|
43324
|
Boeing 737 w/ stand by @citunek22 | Stardance
|
citunek22
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T07:39:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a boeing 737 with a stand. It was quite easy and hard like the begining was the hardest like getting to know all the tools and lacking motivation but after that i gained motivation and wanted to finish this. I´m proud of making this tho i don´t even have a printer and i hope that yall will like it and that it works. Like i said i don´t have a printer so i don´t know if it prints well and i didn´t make this in a day.", "repo": "https://github.com/ItsHonza48/boeing-737-tinkercad", "demo": ""}]...
|
[{"post_id": 39920, "ts": "202 [{"post_id": 39920, "ts": "2026-08-03T07:31:40Z", "hours": 5.3578, "text": "I know it looks bad but it was my first tinkercad project or my first 3d modeling project so it isn´t perfect but i hope you like it and maybe priint it and if there is a problem you can write a review on my printables."}]...
|
Title: Boeing 737 w/ stand by @citunek22 | Stardan Title: Boeing 737 w/ stand by @citunek22 | Stardance
Devlogs:
I know it looks bad but it was my first tinkercad project or my first 3d modeling project so it isn´t perfect but i hope you like it and maybe priint it and if there is a problem you can write a review on my printables.
Ships:
I made a boeing 737 with a stand. It was quite easy and hard like the begining was the hardest like getting to know all the tools and lacking motivation but after that i gained motivation and wanted to finish this. I´m proud of making this tho i don´t even have a printer and i hope that yall will like it and that it works. Like i said i don´t have a printer so i don´t know if it prints well and i didn´t make this in a day....
|
1793494321.2972567
|
1793580721.2972567
|
|
43336
|
hannah's site!! by @hannah_gu | Stardance
|
hannah_gu
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T12:25:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website. This website was built in one sitting overnight. I enjoyed making a site tailored to the things I liked to look at and I am proud of the final visuals of my site. Initially, some challenges I ran into were in regards to the general format of HTML as I had previously never worked with HTML code before. However, upon further exposure to the code, I really enjoy using HTML. This site is a reflection of my character and my interests.", "repo": "https://github.com/hannnnnnah-gu/Hannahs-Site-", "demo": "https://hannnah-gu.github.io/Hannahs-Site-/"}]...
|
[{"post_id": 40038, "ts": "202 [{"post_id": 40038, "ts": "2026-08-03T11:57:30Z", "hours": 2.2575, "text": "Finished Personal Site!! This was my first time making a website, I hoped to incorporate many of the things I liked as a reflection of my interests. for some reason the try out link might not be working so here it is: https://hannnnnnah-gu.github.io/Hannahs-Site-/ (Images from Pinterest and Picrew)"}]...
|
Title: hannah's site!! by @hannah_gu | Stardan Title: hannah's site!! by @hannah_gu | Stardance
Devlogs:
Finished Personal Site!! This was my first time making a website, I hoped to incorporate many of the things I liked as a reflection of my interests. for some reason the try out link might not be working so here it is: https://hannnnnnah-gu.github.io/Hannahs-Site-/ (Images from Pinterest and Picrew)
Ships:
I made a personal website. This website was built in one sitting overnight. I enjoyed making a site tailored to the things I liked to look at and I am proud of the final visuals of my site. Initially, some challenges I ran into were in regards to the general format of HTML as I had previously never worked with HTML code before. However, upon further exposure to the code, I really enjoy using HTML. This site is a reflection of my character and my interests....
|
1793494326.5329158
|
1793580726.5329158
|
|
43339
|
mama-bot by @arthihalder | Stardance
|
arthihalder
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T07:18:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Mama Bot is a slack bot that runs and replies in my native language Bangla! it is made to be used in our bangladeshi peoples channel! it is online 24/7 through Nest. The commands: /mama-help to show all the available commands /mama-koi to ping the bot in a channel /mama-biral to tell a random fact about cats (i kept it while trying out the tutorial) /mama-jokebolo to tell a random joke from the json in Bangla /mama-telljoke to tell a random joke in english (i also kept this from the tutorial) /mama-vallagena to tell a random quote when you are bored /mama-tosskoro to flip a coin /mama-ajkekoitarik to fetch the current date Ai usage : i used gpt to format the json as it would have taken me too long to format it. and it also helped me through SSH in to the Nest Server. Challenges? it is my first time SSH ing into a server ! i found it cool! and probably finidng content for the json for my bot was hard.", "repo": "https://github.com/bsastudio601/mama-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 41180, "ts": "202 [{"post_id": 41180, "ts": "2026-08-05T07:05:19Z", "hours": 0.6925, "text": "MAMA BOT LAST POST BEFORE SHIPPING! so i wrote some lame jokes with the help of gpt as place holder for now and finiding more original jokes from insta reels and stuff i will keep updating the jsons!"}, {"post_id": 40828, "ts": "2026-08-04T16:25:15Z", "hours": 1.5825, "text": "MAMA BOT! Mama bot is a slack app that works with slash commands and outputs replied in my native language Bangla! The bot is made for our #bangladesh channel to bring some fun by telling random jokes in our native language and say some random quotes in our native language. commands : /mama-koi to ping /mama-jokebolo to tell joke in bangla /mama-telljoke to tell joke in bangla /mama-vallagena to tell random quote /mama-tosskoro to clip a coin! /mama-ajkekoitarik to show the current date /mama-biral to tell random facts about cats /mama-help to show the available command i a .json file for the bangla jokes and quote and added function such as coin flip, date fetch as a quick learning opportunity. the catfacts and english joke are the code from the guide!"}]...
|
Title: mama-bot by @arthihalder | Stardance
Devlo Title: mama-bot by @arthihalder | Stardance
Devlogs:
MAMA BOT! Mama bot is a slack app that works with slash commands and outputs replied in my native language Bangla! The bot is made for our #bangladesh channel to bring some fun by telling random jokes in our native language and say some random quotes in our native language. commands : /mama-koi to ping /mama-jokebolo to tell joke in bangla /mama-telljoke to tell joke in bangla /mama-vallagena to tell random quote /mama-tosskoro to clip a coin! /mama-ajkekoitarik to show the current date /mama-biral to tell random facts about cats /mama-help to show the available command i a .json file for the bangla jokes and quote and added function such as coin flip, date fetch as a quick learning opportunity. the catfacts and english joke are the code from the guide!
