the Leaderboard sign from the game list . Obviously, there isn’t really a reason to show the leaderboard there because no game has been selected yet , so there is no specific leaderboard to display. Trying to Ship Asobi Right now, I am trying to ship Asobi as soon as possible , but I haven’t been able to find a reliable hosting site yet. Previously, I used InfinityFree , but due to some problems, I am currently unable to properly ship the site using it. To be more precise, I uploaded a GIF that is around 700 KB , but as soon as I reload the file manager in Infinityfree, for some reason its size increases to around 6 MB . Because the file becomes much larger, the loading time also increases, which makes the site feel slow adn laggy . I found another hosting service as well, but I forgot its name. I will mention it below once I remember. (AwardSpace) The problem with that one is that it **doesn’t provide SSL certification for free **, so the browser keeps showing warnings such as “Not Secure site” . So yeah, if I find a reliable hosting service, or if the problem with InfinityFree gets fixed, I should be able to ship Asobi really soon . Loading Screen One more thing I added is a loading screen . For now,I have only added it to guess.html . README Update I have also added the credits to the README regarding the loading screen design =) That’s It! Yeah, that’s pretty much it for this devlog! If you didn’t understand something or if you think I didnt explain anything properly then please do tell me in the comments, and I will try to explain it again. Also, if anyone knows a reliable hosting site that supports PHP and SQL , please do tell me in the comments. That would be a great help ! Thank you so much for reading, and have a nice day! =)"}, {"post_id": 53788, "ts": "2026-08-24T14:21:36Z", "hours": 6.1097, "text": "Asobi Devlog #14 Hello everyone, welcome to Devlog #14 of Asobi! So this time, I have tried to move almost everything to the backend . Moving Everything to the Backend Previously, things like the number generation, checking, score calculation, and results were handled on the frontend. But that had a pretty obvious problem. When I created this type of game previously, some people would simply console.log the random number and get the correct answer almost like i mean everytime. And Some people even executed the saveScore function themselves (╥﹏╥) So, to avoid that this time, I have moved almost everything to the backend . The number generation, checking, score calculation, and other important game logic are now handled by the server in the backend. Lets hope everything will be fair now (ᵕ—ᴗ—) Best Score on Difficulty Levels Along with that, I have also made some visual changes . Previously, the best score or rather, the number of tries was displayed as plain text at a constant place . Now, whenever you click on a difficulty level, your best result will be displayed at the bottom-right of that particular level label . I will attach a image below , I guess thats the only image i can show for this update (ó﹏ò。) It shows the lowest number of tries in which you have ever completed that difficulty level. And obviously, the lower the number of tries, the better . Points System And I also wanted to make one thing clear. Yes, this time I have used a points system instead of directly using the number of tries for the leaderboard. Let me explain why. Previously, when I made this type of game, I used the number of tries to determine the ranking. For example, if the Beginner difficulty is from 1–10 and you completed it in: 1 try → Rank 1 2 tries → Rank 2 3 tries → Rank 3 And so on… But there was a problem with this system. A lot of people were able to complete the lower-level difficulties in just 1 try . This meant that there could be around 8 or 9 people with Rank 1 on some of the easier levels , it kinda made the rank 1 less special or look cheap tbh. Technically, that was fair, but it didn’t felt quite right. It was something like , Once you got Rank 1, there was also basically nothing more to achieve . So this time, I implemented a points system . The basic idea is: Lower number of tries = More points This gives players more room to compete instead of simply having multiple people stuck at the same rank and maybe also encouraging them to collect more points. ##Responsiveness I will be honest about this , I am not really good at making sites responsive so i took the help of Gemini for making the site responsive. That’s It! I guess thats it, So yeah, that’s basically what I have added this time. Also,I thought of shipping it by today but there is another bug (sometimes the score is not being saved and it is requiring me to logout and login, i honestly havent still figured it out why its happening yet, But I am hoping to fix it soon and Also ship it soon. I hope I was able to explain everything clearly. If something was unclear, please tell me in the comments, and I will try to explain it again. Thank you so much for reading, and have a nice day! =)"}, {"post_id": 52831, "ts": "2026-08-23T05:57:32Z", "hours": 7.3242, "text": "Asobi Devlog #13 Hello everyone, welcome to Devlog #13 of Asobi! Okay, in this devlog, I would say there are quite a few additions , but I assume these two can be considered the main ones. Sign Up & Login The first major addition is the Sign Up and Login feature . When you try to log in for the first time, you will need to create an account first. You don’t really need to verify your email or anything like that. I did think about using OTP verification , but I felt like that would be a bit too much pain tbh So, I tried keeping it simple .૮₍ ´ ꒳ `₎ა You just need to: Enter a unique username Enter a password Confirm your password And you’re ready to start playing! That’s basically it. Leaderboard Time Filters Apart from user authentication, another major and somewhat time-consuming addition was the leaderboard time filter . Now, you can change the leaderboard based on different time periods: Last 24 Hours This Week All Time I thought this would be better because someone who is new to the game shouldn’t have to immediately compete with someone who has been playing for a long time. With the Last 24 Hours leaderboard, new players at least have a chance to compete and get themselves onto the leaderboard. Other Small Changes There are also a few other smaller additions and changes. I have changed the color of some text , including the numbers, and made some other minor visual adjustments. I have also changed some of the text throughout the game . These changes aren’t anything too significant, but they should be noticeable. New Game Banner And finally, I have added a banner for the next game that I will be working on later. The game is going to be a The Clicker . I will be updating it soon, but for now, I’ll be skipping this project and working on other parts of Asobi first. That’s It! And yeah, I guess that’s it for this devlog! I will be working on making the site calculation , like the generating and checking number saving server side so that no one cheats like before (╥﹏╥) .(old story short , I have made similar game before too where many people cheated as everything was done in frontend but it was deleted and I am making better version of it from the scratch) If anything was unclear please tell me in the comments and I will try again to explain . Thank You so much Thank you so much for reading, and have a nice day! =)"}, {"post_id": 51430, "ts": "2026-08-21T04:09:53Z", "hours": 6.5903, "text": "Asobi Devlog #12 Hello everyone, welcome to Devlog #12 of Asobi! So, umm… the main change—or addition, I would say—is the Hint Reaction . Hint Reaction GIFs GIFs are always fun, so to make the game more interesting, I have added GIFs to the game. But their role is actually more than that . For Hardcore Mode players (as well as normal players), the GIFs can sometimes act as a Secret Hint . Let me explain. There are a total of 18 GIFs that will be displayed randomly in the game: (The concept is same as my old game which was taken down, but i m trying to make it even better this time) 3 GIFs hint you to guess lower 3 GIFs hint you to guess higher The other 12 GIFs are just for fun This means there is a 33.33% chance that the GIF you get is actually a hint! =) And dont worry you wont be displayed the gifs to guess higher when the random number choosen is lower =). This feature is applied to all levels and modes . Top 3 Leaderboard Texture Okay, the next change is that I have added a sort of texture to the backgrounds of the Top 3 players . This has been added to both: The leaderboard on the main game page The full leaderboard page Difficulty Backgrounds I have also added a little background color to the difficulty levels , such as: Beginner Normal Hard etc. Before it was plain text and honestly i agree it didnt even seems clickable SVGs on the Navigation Bar Another change is that I have added SVG icons to the navigation bar at the top . あそび — Asobi And finally, I added the Japanese text あそび , meaning Asobi , below the logo. That’s All! I guess that’s all for this devlog! If anything was unclear, please do tell me in the comments, and I will try again to explain it. Thank you for reading, and have a nice day! =)"}, {"post_id": 50123, "ts": "2026-08-19T06:27:55Z", "hours": 6.6922, "text": "Devlog #11 - Asobi (あそび) Hello everyone, welcome to Devlog #11 of Asobi. Update So, I have finally finished working on the leaderboard page , and i have alos added a score card , which will be helping you understand about the pointing system of the game . I will attach a video below instead of explaining what i just made , i guess that would be much better than words =) And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 46310, "ts": "2026-08-13T13:22:27Z", "hours": 4.5028, "text": "Devlog #10 - Asobi (あそび) Hello everyone, welcome to Devlog #10 of Asobi. Update I just added a point system and am currently working on a seperate page to show leaderbaord and few other info like total games and stuff. so Let me explain the point system. Each difficulty has base point , if you guess the number in just one try , you get the base point ,and if you do it in more no. of tries/attempts you will lose points. Also there is a limit in how much you will get despite the no. of time you attempt , For an example if you even go like 100 attempts to guess the number between 1 to 10 then you will get at least 2 points in the beginner level . Its different for different level. I will try to make a table below. Difficulty | Base Points | Points Lost | Minimum Beginner | 10 | -1 | 2 Normal | 25 | -2 | 5 Hard | 50 | -3 | 10 Expert | 100 | -4 | 20 Master | 200 | -5 | 40 Impossible | 500 | -6 | 100 #Also The custom games are not eligible for Gaining points This devlog might have gotten abit big. Sorry about that, but i need to explain things. Also the main formula to calcualte points Points = Base Points - (Attempts - 1) × Attempt Penalty And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 45610, "ts": "2026-08-12T06:50:57Z", "hours": 2.6717, "text": "Devlog #09 - Asobi (あそび) Hello everyone, welcome to Devlog #09 of Asobi. Update Finally Database is connected and actually working . I spent half an hour doing everything to fix , but not turning on mariaDB (╥﹏╥) . But anyway Finally the leaderboard is working , but It currently show all the tries , so still need to work on alots of thing, and still have to move the number generation to backend as i dont want to end up like my old Binary Bound . I am still working on backend to conclude , except for a design on the leaderboard players list design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 45128, "ts": "2026-08-11T12:48:02Z", "hours": 2.5367, "text": "Devlog #08 - Asobi (あそび) Hello everyone, welcome to Devlog #08 of Asobi. Update I have completed working on the layout of the gamelist section where all the mini games will be displayed ,currently I have only made Guess the Numeber so i have kept only that for now. Also I have finally started working on the backend (php ,sql). I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 44602, "ts": "2026-08-10T14:07:37Z", "hours": 2.2981, "text": "Devlog #07 - Asobi (あそび) Hello everyone, welcome to Devlog #07 of Asobi. Update I have just completed working on the html and css part of the Asobi username , where username will be asked to the new users[entire js part is untouched right now]. I will upload a short video , i think that might be better than explain the design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 44523, "ts": "2026-08-10T10:43:41Z", "hours": 6.8644, "text": "Devlog #06 - Asobi (あそび) Hello everyone, welcome to Devlog #06 of Asobi. Update I have completed working on the landing page . Also I wanted to share how I take steps . Umm so basically I first go to chatgpt and tell to generate image of what i am going to make and then i ask it what the site should look like , and later i write code and