MAMA BOT LAST POST BEFORE SHIPPING! so i wrote some lame jokes with the help of gpt as place holder for now and finiding more original jokes from insta reels and stuff i will keep updating the jsons!
Ships:
Mama Bot is a slack bot that runs and replies in my native language Bangla! it is made to be used in our bangladeshi peoples channel! it is online 24/7 through Nest. The commands: /mama-help to show all the available commands /mama-koi to ping the bot in a channel /mama-biral to tell a random fact about cats (i kept it while trying out the tutorial) /mama-jokebolo to tell a random joke from the json in Bangla /mama-telljoke to tell a random joke in english (i also kept this from the tutorial) /mama-vallagena to tell a random quote when you are bored /mama-tosskoro to flip a coin /mama-ajkekoitarik to fetch the current date Ai usage : i used gpt to format the json as it would have taken me too long to format it. and it also helped me through SSH in to the Nest Server. Challenges? it is my first time SSH ing into a server ! i found it cool! and probably finidng content for the json for my bot was hard....
|
1793494343.0041127
|
1793580743.0041127
|
|
43341
|
BioLayers AI by @AzizbekGayratov | Stardance
|
AzizbekGayratov
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T09:33:10Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built BioLayers AI to make biomedical research easier to explore and understand. It turns complex scientific information into interactive visual experiences — from global research activity to molecular biology, DNA, and cancer knowledge graphs. The hardest part was connecting all the 3D scenes and animations into one smooth experience without killing performance. I’m especially proud of how the journey from Earth into biology turned out. Try exploring the site, scrolling through the experience, and interacting with the visualizations.", "repo": "https://github.com/azizbekgayratov65-sys/biolayers-ai", "demo": "https://biolayers-ai.vercel.app"}]...
|
[{"post_id": 43176, "ts": "202 [{"post_id": 43176, "ts": "2026-08-08T09:16:56Z", "hours": 7.1903, "text": "Today I worked on BioLayers AI’s new website — built the interactive 3D Earth, molecular animations, DNA visualization, and Cancer Knowledge graph. I also spent a lot of time making the transitions smoother and turning everything into one continuous experience."}]...
|
Title: BioLayers AI by @AzizbekGayratov | Stardanc Title: BioLayers AI by @AzizbekGayratov | Stardance
Devlogs:
Today I worked on BioLayers AI’s new website — built the interactive 3D Earth, molecular animations, DNA visualization, and Cancer Knowledge graph. I also spent a lot of time making the transitions smoother and turning everything into one continuous experience.
Ships:
I built BioLayers AI to make biomedical research easier to explore and understand. It turns complex scientific information into interactive visual experiences — from global research activity to molecular biology, DNA, and cancer knowledge graphs. The hardest part was connecting all the 3D scenes and animations into one smooth experience without killing performance. I’m especially proud of how the journey from Earth into biology turned out. Try exploring the site, scrolling through the experience, and interacting with the visualizations....
|
1793494345.0933924
|
1793580745.0933924
|
|
43344
|
CTF capture the flag by @davids | Stardance
|
davids
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T14:12:17Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "done finally", "repo": "https://github.com/Davdadev/rdg/", "demo": "https://testflight.apple.com/join/ahxxRjHM"}]...
|
[{"post_id": 43990, "ts": "202 [{"post_id": 43990, "ts": "2026-08-09T14:05:43Z", "hours": 0.9636, "text": "v2 is done"}, {"post_id": 43800, "ts": "2026-08-09T07:16:09Z", "hours": 5.3522, "text": "CTF"}, {"post_id": 40030, "ts": "2026-08-03T11:46:28Z", "hours": 1.8303, "text": "the game"}]...
|
Title: CTF capture the flag by @davids | Stardance Title: CTF capture the flag by @davids | Stardance
Devlogs:
the game
CTF
v2 is done
Ships:
done finally...
|
1793461679.9741335
|
1793548079.9741335
|
|
43361
|
Nasa Website by @elvincheung0321 | Stardance
|
elvincheung0321
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T14:04:18Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The one big challenge I had was learning how to use javascript again, I haven’t touched it in a while and this was a great refresher for me, another cool thing was learning how to use node.js since I used to use django before", "repo": "https://github.com/elvincheung0321/website", "demo": "https://elvincheung0321.github.io/website/"}]...
|
[{"post_id": 40081, "ts": "202 [{"post_id": 40081, "ts": "2026-08-03T13:48:49Z", "hours": 1.7397, "text": "Completed the website, added the date picker and used js to make it work"}]...
|
Title: Nasa Website by @elvincheung0321 | Stardanc Title: Nasa Website by @elvincheung0321 | Stardance
Devlogs:
Completed the website, added the date picker and used js to make it work
Ships:
The one big challenge I had was learning how to use javascript again, I haven’t touched it in a while and this was a great refresher for me, another cool thing was learning how to use node.js since I used to use django before...
|
1792878503.5708728
|
1793742503.5708728
|
|
43366
|
pixelart-galaxy by @Leon | Stardance
|
Leon
|
1
|
3.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T11:30:10Z", "hours": 3.0, "multiplier": 4.22, "payout": 12, "blessing": "neutral", "text": "soooooo, uhmm this project is me having fun with simple math, noise, and colors….(dont zoom out to far lol). had a pretty fast building curve…like i did not need to learn new stuff for it (nvm hex to hsl conversion was a pain in my a**) …I js love how the noise and color thing worked out in the end…and that the ui does not look to shitty at the end finally my first ship! cant wait to rate projects!!!", "repo": "https://github.com/Leonhoch5/pixelart-something", "demo": "https://pixelart-galaxy.qoig.dev"}]...
|
[{"post_id": 40020, "ts": "202 [{"post_id": 40020, "ts": "2026-08-03T11:24:08Z", "hours": 0.4958, "text": "yayyy scnd logg css @Lumethra forced me its basically a grid… The body is the main grid container, and each element gets assigned to a specific area: the canvas takes the top row the slider, color picker, and toggle go in the middle row the palette sits in the bottom row hope your happy now (scnd image is the answer) good evening"}, {"post_id": 39992, "ts": "2026-08-03T10:46:36Z", "hours": 2.4983, "text": "the one and only? idk if i am calling this project finished already…but its kinda done…js looks ugly it started as like a canvas experiment ts, i basically wanted a pixelart playground or whatever…and then i asked myself…why not let it generate a galaxy like shapeee… and how i did it was drawing a simple grid, generating an even simpler spiral and every point that was in a gridcell decides that this cell is getting colored…easy right? yup… color palette for the coloring, had a little fun there bc i found a SUPERRR interesing video ( https://www.youtube.com/watch?v=gnUYoQ1pwes ) and i wanted to kinda let the palette generate from one base color…so i made like hex to hsl conversion with the given color so i could adjust the hue and created several colors from that base hue: background: a dark, muted versiondust: a darker, desaturated tonenebula: a medium, vivid tonecore: a brighter, lighter highlightstars: a very light near-white toneglow: a brighter accent color, which is not random, but a nice always fiting palette… the actual coloring so i used a simple (copied) noise script to decide where which color needs to go, and then for each weight (or height) of each pixel of the noise it chose one of the set colors…. funsies for funsies one can look at the noise…bc why not final words this project ig is more about play, having fun with overcomplicated ways of doing shit and less about polishing a great ui… have a nice day <3"}]...
|
Title: pixelart-galaxy by @Leon | Stardance
Devlo Title: pixelart-galaxy by @Leon | Stardance
Devlogs:
the one and only? idk if i am calling this project finished already…but its kinda done…js looks ugly it started as like a canvas experiment ts, i basically wanted a pixelart playground or whatever…and then i asked myself…why not let it generate a galaxy like shapeee… and how i did it was drawing a simple grid, generating an even simpler spiral and every point that was in a gridcell decides that this cell is getting colored…easy right? yup… color palette for the coloring, had a little fun there bc i found a SUPERRR interesing video ( https://www.youtube.com/watch?v=gnUYoQ1pwes ) and i wanted to kinda let the palette generate from one base color…so i made like hex to hsl conversion with the given color so i could adjust the hue and created several colors from that base hue: background: a dark, muted versiondust: a darker, desaturated tonenebula: a medium, vivid tonecore: a brighter, lighter highlightstars: a very light near-white toneglow: a brighter accent color, which is not random, but a nice always fiting palette… the actual coloring so i used a simple (copied) noise script to decide where which color needs to go, and then for each weight (or height) of each pixel of the noise it chose one of the set colors…. funsies for funsies one can look at the noise…bc why not final words this project ig is more about play, having fun with overcomplicated ways of doing shit and less about polishing a great ui… have a nice day <3
yayyy scnd logg css @Lumethra forced me its basically a grid… The body is the main grid container, and each element gets assigned to a specific area: the canvas takes the top row the slider, color picker, and toggle go in the middle row the palette sits in the bottom row hope your happy now (scnd image is the answer) good evening
Ships:
soooooo, uhmm this project is me having fun with simple math, noise, and colors….(dont zoom out to far lol). had a pretty fast building curve…like i did not need to learn new stuff for it (nvm hex to hsl conversion was a pain in my a**) …I js love how the noise and color thing worked out in the end…and that the ui does not look to shitty at the end finally my first ship! cant wait to rate projects!!!...
|
1793501274.5524285
|
1793587674.5524285
|
|
43371
|
My own site! by @coopradloff | Stardance
|
coopradloff
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T00:34:25Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Learning how to to the css was difficult but i managed to get it done", "repo": "https://github.com/User-web-test/Personal-Website", "demo": "https://user-web-test.github.io/Personal-Website/"}]...
|
[{"post_id": 40463, "ts": "202 [{"post_id": 40463, "ts": "2026-08-04T00:32:21Z", "hours": 0.0, "text": "I finished the website added some in built css to the html and a hover thing to make thte list hover"}]...
|
Title: My own site! by @coopradloff | Stardance
D Title: My own site! by @coopradloff | Stardance
Devlogs:
I finished the website added some in built css to the html and a hover thing to make thte list hover
Ships:
Learning how to to the css was difficult but i managed to get it done...
|
1793501277.6651418
|
1793587677.6651418
|
|
43402
|
My own terminal! by @AykutTaha | Stardance
|
AykutTaha
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T13:10:55Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I actually try hard for my first project Its a old computer that boots and says about me I use AI for javascript because i cant find my requirements sorry :(", "repo": "https://github.com/Aykut551/My-Personal-Website", "demo": "https://aykut551.github.io/My-Personal-Website/"}]...
|
[{"post_id": 42616, "ts": "202 [{"post_id": 42616, "ts": "2026-08-07T13:07:56Z", "hours": 2.7175, "text": "Its boot and have a bios :P"}, {"post_id": 40685, "ts": "2026-08-04T11:35:22Z", "hours": 2.5336, "text": "It can boot. My little baby boots"}, {"post_id": 40099, "ts": "2026-08-03T14:18:36Z", "hours": 0.5103, "text": "Its so new right now but its gonna look fire i can feel it"}]...
|
Title: My own terminal! by @AykutTaha | Stardance
Title: My own terminal! by @AykutTaha | Stardance
Devlogs:
Its so new right now but its gonna look fire i can feel it
It can boot. My little baby boots
Its boot and have a bios :P
Ships:
I actually try hard for my first project Its a old computer that boots and says about me I use AI for javascript because i cant find my requirements sorry :(...
|
1793505306.2539868
|
1793591706.2539868
|
|
43412
|
Java Utils by @ryan_ | Stardance
|
ryan_
|
1
|
80.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T11:20:22Z", "hours": 80.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built java-utils, a collection of high-performance Java utilities and APIs designed for Java 21+. It provides optimised and robust core features, featuring a high-performance event dispatching system, a multi layered and priority based service loading framework, thread safe object registries, and more. Features: High performance polymorphic event dispatching system (event bus) supporting priority-based routing and cancellation logic. It utilises SPI loaded compile time generated invoker factories for reflection free dispatch when compiled with the annotation processor, alongside high performance fallbacks via LambdaMetafactory and MethodHandle . A multilayered and priority service loading framework. Provided ServiceLayer s are passed to ServiceBootstrap to create ServiceRegistry , which allows users to find and locate implementations by providing the registry with a contract class, where the layers will locate the implementations. Thread safe freezable object Registry<T> with a mutate and freeze lifecycle, allowing safe registration during bootstrap before turning strictly read only on freeze. Config helpers to aid config serialisation with Kaleido Config (e.g. implement ISerializableEnum<T> on an enum to make it serialisable, ElementOrList type to either take a single element or a list) Reflection wrapper designed to try comply with the Java Language Specification (JLS)", "repo": "", "demo": ""}]...