make my site look same as the reference image (I also keep the reference image in the github, you can check it out). [The screenshot below is image of site itself] I also added some animated button design on the “Play Custom” button . I will put 2 screenshots if I am allowed to . And currently I am working on the page to accept the username . Also I have added sound effect on hover of the each letter of A S O B I I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 40723, "ts": "2026-08-04T13:15:48Z", "hours": 3.5592, "text": "Devlog #05 - Asobi (あそび) Hello everyone, welcome to Devlog #05 of Asobi. Update I have almost finished the layout .Additionally , I have changed the New Game btn design , and Guess design . I will provide the link of them in the Credits session of readme later on . I will attach a short video rather then explain with words , ig that would be much better =) I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 39925, "ts": "2026-08-03T07:37:30Z", "hours": 1.8361, "text": "Devlog #04 - Asobi (あそび) Hello everyone, welcome to Devlog #04 of Asobi. Update I actually dont have much to give update about , i have been struggling with the layout , I know tools like figma exists but i dont really know how to use it (and neither tried ) but i am still working the layout, i made a layout design on paint which i will attach here . Sorry , Hopefully i will be able to share something intresting next time (╥﹏╥) Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. (Reference img (AI generated) available in GitHub) Thank you so much for reading, and have a nice day. =)"}, {"post_id": 38992, "ts": "2026-08-01T16:51:43Z", "hours": 2.7197, "text": "Devlog #03 - Asobi (あそび) Hello everyone, welcome to Devlog #03 of Asobi. Update I will be trying to keep it short. Custom Game Here you can select the lower and higher limit yourself and choose options like minimum number , maximum number, no of guesses. Colors to the Arrow in history. Input limit Now i have added input limit which means if there its a beginner level with range from 1 to 10 then , and if you try to enter 99 or any number greater than 10 , then it will autocorrect it self to the highest and will also display a range msg =) Still working on the layout… Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦)"}, {"post_id": 38162, "ts": "2026-07-31T12:37:26Z", "hours": 3.6875, "text": "Devlog #02 - Asobi (あそび) Hello everyone, welcome to Devlog #02 of Asobi. Update I have added a few more features, and I will try to summarize them in short. Added different levels: Beginner (1-10) Easy (1-50) Normal (1-100) Medium (1-500) Hard (1-1K) Expert (1-10K) Master (1-100K) Impossible (1-1M) Extra hint When your guess is 5% close or lower to the required randomNum , it will show a message like “You are very close.” When your guess is 20% close or lower , it will show a message like “You are close.” And if it’s away by more than 20% , it will show a message like “Nah, too far.” I have also added a history, which shows your recent choices, with an arrow indicating whether your choice was higher or lower than the required number. I know that all these hints will make the game easier, but don’t worry. I will make sure to add things that make the game interesting as well as a bit difficult. ( •̀ ω •́ )✧ I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦) ♡"}, {"post_id": 37488, "ts": "2026-07-30T08:22:18Z", "hours": 1.1131, "text": "Devlog #01 - Asobi (あそび) Hello everyone, welcome to Devlog #01 of Asobi. A lot of things happened, but let’s keep working. I’m currently working on Asobi, あそび (which means “play” in Japanese). It will be a website that will contain a collection of games. Currently working on Guess the number game, will add tones of game soooon I’m planning to add features like leaderboards, achievements, levels, effects, and many more things. I’ll be adding those features one by one over time (if I get enough ideas -_-). Right now, I’ve only finished the simple basic design and js code for the 1 to 100 guessing game. Also, I’m using a neumorphism design (like before, to be honest), but the code is completely different. I’ll keep the link to the website from which I’m taking the design below. (It’s allowed, I asked about it on Slack, so don’t go banning me for that. ( ̄▽ ̄”) ) Neumorphism: https://neumorphism.io/#e0e0e0 I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain you there. ( ̄︶ ̄)↗ Thank you so much for reading and have a nice day. (≧◡≦) Also Thanks @Sam for support =)"}]...
|
Title: Asobi by @PAPER_01 | Stardance
Devlogs:
De Title: Asobi by @PAPER_01 | Stardance
Devlogs:
Devlog #01 - Asobi (あそび) Hello everyone, welcome to Devlog #01 of Asobi. A lot of things happened, but let’s keep working. I’m currently working on Asobi, あそび (which means “play” in Japanese). It will be a website that will contain a collection of games. Currently working on Guess the number game, will add tones of game soooon I’m planning to add features like leaderboards, achievements, levels, effects, and many more things. I’ll be adding those features one by one over time (if I get enough ideas -_-). Right now, I’ve only finished the simple basic design and js code for the 1 to 100 guessing game. Also, I’m using a neumorphism design (like before, to be honest), but the code is completely different. I’ll keep the link to the website from which I’m taking the design below. (It’s allowed, I asked about it on Slack, so don’t go banning me for that. ( ̄▽ ̄”) ) Neumorphism: https://neumorphism.io/#e0e0e0 I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain you there. ( ̄︶ ̄)↗ Thank you so much for reading and have a nice day. (≧◡≦) Also Thanks @Sam for support =)
Devlog #02 - Asobi (あそび) Hello everyone, welcome to Devlog #02 of Asobi. Update I have added a few more features, and I will try to summarize them in short. Added different levels: Beginner (1-10) Easy (1-50) Normal (1-100) Medium (1-500) Hard (1-1K) Expert (1-10K) Master (1-100K) Impossible (1-1M) Extra hint When your guess is 5% close or lower to the required randomNum , it will show a message like “You are very close.” When your guess is 20% close or lower , it will show a message like “You are close.” And if it’s away by more than 20% , it will show a message like “Nah, too far.” I have also added a history, which shows your recent choices, with an arrow indicating whether your choice was higher or lower than the required number. I know that all these hints will make the game easier, but don’t worry. I will make sure to add things that make the game interesting as well as a bit difficult. ( •̀ ω •́ )✧ I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦) ♡
Devlog #03 - Asobi (あそび) Hello everyone, welcome to Devlog #03 of Asobi. Update I will be trying to keep it short. Custom Game Here you can select the lower and higher limit yourself and choose options like minimum number , maximum number, no of guesses. Colors to the Arrow in history. Input limit Now i have added input limit which means if there its a beginner level with range from 1 to 10 then , and if you try to enter 99 or any number greater than 10 , then it will autocorrect it self to the highest and will also display a range msg =) Still working on the layout… Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦)
Devlog #04 - Asobi (あそび) Hello everyone, welcome to Devlog #04 of Asobi. Update I actually dont have much to give update about , i have been struggling with the layout , I know tools like figma exists but i dont really know how to use it (and neither tried ) but i am still working the layout, i made a layout design on paint which i will attach here . Sorry , Hopefully i will be able to share something intresting next time (╥﹏╥) Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. (Reference img (AI generated) available in GitHub) Thank you so much for reading, and have a nice day. =)
Devlog #05 - Asobi (あそび) Hello everyone, welcome to Devlog #05 of Asobi. Update I have almost finished the layout .Additionally , I have changed the New Game btn design , and Guess design . I will provide the link of them in the Credits session of readme later on . I will attach a short video rather then explain with words , ig that would be much better =) I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #06 - Asobi (あそび) Hello everyone, welcome to Devlog #06 of Asobi. Update I have completed working on the landing page . Also I wanted to share how I take steps . Umm so basically I first go to chatgpt and tell to generate image of what i am going to make and then i ask it what the site should look like , and later i write code and make my site look same as the reference image (I also keep the reference image in the github, you can check it out). [The screenshot below is image of site itself] I also added some animated button design on the “Play Custom” button . I will put 2 screenshots if I am allowed to . And currently I am working on the page to accept the username . Also I have added sound effect on hover of the each letter of A S O B I I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #07 - Asobi (あそび) Hello everyone, welcome to Devlog #07 of Asobi. Update I have just completed working on the html and css part of the Asobi username , where username will be asked to the new users[entire js part is untouched right now]. I will upload a short video , i think that might be better than explain the design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #08 - Asobi (あそび) Hello everyone, welcome to Devlog #08 of Asobi. Update I have completed working on the layout of the gamelist section where all the mini games will be displayed ,currently I have only made Guess the Numeber so i have kept only that for now. Also I have finally started working on the backend (php ,sql). I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #09 - Asobi (あそび) Hello everyone, welcome to Devlog #09 of Asobi. Update Finally Database is connected and actually working . I spent half an hour doing everything to fix , but not turning on mariaDB (╥﹏╥) . But anyway Finally the leaderboard is working , but It currently show all the tries , so still need to work on alots of thing, and still have to move the number generation to backend as i dont want to end up like my old Binary Bound . I am still working on backend to conclude , except for a design on the leaderboard players list design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #10 - Asobi (あそび) Hello everyone, welcome to Devlog #10 of Asobi. Update I just added a point system and am currently working on a seperate page to show leaderbaord and few other info like total games and stuff. so Let me explain the point system. Each difficulty has base point , if you guess the number in just one try , you get the base point ,and if you do it in more no. of tries/attempts you will lose points. Also there is a limit in how much you will get despite the no. of time you attempt , For an example if you even go like 100 attempts to guess the number between 1 to 10 then you will get at least 2 points in the beginner level . Its different for different level. I will try to make a table below. Difficulty | Base Points | Points Lost | Minimum Beginner | 10 | -1 | 2 Normal | 25 | -2 | 5 Hard | 50 | -3 | 10 Expert | 100 | -4 | 20 Master | 200 | -5 | 40 Impossible | 500 | -6 | 100 #Also The custom games are not eligible for Gaining points This devlog might have gotten abit big. Sorry about that, but i need to explain things. Also the main formula to calcualte points Points = Base Points - (Attempts - 1) × Attempt Penalty And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #11 - Asobi (あそび) Hello everyone, welcome to Devlog #11 of Asobi. Update So, I have finally finished working on the leaderboard page , and i have alos added a score card , which will be helping you understand about the pointing system of the game . I will attach a video below instead of explaining what i just made , i guess that would be much better than words =) And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Asobi Devlog #12 Hello everyone, welcome to Devlog #12 of Asobi! So, umm… the main change—or addition, I would say—is the Hint Reaction . Hint Reaction GIFs GIFs are always fun, so to make the game more interesting, I have added GIFs to the game. But their role is actually more than that . For Hardcore Mode players (as well as normal players), the GIFs can sometimes act as a Secret Hint . Let me explain. There are a total of 18 GIFs that will be displayed randomly in the game: (The concept is same as my old game which was taken down, but i m trying to make it even better this time) 3 GIFs hint you to guess lower 3 GIFs hint you to guess higher The other 12 GIFs are just for fun This means there is a 33.33% chance that the GIF you get is actually a hint! =) And dont worry you wont be displayed the gifs to guess higher when the random number choosen is lower =). This feature is applied to all levels and modes . Top 3 Leaderboard Texture Okay, the next change is that I have added a sort of texture to the backgrounds of the Top 3 players . This has been added to both: The leaderboard on the main game page The full leaderboard page Difficulty Backgrounds I have also added a little background color to the difficulty levels , such as: Beginner Normal Hard etc. Before it was plain text and honestly i agree it didnt even seems clickable SVGs on the Navigation Bar Another change is that I have added SVG icons to the navigation bar at the top . あそび — Asobi And finally, I added the Japanese text あそび , meaning Asobi , below the logo. That’s All! I guess that’s all for this devlog! If anything was unclear, please do tell me in the comments, and I will try again to explain it. Thank you for reading, and have a nice day! =)
Asobi Devlog #13 Hello everyone, welcome to Devlog #13 of Asobi! Okay, in this devlog, I would say there are quite a few additions , but I assume these two can be considered the main ones. Sign Up & Login The first major addition is the Sign Up and Login feature . When you try to log in for the first time, you will need to create an account first. You don’t really need to verify your email or anything like that. I did think about using OTP verification , but I felt like that would be a bit too much pain tbh So, I tried keeping it simple .૮₍ ´ ꒳ `₎ა You just need to: Enter a unique username Enter a password Confirm your password And you’re ready to start playing! That’s basically it. Leaderboard Time Filters Apart from user authentication, another major and somewhat time-consuming addition was the leaderboard time filter . Now, you can change the leaderboard based on different time periods: Last 24 Hours This Week All Time I thought this would be better because someone who is new to the game shouldn’t have to immediately compete with someone who has been playing for a long time. With the Last 24 Hours leaderboard, new players at least have a chance to compete and get themselves onto the leaderboard. Other Small Changes There are also a few other smaller additions and changes. I have changed the color of some text , including the numbers, and made some other minor visual adjustments. I have also changed some of the text throughout the game . These changes aren’t anything too significant, but they should be noticeable. New Game Banner And finally, I have added a banner for the next game that I will be working on later. The game is going to be a The Clicker . I will be updating it soon, but for now, I’ll be skipping this project and working on other parts of Asobi first. That’s It! And yeah, I guess that’s it for this devlog! I will be working on making the site calculation , like the generating and checking number saving server side so that no one cheats like before (╥﹏╥) .(old story short , I have made similar game before too where many people cheated as everything was done in frontend but it was deleted and I am making better version of it from the scratch) If anything was unclear please tell me in the comments and I will try again to explain . Thank You so much Thank you so much for reading, and have a nice day! =)
Asobi Devlog #14 Hello everyone, welcome to Devlog #14 of Asobi! So this time, I have tried to move almost everything to the backend . Moving Everything to the Backend Previously, things like the number generation, checking, score calculation, and results were handled on the frontend. But that had a pretty obvious problem. When I created this type of game previously, some people would simply console.log the random number and get the correct answer almost like i mean everytime. And Some people even executed the saveScore function themselves (╥﹏╥) So, to avoid that this time, I have moved almost everything to the backend . The number generation, checking, score calculation, and other important game logic are now handled by the server in the backend. Lets hope everything will be fair now (ᵕ—ᴗ—) Best Score on Difficulty Levels Along with that, I have also made some visual changes . Previously, the best score or rather, the number of tries was displayed as plain text at a constant place . Now, whenever you click on a difficulty level, your best result will be displayed at the bottom-right of that particular level label . I will attach a image below , I guess thats the only image i can show for this update (ó﹏ò。) It shows the lowest number of tries in which you have ever completed that difficulty level. And obviously, the lower the number of tries, the better . Points System And I also wanted to make one thing clear. Yes, this time I have used a points system instead of directly using the number of tries for the leaderboard. Let me explain why. Previously, when I made this type of game, I used the number of tries to determine the ranking. For example, if the Beginner difficulty is from 1–10 and you completed it in: 1 try → Rank 1 2 tries → Rank 2 3 tries → Rank 3 And so on… But there was a problem with this system. A lot of people were able to complete the lower-level difficulties in just 1 try . This meant that there could be around 8 or 9 people with Rank 1 on some of the easier levels , it kinda made the rank 1 less special or look cheap tbh. Technically, that was fair, but it didn’t felt quite right. It was something like , Once you got Rank 1, there was also basically nothing more to achieve . So this time, I implemented a points system . The basic idea is: Lower number of tries = More points This gives players more room to compete instead of simply having multiple people stuck at the same rank and maybe also encouraging them to collect more points. ##Responsiveness I will be honest about this , I am not really good at making sites responsive so i took the help of Gemini for making the site responsive. That’s It! I guess thats it, So yeah, that’s basically what I have added this time. Also,I thought of shipping it by today but there is another bug (sometimes the score is not being saved and it is requiring me to logout and login, i honestly havent still figured it out why its happening yet, But I am hoping to fix it soon and Also ship it soon. I hope I was able to explain everything clearly. If something was unclear, please tell me in the comments, and I will try to explain it again. Thank you so much for reading, and have a nice day! =)
Asobi Devlog #15 Hello everyone, welcome to Devlog #15 of Asobi! Okay, so in this update,I have to inform about the bugs fixed and some hosting issue I am facing … Bug Fixes I fixed some bugs related to the scores . Sometimes, scores were not being updated properly , and sometimes I was being redirected from the username page back to the game list again and again . And yes, I did use AI to help me help me spot and debug these bugs. Leaderboard Icon Removed I also removed the Leaderboard sign from the game list . Obviously, there isn’t really a reason to show the leaderboard there because no game has been selected yet , so there is no specific leaderboard to display. Trying to Ship Asobi Right now, I am trying to ship Asobi as soon as possible , but I haven’t been able to find a reliable hosting site yet. Previously, I used InfinityFree , but due to some problems, I am currently unable to properly ship the site using it. To be more precise, I uploaded a GIF that is around 700 KB , but as soon as I reload the file manager in Infinityfree, for some reason its size increases to around 6 MB . Because the file becomes much larger, the loading time also increases, which makes the site feel slow adn laggy . I found another hosting service as well, but I forgot its name. I will mention it below once I remember. (AwardSpace) The problem with that one is that it **doesn’t provide SSL certification for free **, so the browser keeps showing warnings such as “Not Secure site” . So yeah, if I find a reliable hosting service, or if the problem with InfinityFree gets fixed, I should be able to ship Asobi really soon . Loading Screen One more thing I added is a loading screen . For now,I have only added it to guess.html . README Update I have also added the credits to the README regarding the loading screen design =) That’s It! Yeah, that’s pretty much it for this devlog! If you didn’t understand something or if you think I didnt explain anything properly then please do tell me in the comments, and I will try to explain it again. Also, if anyone knows a reliable hosting site that supports PHP and SQL , please do tell me in the comments. That would be a great help ! Thank you so much for reading, and have a nice day! =)
Finally, Shipping Soon! Hello everyone, welcome to Devlog #16 of Asobi! Final Changes Before Shipping So, the few changes I did before shipping are: Site Icon I have added the icon for the site . GIF to WEBM I converted all the GIFs to WEBM files , as there was some glitche with the GIF files because of which the file size was becoming too large. Because of this, the site’s loading screen was sometimes being shown for over a minute . So, I converted them to WEBM to reduce the file size and improve the loading time. Loading Screen I have also added the same loading screen to the Game List page as well . While the images and game list logos are being loaded, it will now show a loading screen instead of leaving the page empty. I guess that’s it! Finally Shipping! You can check out the game here: https://shrestha-project-08.66ghz.com/ Play in full screen for better experience [Press F11] Also I will attach a overview video of the site You can play the game using the link above. Thank you so much for reading, and I hope you all enjoy! Have a nice day! =)
Asobi Devlog #16 Hello everyone, welcome to Devlog #16 of Asobi! So, I just started working on the new game, the Clicker . Code Refinement Okay, so talking about the updates, I did some code refinement . I mean, I just cleaned up some code in the old game. Nothing major, but I thought it would be better to clean things up before moving forward. Clicker Game And yeah, I have started working on the Clicker game . Though it looks too empty right now, I have only worked on the HTML and JavaScript part for now. I guess the main thing I worked on this time was working on the precision. Precision Problem I was trying different ways to count the clicks, and I was facing an issue with maintaining the precision . I was not able to get anything more precise than two digits. For example, something like: 3.7 After the 7 , I could not really attain any significant number. But I did search online and looked at other similar games and found out about the performance.now() in JavaScript, which I didn’t know about before. So yeah, that was a lesson for me as well . ( ̄▽ ̄)ゞ Now I can use it to get much more precise timing for calculating the clicks per second. 10 Seconds Challenge For now, I have selected only 10 seconds of time in this game During those 10 seconds, the user can click the button as many times as they can, and the game will count their CPS (Clicks Per Second) . Though this is just the beginning, I’m planning to add lots of things in the future . Current Progress I’ll still add a screenshot of the current progress. Though, honestly, it will be quite empty and blank right now. =D But yeah, this is just the beginning of the Clicker game. That’s It! Yeah, that’s all for this devlog! If you think I did not explain something properly, or you want to know anything about the game, then please do tell me in the comments. I’ll try my best to explain it there. Thank you so much for reading! Have a nice day! (≧▽≦)
Asobi Devlog #17 Hello everyone, welcome to Devlog #17 of Asobi! (ノ◕ヮ◕)ノ*:・゚ Clicker Game Update Okay, umm.. I’m writing this devlog to update you about the The Clicker game of Asobi . So, I have added a basic CSS design to the game. I also tried a couple of other designs as well. . But decided to go with this design . I will add a screenshot below. Currently, I have this one, but I’m still not sure what I’m going to use . I’m still experimenting with the design, so if I change anything, I’ll let you all know in the next devlog. ( ̄▽ ̄)ゞ That’s It! And yeah, That’s all for this devlog. If you want me to explain something, then please do tell me in the comments. I’ll try my best to explain it as well. (≧▽≦) Thank you so much for reading, and have a very nice day! (ノ´ヮ`)ノ*:・゚✧
Ships:
Asobi is a site I am planning to make a mini-game collection. It will be containing tones of games in the future and I am integrating full frontend and backend on it especially for the Leaderbaord and login . Along with to prevent cheating on some game like Guess The Number [sorry , i suck at naming (ᵕ—ᴗ—)]. Currently I have added only one game , but It took me more time as I had to make the inital pages like landing , gamelist, leaderboard, signup and more like that. Please consider reading ReadMe on github for detail explaination , I really hope you will enjoy playing the game . Thank you so much for reading , Have a nice day =)...