|
[{"post_id": 47386, "ts": "202 [{"post_id": 47386, "ts": "2026-08-15T09:25:47Z", "hours": 5.1492, "text": "Event Bus: Make MainBus#get static instead of instance method to allow users to utilise the provided MainBus Service API: Fix ClassLoaderServiceLoader not working in module environments by declaring Module#addUses Add MutableServiceLayer for manual service layers and create factory method for configuring them Registry: Add static factory methods to create MutableMappedIdRegistry and MutableKeylessRegistry instances Other: Add demo subproject (CC0 license) showcasing features and how to use eventbus, registry and service api Update build workflow to publish demo artifact Add release github workflow to automatically publish artifacts when a release is created Promote config helpers, registry and service api from WIP to experimental Update README with event bus demo image"}, {"post_id": 47004, "ts": "2026-08-14T16:09:05Z", "hours": 8.4878, "text": "Event bus: Disallowed @Weak on static event handlers for reflection discovered methods. Static handlers do not have a listener to bound to and thus have no reason to be declared as weak listeners; this additionally improves parity with the annotation processor. Service API: Added factory methods to create ServiceLayer instances across different ClassLoader s and ModuleLayer s. Registry system: The registry system was redesigned essentially from the ground up. MutableRegistry has been detached from Registry , and extending interfaces such as MutableMappedRegistry provide additional features (e.g. key -> value mappings) Key -> value mappings are now supported via MappedRegistry and its implementors and ID mappings have been added via the IdRegistry interface. Current implementations like SimpleMutableKeylessRegistry and SimpleMutableMappedIdRegistry provide O(1) operations for lookup and registration whilst still supporting concurrent operations via BoundedSnapshotMap and BoundedSnapshotList as each registration is immutable. Other: Updated build workflow Added USAGE documentation to README showing how to add the library as a dependency in Gradle."}, {"post_id": 46095, "ts": "2026-08-13T01:54:52Z", "hours": 10.0317, "text": "Remove read lock on event dispatch by providing an activeTable Supplier to pass events to if this DispatchTable is closed, allowing #dispatch to race with #close safely. Decouple creation of DispatchTable from Flattener Add option to disable recursion guard in EventBusBuilder Further optimize event dispatch for guarded event buses by removing ThreadLocal#remove call. This remains safe as it is a lightweight 1 length int[] array. Fix ClassValueDispatchTable not dispatching events Improve internal RecursionGuard usability by accepting a Runnable instead of manual #increment and #resetTo(int) calls. Updated unit tests where appropriate to account for refactors Added JMH benchmarks for guarded and unguarded recursion event buses Updated README with benchmark results."}, {"post_id": 44383, "ts": "2026-08-10T03:00:29Z", "hours": 9.3928, "text": "Added support for compile time generated @Weak instance and static event processors. Full refactor of the annotation processor to cleanup the code structure and improve safety via compile time validation. New abstract MethodDescriptor implemented by alongside some implementations like ElementMethodDescriptor (annotation processor variant), ReflectionMethodDescriptor (runtime reflection variant) and MethodKeyDescriptor (cached reflection variant), used to compare methods cleanly. Individual method registration has not yet been implemented. MethodDescriptor will be utilised to locate individual handlers."}, {"post_id": 43302, "ts": "2026-08-08T14:19:28Z", "hours": 11.6325, "text": "Introduced compile-time generated event listeners via an Annotation Processor (AP automatically generates SPI implementations) to reduce runtime reflection which will fallback to reflection path ( LambdaMetafactory + MethodHandle fallback) on failure. Currently only built for instance event listeners: static listeners and direct method registrations will be implemented in the future. The annotation processor looks for classes annotated with @CompiledEventHandlers and generates a SubscriberInvokerFactory which holds an EventSubscriberInvoker for each method. Refactored the reflection subscriber path ( EventSubscriberCompiler and EventHandlerCompiler ) to follow SOLID better and improve extensibility Update unit tests to work with the updated code"}, {"post_id": 41860, "ts": "2026-08-06T10:32:43Z", "hours": 3.4558, "text": "Fixed issues with configuration caching Repackage and add javadoc to config helpers Improved usability by improving javadoc. Renamed Linkable to SubscribtionAware to better fit the name. Finalized EventBusBuilder by adding a register to global registry flag, replacing event consumers with dedicated functional interfaces, updating ErrorHandler to have throwUnchecked helper and replacing the old deprecated EventBus with the new one Repackage and rename module to com.github.rcubedev.utils"}, {"post_id": 40744, "ts": "2026-08-04T13:55:54Z", "hours": 1.1664, "text": "Updated the README by adding a project description, listing components and listing requirements."}, {"post_id": 40086, "ts": "2026-08-03T13:57:01Z", "hours": 30.5581, "text": "Deprecated the old EventBus god object, in favour for the new EventBus implementation which now better following SOLID, improving debugging and DX. It utilises composition, where all features are separated into different classes for testability. Migrated from a flat array dispatch table to a class value dispatch table for O(1) handler lookups after caching vs O(n) before."}]...
|
Title: Java Utils by @ryan_ | Stardance
Devlogs:
Title: Java Utils by @ryan_ | Stardance
Devlogs:
Deprecated the old EventBus god object, in favour for the new EventBus implementation which now better following SOLID, improving debugging and DX. It utilises composition, where all features are separated into different classes for testability. Migrated from a flat array dispatch table to a class value dispatch table for O(1) handler lookups after caching vs O(n) before.
Updated the README by adding a project description, listing components and listing requirements.
Fixed issues with configuration caching Repackage and add javadoc to config helpers Improved usability by improving javadoc. Renamed Linkable to SubscribtionAware to better fit the name. Finalized EventBusBuilder by adding a register to global registry flag, replacing event consumers with dedicated functional interfaces, updating ErrorHandler to have throwUnchecked helper and replacing the old deprecated EventBus with the new one Repackage and rename module to com.github.rcubedev.utils
Introduced compile-time generated event listeners via an Annotation Processor (AP automatically generates SPI implementations) to reduce runtime reflection which will fallback to reflection path ( LambdaMetafactory + MethodHandle fallback) on failure. Currently only built for instance event listeners: static listeners and direct method registrations will be implemented in the future. The annotation processor looks for classes annotated with @CompiledEventHandlers and generates a SubscriberInvokerFactory which holds an EventSubscriberInvoker for each method. Refactored the reflection subscriber path ( EventSubscriberCompiler and EventHandlerCompiler ) to follow SOLID better and improve extensibility Update unit tests to work with the updated code
Added support for compile time generated @Weak instance and static event processors. Full refactor of the annotation processor to cleanup the code structure and improve safety via compile time validation. New abstract MethodDescriptor implemented by alongside some implementations like ElementMethodDescriptor (annotation processor variant), ReflectionMethodDescriptor (runtime reflection variant) and MethodKeyDescriptor (cached reflection variant), used to compare methods cleanly. Individual method registration has not yet been implemented. MethodDescriptor will be utilised to locate individual handlers.