|
1792878477.024499
|
1793742477.024499
|
|
41842
|
TumorTwin by @adhamyg | Stardance
|
adhamyg
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T18:44:46Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PHASE I I built TTwin (Tumor Twin), a novel mathematical framework for representing cancer as an evolving system instead of a static prediction problem. Rather than predicting whether a patient will relapse, TTwin models the tumor as a dynamic distribution of cellular phenotypes that continuously changes under treatment. The biggest challenge was designing an entirely new mathematical representation that could realistically simulate tumor evolution, therapy interactions, and patient adaptation while remaining computationally tractable. I’m most proud that the framework introduces several original concepts—including measure-based tumor states, composable therapy operators, adaptive data assimilation, and counterfactual treatment simulation—that were designed from first principles rather than extending an existing AI model. Phase I focuses on establishing and validating this theoretical foundation on controlled synthetic experiments, providing the basis for later validation on real patient data.", "repo": "https://github.com/Adham-ElGabry/TTWIN", "demo": "https://ttwin-final.vercel.app/"}]...
|
[{"post_id": 37790, "ts": "202 [{"post_id": 37790, "ts": "2026-07-30T18:40:32Z", "hours": 9.6964, "text": "Just got done with phase 1! TTwin is a next-generation adaptive cancer digital twin that continuously simulates how an individual patient’s tumor evolves under different therapies, updating itself with new clinical evidence to optimize future treatment rather than merely predicting risk."}]...
|
Title: TumorTwin by @adhamyg | Stardance
Devlogs: Title: TumorTwin by @adhamyg | Stardance
Devlogs:
Just got done with phase 1! TTwin is a next-generation adaptive cancer digital twin that continuously simulates how an individual patient’s tumor evolves under different therapies, updating itself with new clinical evidence to optimize future treatment rather than merely predicting risk.
Ships:
PHASE I I built TTwin (Tumor Twin), a novel mathematical framework for representing cancer as an evolving system instead of a static prediction problem. Rather than predicting whether a patient will relapse, TTwin models the tumor as a dynamic distribution of cellular phenotypes that continuously changes under treatment. The biggest challenge was designing an entirely new mathematical representation that could realistically simulate tumor evolution, therapy interactions, and patient adaptation while remaining computationally tractable. I’m most proud that the framework introduces several original concepts—including measure-based tumor states, composable therapy operators, adaptive data assimilation, and counterfactual treatment simulation—that were designed from first principles rather than extending an existing AI model. Phase I focuses on establishing and validating this theoretical foundation on controlled synthetic experiments, providing the basis for later validation on real patient data....
|
1793469078.5705392
|
1793555478.5705392
|
|
41846
|
My very own WebOS by @kripeshchapagain | Stardance
|
kripeshchapagain
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T05:08:10Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone! I made my portfolio for stardance challenge but only a fraction of it has been completed. I used ChatGPT and Claude to help me with CSS mostly.", "repo": "https://github.com/snowyhimalayas/.vscode", "demo": "https://snowyhimalayas.github.io/.vscode/"}]...
|
[{"post_id": 38656, "ts": "202 [{"post_id": 38656, "ts": "2026-08-01T05:00:21Z", "hours": 1.0786, "text": "Hello everyone! This is my first project which is portfolio related. I’m a beginner at this."}]...
|
Title: My very own WebOS by @kripeshchapagain | St Title: My very own WebOS by @kripeshchapagain | Stardance
Devlogs:
Hello everyone! This is my first project which is portfolio related. I’m a beginner at this.
Ships:
Hello everyone! I made my portfolio for stardance challenge but only a fraction of it has been completed. I used ChatGPT and Claude to help me with CSS mostly....
|
1793469087.1868737
|
1793555487.1868737
|
|
41848
|
My own site! by @SakshamTyagi | Stardance
|
SakshamTyagi
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T08:51:09Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website which, for now, acts as a portfolio for me. The challenging part was learning the Keyframes and Media sections in CSS and just understading what Js even was. I am proud of the fact that this site looks quite cool for my first website and that too,without the help of any AI(just some yt). The site itself is quite simple and easy to use as it’s in its initial stages right now.", "repo": "https://github.com/SakshamTyagi-git/My-Personal-Site", "demo": "https://sakshamtyagi.vercel.app/"}]...
|
[{"post_id": 47372, "ts": "202 [{"post_id": 47372, "ts": "2026-08-15T08:44:49Z", "hours": 2.8792, "text": "Done some major changes in the CSS. Added transitions and animations, used some Js. Also added an about me section and a projects section with some project cards in a grid."}, {"post_id": 43444, "ts": "2026-08-08T18:11:54Z", "hours": 0.2686, "text": "Currently working on the basic CSS to make the website look a little subtle and not just plain."}]...
|
Title: My own site! by @SakshamTyagi | Stardance
Title: My own site! by @SakshamTyagi | Stardance
Devlogs:
Currently working on the basic CSS to make the website look a little subtle and not just plain.
Done some major changes in the CSS. Added transitions and animations, used some Js. Also added an about me section and a projects section with some project cards in a grid.
Ships:
I made a personal website which, for now, acts as a portfolio for me. The challenging part was learning the Keyframes and Media sections in CSS and just understading what Js even was. I am proud of the fact that this site looks quite cool for my first website and that too,without the help of any AI(just some yt). The site itself is quite simple and easy to use as it’s in its initial stages right now....
|
1793541084.3773944
|
1793627484.3773944
|
|
41857
|
Flynn's Shenanigans by @SebbyMortimer | Starda Flynn's Shenanigans by @SebbyMortimer | Stardance...
|
SebbyMortimer
|
1
|
5.0
|
61
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T15:44:57Z", "hours": 5.0, "multiplier": 13.2, "payout": 61, "blessing": "neutral", "text": "This is Flynn’s Shenanigans. A 3D survival game that you play in your browser inspired by natural disaster survival on Roblox where random disasters will happen as you play on various different maps and you have to try to survive until the disaster is over. This project was challenging in many ways for me as I’ve never actually finished a Godot game before so I had to make sure that all features of the game fully worked and that my character had animations which is also something I’ve never done before in Godot. The visuals had to be complete instead of just placeholders which was also pretty challenging for me since I’m more of a programmer not a modeller. I’m proud of being able to finish this game but also how I kept the motivation to continue working on it. To test my project it’s as simple as going to the itch.io url that should be somewhere attached to my project, but if you can’t see that for whatever reason it’s also linked on my github repo.", "repo": "https://github.com/SebbyMortimer/flynns-shenanigans", "demo": "https://sebbymortimer.itch.io/flynns-shenanigans"}]...
|
[{"post_id": 46377, "ts": "202 [{"post_id": 46377, "ts": "2026-08-13T15:33:44Z", "hours": 0.6983, "text": "Final housecleaning before ship! I’m not going to lie, I had a beautiful devlog written here before it disappeared because the video I tried to attach was over the 50mb file limit, but I’m going to try my best to recreate it because my dumb donut brain didn’t copy it as a backup before sending. Today I worked on the final “housecleaning” for my project before I ship it for the first time which involved me making sure that every aspect of the game was playable. I did this partially by adding a list of controls that the player sees when they start the game so that they actually know how to play the game. I also exported it to the web again since I hadn’t tested that it definitely worked on there in a while and that was going to be the final destination for my game. Luckily I didn’t find anything gamebreaking and only found one new slight issue (ignoring the other issue I already knew about that I’ll talk about after) which was that when entering the pause menu using the escape key, you would have to press it twice to get the pause menu to actually show up since the browser captures the first escape key press to free the mouse, unfortunately there’s not much I can do about that but it does still work. The other issue that I already knew about was that newly instantiated objects would freeze the game the first time they’re loaded in however I still haven’t found a solution to this and there might not be one, at least to my knowledge. However, I believe the game is still fully playable which is why I decided that the downsides were still able to be ignored to allow the game to still be a web game so you can have easy access to it. Sorry, I know that this devlog is quite a bit longer than my other ones but thank you for sticking to the end. :)"}, {"post_id": 44571, "ts": "2026-08-10T12:49:30Z", "hours": 1.4522, "text": "New Lighthouse Map! (and flash flood tweaks) Today I created a lighthouse map to increase the variety of maps you play on in the game, taking the base of the castle and editing it to look like a lighthouse, which unfortunately now makes the castle look bare compared to it :( so I might add more stuff to that later. I also tweaked the flash flood disaster so that taller maps have the flash flood rise faster and lower maps have the flash flood rise slower to make the disaster more survivable but also increase the difficulty on taller maps. I’m loving the games progress and excited to add more!"}, {"post_id": 44175, "ts": "2026-08-09T19:13:50Z", "hours": 1.1247, "text": "Backstory yap (you can skip this) It has been a while since my devlog, I started work on another project which I know isn’t a very good idea but I’m gonna get this project finished I think before I continue working on the other one. Actual devlog Today I worked on adding another disaster and this one might actually be my favourite because the atmosphere along with the sounds is so cool. What did I add? A thunderstorm. Bolts of lightning will randomly hit the ground, similar to the meteor shower it raycasts down and hits whatever it finds first, allowing you to take shelter under the roofs of buildings. However, there’s a 1/5 chance that lightning will collapse what it hits meaning you might have to move about if your cover gets blown (literally). One other thing I added was I made the sky darker to make it feel stormy and more claustrophobic. Super happy with how this disaster worked out and can’t wait to work on more! Next it’s time for another map since the last two devlogs have been on disasters (rightfully so since I only had two disasters before I started working on this again)"}, {"post_id": 38412, "ts": "2026-07-31T19:22:42Z", "hours": 1.3669, "text": "First update completed today! I added some things that I was going to add originally in my project if I had more time like a pause menu and intro screen. I had to modify bits of my code in multiple places to get pausing to work correctly but after that there weren’t any problems so now you can take a break whenever you need :) I also added an intro screen when the game initially starts up so that you’re not just immediately thrown into the game after it loads so you can start when you’re ready. I also added a third disaster since I originally only had time to implement two, this new disaster is a “flash flood” where the chocolate ocean rises and you have to get to high ground before it drowns you. The main things I want to add to this project are just a ton more disasters and a ton more maps so that’s probably what I’ll focus on in the next few devlogs."}]...
|
Title: Flynn's Shenanigans by @SebbyMortimer | Title: Flynn's Shenanigans by @SebbyMortimer | Stardance
Devlogs:
First update completed today! I added some things that I was going to add originally in my project if I had more time like a pause menu and intro screen. I had to modify bits of my code in multiple places to get pausing to work correctly but after that there weren’t any problems so now you can take a break whenever you need :) I also added an intro screen when the game initially starts up so that you’re not just immediately thrown into the game after it loads so you can start when you’re ready. I also added a third disaster since I originally only had time to implement two, this new disaster is a “flash flood” where the chocolate ocean rises and you have to get to high ground before it drowns you. The main things I want to add to this project are just a ton more disasters and a ton more maps so that’s probably what I’ll focus on in the next few devlogs.
Backstory yap (you can skip this) It has been a while since my devlog, I started work on another project which I know isn’t a very good idea but I’m gonna get this project finished I think before I continue working on the other one. Actual devlog Today I worked on adding another disaster and this one might actually be my favourite because the atmosphere along with the sounds is so cool. What did I add? A thunderstorm. Bolts of lightning will randomly hit the ground, similar to the meteor shower it raycasts down and hits whatever it finds first, allowing you to take shelter under the roofs of buildings. However, there’s a 1/5 chance that lightning will collapse what it hits meaning you might have to move about if your cover gets blown (literally). One other thing I added was I made the sky darker to make it feel stormy and more claustrophobic. Super happy with how this disaster worked out and can’t wait to work on more! Next it’s time for another map since the last two devlogs have been on disasters (rightfully so since I only had two disasters before I started working on this again)
New Lighthouse Map! (and flash flood tweaks) Today I created a lighthouse map to increase the variety of maps you play on in the game, taking the base of the castle and editing it to look like a lighthouse, which unfortunately now makes the castle look bare compared to it :( so I might add more stuff to that later. I also tweaked the flash flood disaster so that taller maps have the flash flood rise faster and lower maps have the flash flood rise slower to make the disaster more survivable but also increase the difficulty on taller maps. I’m loving the games progress and excited to add more!
Final housecleaning before ship! I’m not going to lie, I had a beautiful devlog written here before it disappeared because the video I tried to attach was over the 50mb file limit, but I’m going to try my best to recreate it because my dumb donut brain didn’t copy it as a backup before sending. Today I worked on the final “housecleaning” for my project before I ship it for the first time which involved me making sure that every aspect of the game was playable. I did this partially by adding a list of controls that the player sees when they start the game so that they actually know how to play the game. I also exported it to the web again since I hadn’t tested that it definitely worked on there in a while and that was going to be the final destination for my game. Luckily I didn’t find anything gamebreaking and only found one new slight issue (ignoring the other issue I already knew about that I’ll talk about after) which was that when entering the pause menu using the escape key, you would have to press it twice to get the pause menu to actually show up since the browser captures the first escape key press to free the mouse, unfortunately there’s not much I can do about that but it does still work. The other issue that I already knew about was that newly instantiated objects would freeze the game the first time they’re loaded in however I still haven’t found a solution to this and there might not be one, at least to my knowledge. However, I believe the game is still fully playable which is why I decided that the downsides were still able to be ignored to allow the game to still be a web game so you can have easy access to it. Sorry, I know that this devlog is quite a bit longer than my other ones but thank you for sticking to the end. :)
Ships:
This is Flynn’s Shenanigans. A 3D survival game that you play in your browser inspired by natural disaster survival on Roblox where random disasters will happen as you play on various different maps and you have to try to survive until the disaster is over. This project was challenging in many ways for me as I’ve never actually finished a Godot game before so I had to make sure that all features of the game fully worked and that my character had animations which is also something I’ve never done before in Godot. The visuals had to be complete instead of just placeholders which was also pretty challenging for me since I’m more of a programmer not a modeller. I’m proud of being able to finish this game but also how I kept the motivation to continue working on it. To test my project it’s as simple as going to the itch.io url that should be somewhere attached to my project, but if you can’t see that for whatever reason it’s also linked on my github repo....
|
1793588083.5021038
|
1793674483.5021038
|
|
41866
|
CosmosX by @galaxitorhop | Stardance
|
galaxitorhop
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T09:18:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made an blockchain learning platform, where we can learn by building online assets out of the nft marketplace, (marketplace under construction). Made use of Ai for building the UI and 3D asstes. (by mistakenly posted on my bro’s Github)", "repo": "https://github.com/Samarth-06/CosmosX", "demo": "https://the-cosmos-x.vercel.app/"}]...
|
[{"post_id": 37512, "ts": "202 [{"post_id": 37512, "ts": "2026-07-30T09:51:21Z", "hours": 2.4356, "text": "3D models and market place assets"}]...
|
Title: CosmosX by @galaxitorhop | Stardance
Devlo Title: CosmosX by @galaxitorhop | Stardance
Devlogs:
3D models and market place assets
Ships:
Made an blockchain learning platform, where we can learn by building online assets out of the nft marketplace, (marketplace under construction). Made use of Ai for building the UI and 3D asstes. (by mistakenly posted on my bro’s Github)...
|
1793476134.27719
|
1793562534.27719
|
|
41867
|
My own site! by @Fluxx56 | Stardance
|
Fluxx56
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T06:01:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created my own personal portfolio, I had to look some stuff up but I am really proud with how it came out. My first personal project so yeah, really happy. Thanks!", "repo": "https://github.com/Galaxy5656/Portfolio", "demo": "https://galaxy5656.github.io/Portfolio/"}]...
|
[{"post_id": 38557, "ts": "202 [{"post_id": 38557, "ts": "2026-08-01T01:05:33Z", "hours": 1.6472, "text": "Finished basic HTML and did the CSS, built a timeline which I thought was pretty cool, thought i still need to work on maybe media queries and making the socials section at the bottom look a bit less plain. overall really happy so far. should be done soon"}, {"post_id": 37558, "ts": "2026-07-30T11:28:58Z", "hours": 0.6853, "text": "Yeah. Just started my portfolio. pretty excited for what it will become. this is like my first official personal project. Also im really bad at writing commit messages so please dont read them"}]...
|
Title: My own site! by @Fluxx56 | Stardance
Devlo Title: My own site! by @Fluxx56 | Stardance
Devlogs:
Yeah. Just started my portfolio. pretty excited for what it will become. this is like my first official personal project. Also im really bad at writing commit messages so please dont read them
Finished basic HTML and did the CSS, built a timeline which I thought was pretty cool, thought i still need to work on maybe media queries and making the socials section at the bottom look a bit less plain. overall really happy so far. should be done soon
Ships:
I created my own personal portfolio, I had to look some stuff up but I am really proud with how it came out. My first personal project so yeah, really happy. Thanks!...
|
1793476141.0884326
|
1793562541.0884326
|
|
41870
|
World Food Explore by @theodora | Stardance
|
theodora
|
1
|
29.0
|
479
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T19:12:35Z", "hours": 29.0, "multiplier": 13.73, "payout": 479, "blessing": "neutral", "text": "World Food Explorer🌍🍜 This is an interactive way to explore the world’s food. Spin a 3D globe on desktop, pan a 2D map on mobile, tap a city and discover its signature dish and where to actually go eat it. Live demo: https://theodora-sin.github.io/World-Food-Explore/ Features: 🌍 3D globe (desktop) / 2D map (mobile) — automatically switches based on screen width, so the experience fits any device 📍 Tap any city to open a food card: dish photo, description, cuisine type, meal course, and a recommended restaurant with address + Google Maps link 🔍 Search by city name, country, dish, or cuisine type; when it does not match, it will show “no matches” 🎲 Surprise Me — jumps to a random city (with a “spin then land” flourish on the 3D globe) 📍 Near Me — uses your device’s location to find and fly to the closest city in the dataset ★ Favourites — save cities to revisit later, stored locally in your browser 🕘 History — a running timeline of the last 10 cities you’ve explored this session 👋 Start screen with instructions and character guides, shown on first loading screen Data Structure: Each city in the dataset follow this shape: cityName country latitude longitude Type of Cuisine (Chinese, Western, Italian, etc.) dish_name course (e.g. Main,Dessert, Brunch,B reakfast) A photo of the famous dish A short description of the famous dish Name of the restaurant which served this dish priceRange ($, $$, $$$) address hyperlink to Google Maps Tech Stack: globe.gl — 3D globe rendering (built on Three.js) Leaflet + Leaflet.markercluster — 2D map and marker clustering CARTO Dark Matter tiles — dark map theme matching the 3D globe’s aesthetic Vanilla JavaScript (ES modules) — no framework or build step; every feature is a small, focused module localStorage — persists favourites across visits Browser Geolocation API — powers the Near Me feature No backend, no database, no build tooling — the whole thing is static files, deployed via GitHub Pages. AI Usage: AI was used to assist with development — debugging code, explaining errors, and helping me think through what users would actually want from the experience. The concept, design direction, and feature decisions were all mine.", "repo": "https://github.com/theodora-sin/World-Food-Explore", "demo": "https://theodora-sin.github.io/World-Food-Explore/"}]...
|
[{"post_id": 39631, "ts": "202 [{"post_id": 39631, "ts": "2026-08-02T19:10:30Z", "hours": 7.2236, "text": "Devlog #4 Final data were added to the Americas globe to cover the entire globe. It does not include all cities in the world, but it at least offers good representation of cuisine from around the world. Today’s main focus was adding the timeline, the Near Me button, and the start screen with favicon— the last few features on my list before shipping. This is the day when the project goes live. Thanks for following and supporting the project!"}, {"post_id": 39038, "ts": "2026-08-01T18:27:12Z", "hours": 6.3644, "text": "Devlog #3 Added some new cities in Africa to our dataset, going further than just covering Asia and Europe. The main highlight of today’s work was improving the 2D mobile interface, where the city card now appears with a slide-up animation from the bottom and is dismissed with a swipe-down action, not only a close button. But I also added three new features, working simultaneously for the 2D map and 3D globe: Search bar – search by city name, dish or cuisine Surprise me – navigate to some random city Favourites – mark your favourite city with a star, and open the list of saved cities (locally stored in the browser) later That’s all for today’s developer log, will see you in the next one."}, {"post_id": 38372, "ts": "2026-07-31T18:33:30Z", "hours": 7.1633, "text": "Devlog #2 Today I started working on my project. I made a map based on Leaflet.js that people can interact with. When people look at the site on their phones, they will see the 2D map. But if they are using a screen like a computer and the screen is wider than 768 pixels, then they will see a 3D globe instead of the 2D map. I have been putting places on my map. Today I worked on Asia and Europe. I also drew the favicon by hand. That’s it for today’s devlog. Thanks for reading, and see you in the next update!"}, {"post_id": 37807, "ts": "2026-07-30T19:12:04Z", "hours": 8.3539, "text": "Devlog #1 Today I made a start on the project by creating a cool interactive 3D globe using Globe.gl. The application is built around three things: City (on the globe:) cityName country Use the pin to pinpoint the exact location using longitude and latitude Cuisine: Type of Cuisine (Chinese, Western, Italian, etc.) dish_name course (e.g. Main, Dessert, Brunch, Breakfast) A photo of the famous dish A short description of the famous dish Place: Name of the restaurant which served this dish priceRange ($, $$, $$$) address hyperlink to Google Maps Each cuisine links to recommended places where users can try authentic local food."}]...