Remove read lock on event dispatch by providing an activeTable Supplier to pass events to if this DispatchTable is closed, allowing #dispatch to race with #close safely. Decouple creation of DispatchTable from Flattener Add option to disable recursion guard in EventBusBuilder Further optimize event dispatch for guarded event buses by removing ThreadLocal#remove call. This remains safe as it is a lightweight 1 length int[] array. Fix ClassValueDispatchTable not dispatching events Improve internal RecursionGuard usability by accepting a Runnable instead of manual #increment and #resetTo(int) calls. Updated unit tests where appropriate to account for refactors Added JMH benchmarks for guarded and unguarded recursion event buses Updated README with benchmark results.
Event bus: Disallowed @Weak on static event handlers for reflection discovered methods. Static handlers do not have a listener to bound to and thus have no reason to be declared as weak listeners; this additionally improves parity with the annotation processor. Service API: Added factory methods to create ServiceLayer instances across different ClassLoader s and ModuleLayer s. Registry system: The registry system was redesigned essentially from the ground up. MutableRegistry has been detached from Registry , and extending interfaces such as MutableMappedRegistry provide additional features (e.g. key -> value mappings) Key -> value mappings are now supported via MappedRegistry and its implementors and ID mappings have been added via the IdRegistry interface. Current implementations like SimpleMutableKeylessRegistry and SimpleMutableMappedIdRegistry provide O(1) operations for lookup and registration whilst still supporting concurrent operations via BoundedSnapshotMap and BoundedSnapshotList as each registration is immutable. Other: Updated build workflow Added USAGE documentation to README showing how to add the library as a dependency in Gradle.
Event Bus: Make MainBus#get static instead of instance method to allow users to utilise the provided MainBus Service API: Fix ClassLoaderServiceLoader not working in module environments by declaring Module#addUses Add MutableServiceLayer for manual service layers and create factory method for configuring them Registry: Add static factory methods to create MutableMappedIdRegistry and MutableKeylessRegistry instances Other: Add demo subproject (CC0 license) showcasing features and how to use eventbus, registry and service api Update build workflow to publish demo artifact Add release github workflow to automatically publish artifacts when a release is created Promote config helpers, registry and service api from WIP to experimental Update README with event bus demo image
Ships:
I built java-utils, a collection of high-performance Java utilities and APIs designed for Java 21+. It provides optimised and robust core features, featuring a high-performance event dispatching system, a multi layered and priority based service loading framework, thread safe object registries, and more. Features: High performance polymorphic event dispatching system (event bus) supporting priority-based routing and cancellation logic. It utilises SPI loaded compile time generated invoker factories for reflection free dispatch when compiled with the annotation processor, alongside high performance fallbacks via LambdaMetafactory and MethodHandle . A multilayered and priority service loading framework. Provided ServiceLayer s are passed to ServiceBootstrap to create ServiceRegistry , which allows users to find and locate implementations by providing the registry with a contract class, where the layers will locate the implementations. Thread safe freezable object Registry<T> with a mutate and freeze lifecycle, allowing safe registration during bootstrap before turning strictly read only on freeze. Config helpers to aid config serialisation with Kaleido Config (e.g. implement ISerializableEnum<T> on an enum to make it serialisable, ElementOrList type to either take a single element or a list) Reflection wrapper designed to try comply with the Java Language Specification (JLS)...
|
1793469126.4031298
|
1793555526.4031298
|
|
43425
|
Connect 4 by @avikrathiii777 | Stardance
|
avikrathiii777
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T15:51:25Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a recreation of the classic connect-4. The objective is to align four tokens of your own color in a horizontal, vertical or diagnol line. The game is designed to be held between two players and can be controlled by both. I have not added a win check algorithm because a lot of time the winner doesn’t realise they have won and the algorithm would give them an advantage.How do you play the game?Player 1-“A” and “D” for moving the dropper. “S” for dropping. Player 2-“J” and “L” for moving the dropper. “K” for dropping.", "repo": "https://github.com/hackclub/sprig/pull/4114", "demo": "https://sprig.hackclub.com/share/120x5NVVVoe0kc5fkoxi"}]...
|
[{"post_id": 40155, "ts": "202 [{"post_id": 40155, "ts": "2026-08-03T15:46:55Z", "hours": 2.7669, "text": "The objective is to align four tokens of your own color in a horizontal, vertical or diagnol line. It is a recreation of the classi Connect 4. The game is designed to be held between two players and can be controlled by both. I have not added a win check algorithm because a lot of time the winner doesn’t realise they have won and the algorithm would give them an advantage.How do you play the game?Player 1-“A” and “D” for moving the dropper. “S” for dropping. Player 2-“J” and “L” for moving the dropper. “K” for dropping."}]...
|
Title: Connect 4 by @avikrathiii777 | Stardance
D Title: Connect 4 by @avikrathiii777 | Stardance
Devlogs:
The objective is to align four tokens of your own color in a horizontal, vertical or diagnol line. It is a recreation of the classi Connect 4. The game is designed to be held between two players and can be controlled by both. I have not added a win check algorithm because a lot of time the winner doesn’t realise they have won and the algorithm would give them an advantage.How do you play the game?Player 1-“A” and “D” for moving the dropper. “S” for dropping. Player 2-“J” and “L” for moving the dropper. “K” for dropping.