|
Title: World Food Explore by @theodora | Stardance Title: World Food Explore by @theodora | Stardance
Devlogs:
Devlog #1 Today I made a start on the project by creating a cool interactive 3D globe using Globe.gl. The application is built around three things: City (on the globe:) cityName country Use the pin to pinpoint the exact location using longitude and latitude Cuisine: Type of Cuisine (Chinese, Western, Italian, etc.) dish_name course (e.g. Main, Dessert, Brunch, Breakfast) A photo of the famous dish A short description of the famous dish Place: Name of the restaurant which served this dish priceRange ($, $$, $$$) address hyperlink to Google Maps Each cuisine links to recommended places where users can try authentic local food.
Devlog #2 Today I started working on my project. I made a map based on Leaflet.js that people can interact with. When people look at the site on their phones, they will see the 2D map. But if they are using a screen like a computer and the screen is wider than 768 pixels, then they will see a 3D globe instead of the 2D map. I have been putting places on my map. Today I worked on Asia and Europe. I also drew the favicon by hand. That’s it for today’s devlog. Thanks for reading, and see you in the next update!
Devlog #3 Added some new cities in Africa to our dataset, going further than just covering Asia and Europe. The main highlight of today’s work was improving the 2D mobile interface, where the city card now appears with a slide-up animation from the bottom and is dismissed with a swipe-down action, not only a close button. But I also added three new features, working simultaneously for the 2D map and 3D globe: Search bar – search by city name, dish or cuisine Surprise me – navigate to some random city Favourites – mark your favourite city with a star, and open the list of saved cities (locally stored in the browser) later That’s all for today’s developer log, will see you in the next one.
Devlog #4 Final data were added to the Americas globe to cover the entire globe. It does not include all cities in the world, but it at least offers good representation of cuisine from around the world. Today’s main focus was adding the timeline, the Near Me button, and the start screen with favicon— the last few features on my list before shipping. This is the day when the project goes live. Thanks for following and supporting the project!
Ships:
World Food Explorer🌍🍜 This is an interactive way to explore the world’s food. Spin a 3D globe on desktop, pan a 2D map on mobile, tap a city and discover its signature dish and where to actually go eat it. Live demo: https://theodora-sin.github.io/World-Food-Explore/ Features: 🌍 3D globe (desktop) / 2D map (mobile) — automatically switches based on screen width, so the experience fits any device 📍 Tap any city to open a food card: dish photo, description, cuisine type, meal course, and a recommended restaurant with address + Google Maps link 🔍 Search by city name, country, dish, or cuisine type; when it does not match, it will show “no matches” 🎲 Surprise Me — jumps to a random city (with a “spin then land” flourish on the 3D globe) 📍 Near Me — uses your device’s location to find and fly to the closest city in the dataset ★ Favourites — save cities to revisit later, stored locally in your browser 🕘 History — a running timeline of the last 10 cities you’ve explored this session 👋 Start screen with instructions and character guides, shown on first loading screen Data Structure: Each city in the dataset follow this shape: cityName country latitude longitude Type of Cuisine (Chinese, Western, Italian, etc.) dish_name course (e.g. Main,Dessert, Brunch,B reakfast) A photo of the famous dish A short description of the famous dish Name of the restaurant which served this dish priceRange ($, $$, $$$) address hyperlink to Google Maps Tech Stack: globe.gl — 3D globe rendering (built on Three.js) Leaflet + Leaflet.markercluster — 2D map and marker clustering CARTO Dark Matter tiles — dark map theme matching the 3D globe’s aesthetic Vanilla JavaScript (ES modules) — no framework or build step; every feature is a small, focused module localStorage — persists favourites across visits Browser Geolocation API — powers the Near Me feature No backend, no database, no build tooling — the whole thing is static files, deployed via GitHub Pages. AI Usage: AI was used to assist with development — debugging code, explaining errors, and helping me think through what users would actually want from the experience. The concept, design direction, and feature decisions were all mine....
|
1793476150.031812
|
1793562550.031812
|
|
41872
|
Professional site for my gaming startup by @Jinan Professional site for my gaming startup by @Jinan | Stardance...
|
Jinan
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T14:44:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So this was my heavily unoptimized and buggy website for my very own gaming startup. This is actually my first website that I successfully deployed publicly, and also the first project that uses Cloudflare Pages. This will come into use as my startup consisting of a few friends has began the development of our first indie game on the genre: boxing, action, adventure, with exponential levelling. What I mainly did to it is optimized it heavily and added my own personal CV details by linking it with my name in the Team section. More details on that can be found on my devlogs. At the end of the project, I felt almost giving out when I tried over ten solutions and still my images loaded terribly and the site logo didn’t load at all, all fixes were breaking the build in some now, even after extensive debugging but I finally fixed it by updating service workers and doing some cache config on cloudflare pages. So I believe this site is now polished enough for people to visit. And I am proud of my progress! Thank you to whoever is reading this!", "repo": "https://github.com/Jinanplayz/cheristral", "demo": "https://cheristral.com/ceo"}]...
|
[{"post_id": 38205, "ts": "202 [{"post_id": 38205, "ts": "2026-07-31T14:33:09Z", "hours": 0.4706, "text": "Updated my readme taking inspiration from the resources provided by Stardance and my friends."}, {"post_id": 38144, "ts": "2026-07-31T11:50:23Z", "hours": 2.6981, "text": "Devlog#2 Failed a little but back stronger! I noticed that my website took over 5s for images to load and it was moved from Hostinger to Cloudflare Pages which is free, had to set it up properly. The build broke locally when I made optimizations but now the site is more optimized than ever before! Big changes: Fixed all image loadings from 5s to under 1s. Hero images load instantly now. Reduced animation library just a little bit as some things weren’t even being used. Forms were always broken with no fallback, added a fallback now on about page, will make proper forms later. Every role on our jobs page now has an apply button that works. My ceo personal site page was not connected anywhere, but now it can finally be visited by clicking my name on the teams page! Small fixes: Site mainly contained placeholder info but replaced them with real info, mainly dates. QoL for myself: Templatized everything so I can make pages in the future easily. Made a small todo for future plans!"}, {"post_id": 38002, "ts": "2026-07-31T03:38:00Z", "hours": 1.9517, "text": "Devlog #1 Personal page setup and a ton of fixes! Main new thing is my own personal CEO page added! Spent the last two days rebuilding how the site loads: • Site is now 3x lighter: 4 MB down to 1.4 MB • Images went from 3.6 MB to under 1 MB, self-hosted instead of pulled from an external service • Fixed a few images that had been silently broken for weeks • The logo is finally working. It was hotlinked from a CDN that died, then got stuck behind a bad cache • Hero images now load immediately instead of waiting on the JavaScript to finish • Fixed the site fonts. We were asking for a weight that doesn’t exist, so headings were being faked by the browser • Sharing cheristral.com now shows a proper preview card instead of a naked link Should feel noticeably quicker, especially on mobile."}]...
|
Title: Professional site for my gaming startup by Title: Professional site for my gaming startup by @Jinan | Stardance
Devlogs:
Devlog #1 Personal page setup and a ton of fixes! Main new thing is my own personal CEO page added! Spent the last two days rebuilding how the site loads: • Site is now 3x lighter: 4 MB down to 1.4 MB • Images went from 3.6 MB to under 1 MB, self-hosted instead of pulled from an external service • Fixed a few images that had been silently broken for weeks • The logo is finally working. It was hotlinked from a CDN that died, then got stuck behind a bad cache • Hero images now load immediately instead of waiting on the JavaScript to finish • Fixed the site fonts. We were asking for a weight that doesn’t exist, so headings were being faked by the browser • Sharing cheristral.com now shows a proper preview card instead of a naked link Should feel noticeably quicker, especially on mobile.
Devlog#2 Failed a little but back stronger! I noticed that my website took over 5s for images to load and it was moved from Hostinger to Cloudflare Pages which is free, had to set it up properly. The build broke locally when I made optimizations but now the site is more optimized than ever before! Big changes: Fixed all image loadings from 5s to under 1s. Hero images load instantly now. Reduced animation library just a little bit as some things weren’t even being used. Forms were always broken with no fallback, added a fallback now on about page, will make proper forms later. Every role on our jobs page now has an apply button that works. My ceo personal site page was not connected anywhere, but now it can finally be visited by clicking my name on the teams page! Small fixes: Site mainly contained placeholder info but replaced them with real info, mainly dates. QoL for myself: Templatized everything so I can make pages in the future easily. Made a small todo for future plans!
Updated my readme taking inspiration from the resources provided by Stardance and my friends.