Ships:
I made a recreation of the classic connect-4. The objective is to align four tokens of your own color in a horizontal, vertical or diagnol line. The game is designed to be held between two players and can be controlled by both. I have not added a win check algorithm because a lot of time the winner doesn’t realise they have won and the algorithm would give them an advantage.How do you play the game?Player 1-“A” and “D” for moving the dropper. “S” for dropping. Player 2-“J” and “L” for moving the dropper. “K” for dropping....
|
1793505321.9503767
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1793591721.9503767
|
|
43429
|
VertyPad by @vertriwayz | Stardance
|
vertriwayz
|
1
|
1.85
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T10:51:00Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VertyPad, which is a simple and minimalistic Macropad which you can use for macroing, automating your daily life, or just for the love of gaming (maybe GD!). It also has compatibility with both MacOS and Windows. I have no experience in CAD, PCB, and Schematics designing, so it took me quite a while after some YouTube videos and tinkering around the studios. I am very happy on what I have accomplished, by designing the project by hand, whether it is coding the QMK firmware from scratch, to building the CAD from the ground up with sketching and countless extrusions and rotations, I have gone a long journey to build this Macropad. You should remember to flash the vertypad.uf2 firmware file into the XIAO RP2040 microcontroller, so that it can port to VIA, and enable the OLED screen.", "repo": "https://github.com/VihaanVinoth/vertypad", "demo": ""}]...
|
[{"post_id": 84827, "ts": "202 [{"post_id": 84827, "ts": "2026-10-30T12:37:28Z", "hours": 1.8456, "text": "Final Ever Devlog Well, this is the finale. I have pretty much finished my hackpad. I managed to solder all of the components and took like 2 hours to do but it was all worth it in the end I guess. Overall this was an amazing project and I would definitely do it again."}, {"post_id": 52727, "ts": "2026-08-23T01:41:50Z", "hours": 0.2783, "text": "Additional Devlog 1: Building VertyPad So, I basically forgot to move my gerbers.zip file to the production folder in order to get approved, and additionally I also hadn’t made my QMK firmware, so after a few problems of deprecation issues, I was able to compile my firmware and publish to GitHub. This should be the last Devlog, however it is an additional one which is only for the reason being I encountered a submission problem. So, hopefully I should get approved!"}, {"post_id": 52014, "ts": "2026-08-22T01:39:28Z", "hours": 4.7169, "text": "Final DevLog - Building VertyPad Well, it has been a journey . I have worked so much to build VertyPad, and overall I am happy of how it is. I’ve pretty much done everything I can for the macropad, but it doesn’t mean I might stop making revisions for VertyPad. All I need to do now is to ship, and get feedback and hope that I get approved for my macropad. I have made some touches such as making the grooves to guide the pcb slightly bigger so that it can keep the pcb flush with the case, and fix the chamfer of the case because it previously didn’t seem as if the case and plate aligned correctly, and I worked on the final touches of the production files, the QMK firmware, and publishing everything to GitHub."}, {"post_id": 47998, "ts": "2026-08-16T08:46:49Z", "hours": 6.7553, "text": "Devlog 4 - Building VertyPad So far I am reaching pretty much the end of the project, and it has taken me too long to do this, but I think it was going to be worth it. I’ve pretty much finalised the pcb and schematics with the DRC tool, and I have (almost) finished the case and plate, as well as the production files and QMK porting, I just have to fix this weird QMK porting problem and I think it is because I don’t have any more space on my laptop. This gotta be my second last devlog, and I think the next one might be my final one, and hopefully I can get accepted for my macropad once I do my ship post."}, {"post_id": 46780, "ts": "2026-08-14T08:58:40Z", "hours": 12.2297, "text": "Devlog 3? Building VertyPad So I basically had to rewire the whole pcb thing, and completely fix the case and plate, and customize, and import 3d models in KiCad so that I can load into OnShape easily. That’s pretty much it. Hopefully this might be my second last devlog until I finish my whole HackPad. I also got to work on porting to QMK."}, {"post_id": 44480, "ts": "2026-08-10T08:26:06Z", "hours": 9.2367, "text": "Devlog 2 - Update: finished the case - Building VertyPad I finished the case, and it turned out pretty great. It was really hard getting the measurements, and the screws correctly, as I originally planned on using M2 screws but after enlargening the plate I made it compatible with M3 screws. I might continue to touch up on the case and make it look more epic but for now I think I have overall finished my project I think. So far I have: Programmed the Firmware Made PCB & Schema Created Case & Plate Made production files Hopefully I probably can try to make the most of my time now ig and improve the case, because that’s currently my main focus. If any problem arises, like the mounting holes wrong, I might fix that too, but for now everything looks ok for now. Its a pretty simple case but I hope to make it a bit more complex, as all ive done is draft the outer corners of the case, and smooth the usb port, but might as well fix those and add color. I will try to record me building if I get the parts in a few weeks’ time, so thats my devlog rn."}, {"post_id": 42633, "ts": "2026-08-07T13:39:37Z", "hours": 4.3678, "text": "Devlog 1 - Update: finished the foundation: Building VertyPad So I basically began over the course of a few days worked on the schematics, pcb, and the case for VertyPad, and it took me 4 hours. I had some trouble with the case, especially the holes and extrusion. Overall I think it is pretty decent for a simple macropad, but in the next devlog I hope to feature: Improvements to case Develop Schema + PCB Soldering and maybe building the macropad from scratch lapse in the future"}]...
|
Title: VertyPad by @vertriwayz | Stardance
Devlog Title: VertyPad by @vertriwayz | Stardance
Devlogs:
Devlog 1 - Update: finished the foundation: Building VertyPad So I basically began over the course of a few days worked on the schematics, pcb, and the case for VertyPad, and it took me 4 hours. I had some trouble with the case, especially the holes and extrusion. Overall I think it is pretty decent for a simple macropad, but in the next devlog I hope to feature: Improvements to case Develop Schema + PCB Soldering and maybe building the macropad from scratch lapse in the future
Devlog 2 - Update: finished the case - Building VertyPad I finished the case, and it turned out pretty great. It was really hard getting the measurements, and the screws correctly, as I originally planned on using M2 screws but after enlargening the plate I made it compatible with M3 screws. I might continue to touch up on the case and make it look more epic but for now I think I have overall finished my project I think. So far I have: Programmed the Firmware Made PCB & Schema Created Case & Plate Made production files Hopefully I probably can try to make the most of my time now ig and improve the case, because that’s currently my main focus. If any problem arises, like the mounting holes wrong, I might fix that too, but for now everything looks ok for now. Its a pretty simple case but I hope to make it a bit more complex, as all ive done is draft the outer corners of the case, and smooth the usb port, but might as well fix those and add color. I will try to record me building if I get the parts in a few weeks’ time, so thats my devlog rn.
Devlog 3? Building VertyPad So I basically had to rewire the whole pcb thing, and completely fix the case and plate, and customize, and import 3d models in KiCad so that I can load into OnShape easily. That’s pretty much it. Hopefully this might be my second last devlog until I finish my whole HackPad. I also got to work on porting to QMK.
Devlog 4 - Building VertyPad So far I am reaching pretty much the end of the project, and it has taken me too long to do this, but I think it was going to be worth it. I’ve pretty much finalised the pcb and schematics with the DRC tool, and I have (almost) finished the case and plate, as well as the production files and QMK porting, I just have to fix this weird QMK porting problem and I think it is because I don’t have any more space on my laptop. This gotta be my second last devlog, and I think the next one might be my final one, and hopefully I can get accepted for my macropad once I do my ship post.
Final DevLog - Building VertyPad Well, it has been a journey . I have worked so much to build VertyPad, and overall I am happy of how it is. I’ve pretty much done everything I can for the macropad, but it doesn’t mean I might stop making revisions for VertyPad. All I need to do now is to ship, and get feedback and hope that I get approved for my macropad. I have made some touches such as making the grooves to guide the pcb slightly bigger so that it can keep the pcb flush with the case, and fix the chamfer of the case because it previously didn’t seem as if the case and plate aligned correctly, and I worked on the final touches of the production files, the QMK firmware, and publishing everything to GitHub.
Additional Devlog 1: Building VertyPad So, I basically forgot to move my gerbers.zip file to the production folder in order to get approved, and additionally I also hadn’t made my QMK firmware, so after a few problems of deprecation issues, I was able to compile my firmware and publish to GitHub. This should be the last Devlog, however it is an additional one which is only for the reason being I encountered a submission problem. So, hopefully I should get approved!
Final Ever Devlog Well, this is the finale. I have pretty much finished my hackpad. I managed to solder all of the components and took like 2 hours to do but it was all worth it in the end I guess. Overall this was an amazing project and I would definitely do it again.
Ships:
I made VertyPad, which is a simple and minimalistic Macropad which you can use for macroing, automating your daily life, or just for the love of gaming (maybe GD!). It also has compatibility with both MacOS and Windows. I have no experience in CAD, PCB, and Schematics designing, so it took me quite a while after some YouTube videos and tinkering around the studios. I am very happy on what I have accomplished, by designing the project by hand, whether it is coding the QMK firmware from scratch, to building the CAD from the ground up with sketching and countless extrusions and rotations, I have gone a long journey to build this Macropad. You should remember to flash the vertypad.uf2 firmware file into the XIAO RP2040 microcontroller, so that it can port to VIA, and enable the OLED screen....
|
1793508832.3552575
|
1793595232.3552575
|
|
43430
|
Succend App by @Ashishdantinapalli | Stardance
|
Ashishdantinapalli
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T13:48:34Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have just started to make my landing site. I had used AI to make me an initial foundation, but I didn’t like a few of those components, so I decided to exchange that base code of my own code to make a landing site that appears more like a landing site for a good web application. As of right now none of the navbar links seem to work, but I’m as of right now coding them, so soon those links will start to work. If any of you are trying to test my landing site and try to login, it is probably not recommended as I don’t have a database or a backend yet, I have started with the frontend first. So once I’m done with my frontend, I will move onto my backend and database. The logo and the theme in the landing site, were by me, I spent a long time creating and deciding on a logo that would be ideal for me and my app Succend. But I’m still in the starting phases only, once I complete my web application which would be my MVP version, but later I will make a mobile version of it.", "repo": "https://github.com/ashishdantinapalli-star/succend-web", "demo": "https://succend-web.vercel.app/"}]...
|
[{"post_id": 78494, "ts": "202 [{"post_id": 78494, "ts": "2026-10-10T23:26:51Z", "hours": 4.9967, "text": "Succend Landing Site Welcome back to Succend. So basically last time I had used an AI generated base for building my landing site, so I don’t have to take too long to build everything from scratch. So as you can see here, I’ve successfully accomplished a few things like the background, and light and dark mode. I made a liquid-like background that has blobs that will slowly follow the mouse. I made this background to make the landing site look better, and overall more cool for a game-like app. I have also added a dark and light mode, so users that view my landing site can change the color to their liking. I did have a lot of errors, meaning at a point the liquid-background only worked on the header or the footer, or the cards in the other sections wouldn’t show up. I did use a little bit of AI to do some of the frontend, since I was a little confused about how I can make a proper flowlike background, and I also used it to debug anything I wasn’t sure how to. After this devpost, I will go back to coding, and add a few more features. I was actually designing the ranks that will appear on the leaderboard on the landing site, and I happen to decide on creating 42 entire ranks. So once I’m done designing at least 20 of those ranks, then I’ll proceed to recreate the leveling cards that appear on the homescreen, to better fit my app’s theme. Thank you for following along with my devpost!"}, {"post_id": 62965, "ts": "2026-09-06T15:12:03Z", "hours": 4.8697, "text": "I’m building my app called Succend. Succend is supposed to be a gamified experience where a user gets levels if they complete their everyday goals. I used a little bit of AI to build me a bit of the initial foundation for my web application so I can build my actual app on top of it. I used Typescript for the application code, React for building the UI. I had several errors that I came across while I was trying to make the navigation bar more animated, and to make it move while we scroll down the page. Working on such errors helped me understand how different components of the application interact better. The other links that can be seen on the navigation bar are as of now, not functioning yet, as I need to add components to each of those pages to make them functional. I believe in the next few days I’ll be able to make my entire landing site functional, and be able to get started on my actual web application where we sign up, and get an account, and make goals, where we can gain xp and levels."}]...
|
Title: Succend App by @Ashishdantinapalli | Starda Title: Succend App by @Ashishdantinapalli | Stardance
Devlogs:
I’m building my app called Succend. Succend is supposed to be a gamified experience where a user gets levels if they complete their everyday goals. I used a little bit of AI to build me a bit of the initial foundation for my web application so I can build my actual app on top of it. I used Typescript for the application code, React for building the UI. I had several errors that I came across while I was trying to make the navigation bar more animated, and to make it move while we scroll down the page. Working on such errors helped me understand how different components of the application interact better. The other links that can be seen on the navigation bar are as of now, not functioning yet, as I need to add components to each of those pages to make them functional. I believe in the next few days I’ll be able to make my entire landing site functional, and be able to get started on my actual web application where we sign up, and get an account, and make goals, where we can gain xp and levels.