Ships:
So this was my heavily unoptimized and buggy website for my very own gaming startup. This is actually my first website that I successfully deployed publicly, and also the first project that uses Cloudflare Pages. This will come into use as my startup consisting of a few friends has began the development of our first indie game on the genre: boxing, action, adventure, with exponential levelling. What I mainly did to it is optimized it heavily and added my own personal CV details by linking it with my name in the Team section. More details on that can be found on my devlogs. At the end of the project, I felt almost giving out when I tried over ten solutions and still my images loaded terribly and the site logo didn’t load at all, all fixes were breaking the build in some now, even after extensive debugging but I finally fixed it by updating service workers and doing some cache config on cloudflare pages. So I believe this site is now polished enough for people to visit. And I am proud of my progress! Thank you to whoever is reading this!...
|
1792875273.622912
|
1793739273.622912
|
|
41875
|
JavaScript Learning Guide by @vyshu | Stardance
|
vyshu
|
1
|
8.0
|
57
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T15:36:56Z", "hours": 8.0, "multiplier": 7.29, "payout": 57, "blessing": "neutral", "text": "I made a JAVASCRIPT LEARNING GUIDE. It has 3tracks. TRACK 0: People who are new to JS can refer this track. It comes with a terminal and some content in it. The users can run any javascript code and try to check the console’s output and improve. TRACK 1: This is completely for knowing how javascript code runs in our computers.(core JS) TRACK 2: It is related to the javascript which is used in web development. Tracks 1 and 2 have respective tasks after a chapter completion. Tech Stack:- HTML,CSS, and JavaScript. The major challenge i faced while starting this project was that I lack the advanced concepts in javascript. So, I need to learn them in a short span and try to code and style them accordingly. I am proud of myself for not leaving behind without completing it and staying late nights to completely putting an end to this whole project. Another big challenge is that managing to build the sandbox for the right task to execute succesfully. Anyway, I am happy for this output but still i doubt myself if this content is useful or looks vague. I tried to put my all efforts to build this website and I hope everyone finds it useful. The last part of this blog is all about the testers. I may expect the users to have a prior knowledge on JAVASCRIPT or any other programming knowledge. THAT’S IT.. Thank you for reviewing my project:)", "repo": "https://github.com/vyshalip26/Javascript-Learning-Guide", "demo": "https://vyshalip26.github.io/Javascript-Learning-Guide/"}]...
|
[{"post_id": 40772, "ts": "202 [{"post_id": 40772, "ts": "2026-08-04T14:49:54Z", "hours": 1.5303, "text": "I finally made the entire website and hosted it live🌐✨. I started wth so many doubts, because i only knew js basics but i decided to make use of ai assistance and finished the entire js learning guide. 💻 PLEASE DO CHECKOUT: https://vyshalip26.github.io/Javascript-Learning-Guide/index.html —THANK YOU—"}, {"post_id": 40518, "ts": "2026-08-04T03:16:36Z", "hours": 2.5303, "text": "Making custom images is taking much longer than expected, but I hope to finish this project today. By the way, I want a feedback regarding these images. Are these images clear and helpful, or do they look too overloaded? I am still learning and trying to get better every day!"}, {"post_id": 39469, "ts": "2026-08-02T13:15:41Z", "hours": 3.3222, "text": "This project is almost done.. I still have a few chapters left, but I can finish it by tomorrow. I tried a different styling this time. This is my first time that I created a sandbox.👾😎 Having a great experience dealing with all these things…."}, {"post_id": 37565, "ts": "2026-07-30T11:47:00Z", "hours": 0.4006, "text": "I am starting my javascript learning guide project from scratch. I have a very basic rough idea to build it in mind. Let’s see how it goes…❤️"}]...
|
Title: JavaScript Learning Guide by @vyshu | Stard Title: JavaScript Learning Guide by @vyshu | Stardance
Devlogs:
I am starting my javascript learning guide project from scratch. I have a very basic rough idea to build it in mind. Let’s see how it goes…❤️
This project is almost done.. I still have a few chapters left, but I can finish it by tomorrow. I tried a different styling this time. This is my first time that I created a sandbox.👾😎 Having a great experience dealing with all these things….
Making custom images is taking much longer than expected, but I hope to finish this project today. By the way, I want a feedback regarding these images. Are these images clear and helpful, or do they look too overloaded? I am still learning and trying to get better every day!
I finally made the entire website and hosted it live🌐✨. I started wth so many doubts, because i only knew js basics but i decided to make use of ai assistance and finished the entire js learning guide. 💻 PLEASE DO CHECKOUT: https://vyshalip26.github.io/Javascript-Learning-Guide/index.html —THANK YOU—
Ships:
I made a JAVASCRIPT LEARNING GUIDE. It has 3tracks. TRACK 0: People who are new to JS can refer this track. It comes with a terminal and some content in it. The users can run any javascript code and try to check the console’s output and improve. TRACK 1: This is completely for knowing how javascript code runs in our computers.(core JS) TRACK 2: It is related to the javascript which is used in web development. Tracks 1 and 2 have respective tasks after a chapter completion. Tech Stack:- HTML,CSS, and JavaScript. The major challenge i faced while starting this project was that I lack the advanced concepts in javascript. So, I need to learn them in a short span and try to code and style them accordingly. I am proud of myself for not leaving behind without completing it and staying late nights to completely putting an end to this whole project. Another big challenge is that managing to build the sandbox for the right task to execute succesfully. Anyway, I am happy for this output but still i doubt myself if this content is useful or looks vague. I tried to put my all efforts to build this website and I hope everyone finds it useful. The last part of this blog is all about the testers. I may expect the users to have a prior knowledge on JAVASCRIPT or any other programming knowledge. THAT’S IT.. Thank you for reviewing my project:)...
|
1793476247.4237041
|
1793562647.4237041
|
|
41876
|
My own site! by @Makkonen | Stardance
|
Makkonen
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T07:47:58Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an website that is focused around me, it has information about my interests and who i am. it has some of my projects and info about them and how they work. This project was easier than my other projects for sure but it was challenging time to time. Thank you stardance for giving me this opportunity!", "repo": "https://github.com/MakkonenHugo/Personal-websiteV2", "demo": "https://makkonenhugo.github.io/Personal-websiteV2/"}]...
|
[{"post_id": 38364, "ts": "202 [{"post_id": 38364, "ts": "2026-07-31T18:24:46Z", "hours": 0.6633, "text": "I added an little font to the paragraphs and also added an video to the bottom. I think the site looks nice and im happy with it so i think this will be the last devlog. (i was hovering on the middle picture so that is why it is zoomed)"}, {"post_id": 38087, "ts": "2026-07-31T09:31:35Z", "hours": 0.7969, "text": "I added an section that has 3 nice pictures that i want to share and they have an little hover effect that i made, i also updated the about part because it was pretty empty."}, {"post_id": 37802, "ts": "2026-07-30T19:00:13Z", "hours": 0.5442, "text": "I added an profile picture and added really small animations when you hover over stuff, the stuff being the buttons that i added :) i also added pictures for the projects too! the background is also like kinda darker purple from the left and an little lighter from the right so that is cool."}, {"post_id": 37585, "ts": "2026-07-30T12:42:53Z", "hours": 0.5778, "text": "I added an little page that has links to my stuff and info about me!"}]...
|
Title: My own site! by @Makkonen | Stardance
Devl Title: My own site! by @Makkonen | Stardance
Devlogs:
I added an little page that has links to my stuff and info about me!
I added an profile picture and added really small animations when you hover over stuff, the stuff being the buttons that i added :) i also added pictures for the projects too! the background is also like kinda darker purple from the left and an little lighter from the right so that is cool.
I added an section that has 3 nice pictures that i want to share and they have an little hover effect that i made, i also updated the about part because it was pretty empty.
I added an little font to the paragraphs and also added an video to the bottom. I think the site looks nice and im happy with it so i think this will be the last devlog. (i was hovering on the middle picture so that is why it is zoomed)
Ships:
I made an website that is focused around me, it has information about my interests and who i am. it has some of my projects and info about them and how they work. This project was easier than my other projects for sure but it was challenging time to time. Thank you stardance for giving me this opportunity!...
|
1793476250.5550375
|
1793562650.5550375
|
|
41879
|
ISS Tracker & Flight Deck by @aarush_kakade | ISS Tracker & Flight Deck by @aarush_kakade | Stardance...
|
aarush_kakade
|
1
|
31.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T17:45:00Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hoomans! Here’s my real-time ISS tracker and flight deck that turns live orbital data into a fun dashboard. Combined multiple pieces ,the map, telemetry, crew data, pass prediction, and UI styling into one clean experience without making it feel cluttered or broken. I’m proud that I was able to structure the project, clean up a lot of messy code, and make the different parts work together smoothly. To test it, You should allow location access if they want pass predictions, and they should know that the live data depends on external APIs, so the dashboard is can handle fallback states gracefully :) (P.S- A bloomberg version with much better UI is coming soon)", "repo": "https://github.com/aarushkakade/ISS-Tracker-Flight-Deck", "demo": "https://aarushkakade.github.io/ISS-Tracker-Flight-Deck/"}]...
|
[{"post_id": 40845, "ts": "202 [{"post_id": 40845, "ts": "2026-08-04T17:05:48Z", "hours": 9.0, "text": "Hello fellow hoomans! I think this is good enogh for V1. For those of you that don’t know about this project, this is an International Space Station Tracker. I’m currently thinking and working on making a second version, which I’m thinking of basing on the Bloomberg terminal colors and designs. The live telemetry, orbital map, crew section, and pass prediction all work together, and the focus at the end has been on technical cleanup, synchronization, and making the interface feel consistent. READY TO SHIPPP :)"}, {"post_id": 39974, "ts": "2026-08-03T09:58:12Z", "hours": 11.0, "text": "Hello Peoplee!!! I forgot to write the devlog, so i lost a lost of my time :( . The project has moved past layout and into the real engineering part. The dashboard is stable now, and I’m focusing on making the ISS data, map, and telemetry behave like one clean system instead of a bunch of separate pieces. The tricky part has been keeping the update timing, coordinates, and visuals all in sync so the whole thing feels smooth instead of glitchy. I’m also thinking ahead about making the structure scalable, so the orbit trail, footprint, and telemetry can grow without turning into chaos. Right now it feels less like a mockup and more like a tiny mission control panel trying to hold itself together :P"}, {"post_id": 38289, "ts": "2026-07-31T16:30:13Z", "hours": 4.0, "text": "Been working more on the tracker,finally starting to feel like an actual system instead of just a rough layout. The main dashboard structure is in place now, and I’m slowly connecting the pieces so it behaves more like a real flight-deck style interface. Still early,but the project has moved past the empty prototype stage, which is a good sign.The main challenge has been making the UI feel coherent while keeping it ready for live data. The map, telemetry panel, and tracking area all need to work together cleanly, and even small decisions like spacing, update frequency, and data formatting matter more than I expected.A lot of time is going into debugging little issues and making sure the page feels stable rather than just visually complete."}, {"post_id": 37549, "ts": "2026-07-30T11:06:58Z", "hours": 5.0, "text": "I’ve started building an ISS Tracker & Flight Deck dashboard. So far I’ve set up the basic interface and begun wiring the map and telemetry sections. It’s still an early prototype, but the structure is now in place :)"}]...
|
Title: ISS Tracker & Flight Deck by @aarush_ka Title: ISS Tracker & Flight Deck by @aarush_kakade | Stardance
Devlogs:
I’ve started building an ISS Tracker & Flight Deck dashboard. So far I’ve set up the basic interface and begun wiring the map and telemetry sections. It’s still an early prototype, but the structure is now in place :)
Been working more on the tracker,finally starting to feel like an actual system instead of just a rough layout. The main dashboard structure is in place now, and I’m slowly connecting the pieces so it behaves more like a real flight-deck style interface. Still early,but the project has moved past the empty prototype stage, which is a good sign.The main challenge has been making the UI feel coherent while keeping it ready for live data. The map, telemetry panel, and tracking area all need to work together cleanly, and even small decisions like spacing, update frequency, and data formatting matter more than I expected.A lot of time is going into debugging little issues and making sure the page feels stable rather than just visually complete.
Hello Peoplee!!! I forgot to write the devlog, so i lost a lost of my time :( . The project has moved past layout and into the real engineering part. The dashboard is stable now, and I’m focusing on making the ISS data, map, and telemetry behave like one clean system instead of a bunch of separate pieces. The tricky part has been keeping the update timing, coordinates, and visuals all in sync so the whole thing feels smooth instead of glitchy. I’m also thinking ahead about making the structure scalable, so the orbit trail, footprint, and telemetry can grow without turning into chaos. Right now it feels less like a mockup and more like a tiny mission control panel trying to hold itself together :P
Hello fellow hoomans! I think this is good enogh for V1. For those of you that don’t know about this project, this is an International Space Station Tracker. I’m currently thinking and working on making a second version, which I’m thinking of basing on the Bloomberg terminal colors and designs. The live telemetry, orbital map, crew section, and pass prediction all work together, and the focus at the end has been on technical cleanup, synchronization, and making the interface feel consistent. READY TO SHIPPP :)
Ships:
Hoomans! Here’s my real-time ISS tracker and flight deck that turns live orbital data into a fun dashboard. Combined multiple pieces ,the map, telemetry, crew data, pass prediction, and UI styling into one clean experience without making it feel cluttered or broken. I’m proud that I was able to structure the project, clean up a lot of messy code, and make the different parts work together smoothly. To test it, You should allow location access if they want pass predictions, and they should know that the live data depends on external APIs, so the dashboard is can handle fallback states gracefully :) (P.S- A bloomberg version with much better UI is coming soon)...
|
1792878862.6188219
|
1793742862.6188219
|
|
41881
|
My own site! by @amyy | Stardance
|
amyy
|
1
|
4.68
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T13:35:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my beginner project, I made a portfolio website(just for demo not all details) included showcasing my projects, certifications and skills with HTML and CSS", "repo": "https://github.com/simran9673v-bot/project", "demo": "https://demo-project-portfolio.netlify.app/"}]...
|
[{"post_id": 40768, "ts": "202 [{"post_id": 40768, "ts": "2026-08-04T14:43:59Z", "hours": 0.6792, "text": "Tried to improve the CSS design of my project by adding vertical sidebar and a downloadable CV"}, {"post_id": 39437, "ts": "2026-08-02T12:01:21Z", "hours": 0.6433, "text": "Made the final parts of portfolio project created projects matrix part and certifications section"}, {"post_id": 38878, "ts": "2026-08-01T13:14:37Z", "hours": 1.5942, "text": "Resuming the project - Portfolio today i completed about me section and core skills sections using html and css"}, {"post_id": 38185, "ts": "2026-07-31T13:33:07Z", "hours": 2.0292, "text": "Working on a portfolio project made with HTML and CSS. Currently it has introduction slide and content section with header and navigation buttons (About, Projects, Skills, Certifications) are still in progress."}]...
|
Title: My own site! by @amyy | Stardance
Devlogs: Title: My own site! by @amyy | Stardance
Devlogs:
Working on a portfolio project made with HTML and CSS. Currently it has introduction slide and content section with header and navigation buttons (About, Projects, Skills, Certifications) are still in progress.
Resuming the project - Portfolio today i completed about me section and core skills sections using html and css
Made the final parts of portfolio project created projects matrix part and certifications section
Tried to improve the CSS design of my project by adding vertical sidebar and a downloadable CV
Ships:
This is my beginner project, I made a portfolio website(just for demo not all details) included showcasing my projects, certifications and skills with HTML and CSS...
|
1793476257.28406
|
1793562657.28406
|
|
41886
|
My very own WebOS by @sanskarsingh | Stardance
|
sanskarsingh
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T06:56:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i did it and its my second project you can also see it on my github page i will do more things like it", "repo": "https://github.com/Sanskarsingh100/webos", "demo": "https://sanskarsingh100.github.io/webos/"}]...
|
[{"post_id": 76962, "ts": "202 [{"post_id": 76962, "ts": "2026-10-05T06:46:05Z", "hours": 0.2556, "text": "it is done now i am publishing it to every one now you can use music and play games and browse in browser but sites can not be opened,thank you"}, {"post_id": 74424, "ts": "2026-09-27T11:14:04Z", "hours": 1.6297, "text": "i have added a music player in it right now and did multiple things now. im going to work on wallpaper and others"}, {"post_id": 38943, "ts": "2026-08-01T15:38:18Z", "hours": 1.1494, "text": "it looks live this now . isn’t is looking good? i have also added live time and date too"}, {"post_id": 38836, "ts": "2026-08-01T12:16:55Z", "hours": 0.2514, "text": "im trying to make a webos based on html"}]...
|
Title: My very own WebOS by @sanskarsingh | Starda Title: My very own WebOS by @sanskarsingh | Stardance
Devlogs:
im trying to make a webos based on html
it looks live this now . isn’t is looking good? i have also added live time and date too
i have added a music player in it right now and did multiple things now. im going to work on wallpaper and others
it is done now i am publishing it to every one now you can use music and play games and browse in browser but sites can not be opened,thank you
Ships:
i did it and its my second project you can also see it on my github page i will do more things like it...
|
1793577124.7825224
|
1793663524.7825224
|
|
41892
|
My own site! by @jiya | Stardance
|
jiya
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T13:36:27Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "well my project is so simple its not so creative nor big and advance but i made it for checking up my 1 of dreams to make a person website its about dr stone character of sai nanami and senku who inspires me for programming and science or space love 😊 well the stickers and photo glows when touched", "repo": "https://github.com/yasmeenpapppy0-prog/deep-space", "demo": "https://yasmeenpapppy0-prog.github.io/deep-space"}]...
|
[{"post_id": 80669, "ts": "202 [{"post_id": 80669, "ts": "2026-10-18T13:27:06Z", "hours": 3.59, "text": "its an website about dr stone characters who inspired me and abut space to that hoow much i love space > < ^"}]...
|
Title: My own site! by @jiya | Stardance
Devlogs: Title: My own site! by @jiya | Stardance
Devlogs:
its an website about dr stone characters who inspired me and abut space to that hoow much i love space > < ^
Ships:
well my project is so simple its not so creative nor big and advance but i made it for checking up my 1 of dreams to make a person website its about dr stone character of sai nanami and senku who inspires me for programming and science or space love 😊 well the stickers and photo glows when touched...
|
1793581317.7501853
|
1793667717.7501853
|
|
41895
|
Mew Version Control by @matteoduda | Stardance
|
matteoduda
|
1
|
19.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:36:04Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The screenshot shows the user’s projects. What was really challenging for me was communicating with the API, which is community maintained and not very well documented.", "repo": "https://www.github.com/gtx-lover-69/mew-version-control/", "demo": "https://github.com/gtx-lover-69/mew-version-control/releases/tag/stable"}]...
|
[{"post_id": 74568, "ts": "202 [{"post_id": 74568, "ts": "2026-09-27T17:22:54Z", "hours": 2.2792, "text": "i FINALLY managed to add support for private projects!! after a LOT of trial and error, both with scratch’s API, web responses, and my own (shitty) code, i finally managed to add support for private projects. users can now pull, edit, and commit their unshared projects locally!"}, {"post_id": 72402, "ts": "2026-09-22T20:56:55Z", "hours": 16.6714, "text": "using tldraw, I figured out the basic workflow of a user. I then built basic features around it and debugged. Using codes such as GPL (get project list) i could easily organise my code into dedicated functions. I also worked on making the CLI pretty."}]...
|
Title: Mew Version Control by @matteoduda | Starda Title: Mew Version Control by @matteoduda | Stardance
Devlogs:
using tldraw, I figured out the basic workflow of a user. I then built basic features around it and debugged. Using codes such as GPL (get project list) i could easily organise my code into dedicated functions. I also worked on making the CLI pretty.
i FINALLY managed to add support for private projects!! after a LOT of trial and error, both with scratch’s API, web responses, and my own (shitty) code, i finally managed to add support for private projects. users can now pull, edit, and commit their unshared projects locally!
Ships:
The screenshot shows the user’s projects. What was really challenging for me was communicating with the API, which is community maintained and not very well documented....
|
1793577125.9963274
|
1793663525.9963274
|
|
41896
|
servo spider bot by @nickthem | Stardance
|
nickthem
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T08:20:06Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My spider bot features four legs, each equipped with two joints, making a total of eight joints that provide it with excellent flexibility and mobility. Designed for versatility, the bot can navigate various surfaces, climb over obstacles, and perform precise movements thanks to its jointed legs. Its lightweight yet durable construction allows it to operate efficiently in different environments, whether for exploration, surveillance, or search and rescue missions. The combination of multiple joints and sturdy design gives your spider bot impressive agility and control, making it a highly capable robotic creature.", "repo": "https://github.com/nikolasthemistocleous-arch/nick", "demo": ""}]...
|
[{"post_id": 38833, "ts": "202 [{"post_id": 38833, "ts": "2026-08-01T12:09:56Z", "hours": 0.3167, "text": "servo spider bot"}, {"post_id": 38774, "ts": "2026-08-01T10:34:34Z", "hours": 0.4703, "text": "servo spider bot"}]...
|
Title: servo spider bot by @nickthem | Stardance
Title: servo spider bot by @nickthem | Stardance
Devlogs:
servo spider bot
servo spider bot
Ships:
My spider bot features four legs, each equipped with two joints, making a total of eight joints that provide it with excellent flexibility and mobility. Designed for versatility, the bot can navigate various surfaces, climb over obstacles, and perform precise movements thanks to its jointed legs. Its lightweight yet durable construction allows it to operate efficiently in different environments, whether for exploration, surveillance, or search and rescue missions. The combination of multiple joints and sturdy design gives your spider bot impressive agility and control, making it a highly capable robotic creature....
|
1793476261.4380994
|
1793562661.4380994
|