Succend Landing Site Welcome back to Succend. So basically last time I had used an AI generated base for building my landing site, so I don’t have to take too long to build everything from scratch. So as you can see here, I’ve successfully accomplished a few things like the background, and light and dark mode. I made a liquid-like background that has blobs that will slowly follow the mouse. I made this background to make the landing site look better, and overall more cool for a game-like app. I have also added a dark and light mode, so users that view my landing site can change the color to their liking. I did have a lot of errors, meaning at a point the liquid-background only worked on the header or the footer, or the cards in the other sections wouldn’t show up. I did use a little bit of AI to do some of the frontend, since I was a little confused about how I can make a proper flowlike background, and I also used it to debug anything I wasn’t sure how to. After this devpost, I will go back to coding, and add a few more features. I was actually designing the ranks that will appear on the leaderboard on the landing site, and I happen to decide on creating 42 entire ranks. So once I’m done designing at least 20 of those ranks, then I’ll proceed to recreate the leveling cards that appear on the homescreen, to better fit my app’s theme. Thank you for following along with my devpost!
Ships:
I have just started to make my landing site. I had used AI to make me an initial foundation, but I didn’t like a few of those components, so I decided to exchange that base code of my own code to make a landing site that appears more like a landing site for a good web application. As of right now none of the navbar links seem to work, but I’m as of right now coding them, so soon those links will start to work. If any of you are trying to test my landing site and try to login, it is probably not recommended as I don’t have a database or a backend yet, I have started with the frontend first. So once I’m done with my frontend, I will move onto my backend and database. The logo and the theme in the landing site, were by me, I spent a long time creating and deciding on a logo that would be ideal for me and my app Succend. But I’m still in the starting phases only, once I complete my web application which would be my MVP version, but later I will make a mobile version of it....
|
1793339537.18924
|
1793425937.18924
|
|
43433
|
Combat Log Minecraft Mod by @ryan_ | Stardance
|
ryan_
|
1
|
86.74
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T01:06:11Z", "hours": 73.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I ported CombatLogX and some of its expansions over to Fabric and NeoForge for Minecraft 1.21.1 and 1.21.10. It brings combat logging prevention to modded servers so players can’t just logout to avoid PvP. The API has been partially reworked and the config system has been changed, so you can’t just drop in existing configs and custom features have been added (e.g. keeping NPC bodies online). Features: Combat tagging system, configurable combat timers and punishments (e.g. killing the player or leaving an NPC body online) Ported the Expansion API alongside some official expansions: Bossbar timers, actionbar timers and end crystal tracking Permission support via fabric-permission-api and NeoForge’s built in permission system", "repo": "https://github.com/rcubedev/combatlog", "demo": "https://modrinth.com/mod/combatlogx-port"}]...
|
[{"post_id": 50223, "ts": "202 [{"post_id": 50223, "ts": "2026-08-19T11:25:45Z", "hours": 2.5697, "text": "Update README with showcase video and Modrinth links for the main project and its expansions Fix crash in dev env on 1.21.10 due to incorrect placeholder api version Fix player not being killed on relog for JOIN kill time on 1.21.10 Update java-utils dependency"}, {"post_id": 49981, "ts": "2026-08-19T00:22:59Z", "hours": 8.7017, "text": "Fix real player objects identified as fake (NPCs) when they have disconnected. Fix fake players (kept online players) not automatically disconnecting after death Fix fake player death not tracked as a combat log Fix punish features (e.g. punish commands) not running on fake players Add untagging when the enemy disconnects. Previously if setup to do nothing when an enemy combat logs, you would remain in combat. After this feature was introduced, if the enemy logged back in while their NPC was spawned, you would be untagged; this was fixed."}, {"post_id": 42809, "ts": "2026-08-07T18:34:59Z", "hours": 2.4706, "text": "Added automated publishing to Modrinth. CI releases auto fetch the changelog from the CHANGELOG.md file and upload the release to Modrinth and Github Releases. The modrinth projects (main mod + 1 for each expansion) haven’t yet been accepted, so they are not yet accessible."}, {"post_id": 41636, "ts": "2026-08-05T23:43:25Z", "hours": 1.1633, "text": "Fix entity explosion crashing on 1.21.11 due to incorrect mixin target. Fix boss bar expansion not working after NPC relogging. Remove old debug logging. Fix NPC not getting kicked after combat ending. Make dependency jar patcher lazy instead of eager. Update java utils for a fix when building with configuration caching. Increase max heap size for gradle to prevent daemon death due to memory thrashing."}, {"post_id": 41424, "ts": "2026-08-05T16:52:18Z", "hours": 7.5961, "text": "Properly added custom library as a git submodule rather than assuming it would be cloned into the parent directory. Updated mod metadata: added in github links instead of going to example.com/TODO, mark dependencies as required and more. Added GitHub Action workflows for build and release. Removed sysout debug logging. Clean up injectModType usage. Fix server lifecycle events not firing on NeoForge. Fix player relogging in the wrong location when reconnecting while their NPC body is kept online when combat logging."}, {"post_id": 40742, "ts": "2026-08-04T13:52:19Z", "hours": 1.1606, "text": "Updated the README by adding project description, listed supported versions and installation steps and the expansion system."}, {"post_id": 40677, "ts": "2026-08-04T11:19:59Z", "hours": 2.3861, "text": "Finalized the End Crystal expansion, fixed end crystal listener not registering, fix crash with boss bar expansion"}, {"post_id": 40096, "ts": "2026-08-03T14:16:39Z", "hours": 60.6469, "text": "NeoForge support has been added alongside multiversion, meaning it now supports 1.21.1 and 1.21.10 NeoForge or Fabric vs just 1.21.1 Fabric. The Expansion API surface has been reintroduced, allowing for other mods to hook into the API and add custom features. A dependency on my WIP service loader abstraction has been added, replacing the old CompletableFuture platform singletons."}]...
|
Title: Combat Log Minecraft Mod by @ryan_ | Starda Title: Combat Log Minecraft Mod by @ryan_ | Stardance
Devlogs:
NeoForge support has been added alongside multiversion, meaning it now supports 1.21.1 and 1.21.10 NeoForge or Fabric vs just 1.21.1 Fabric. The Expansion API surface has been reintroduced, allowing for other mods to hook into the API and add custom features. A dependency on my WIP service loader abstraction has been added, replacing the old CompletableFuture platform singletons.
Finalized the End Crystal expansion, fixed end crystal listener not registering, fix crash with boss bar expansion
Updated the README by adding project description, listed supported versions and installation steps and the expansion system.
Properly added custom library as a git submodule rather than assuming it would be cloned into the parent directory. Updated mod metadata: added in github links instead of going to example.com/TODO, mark dependencies as required and more. Added GitHub Action workflows for build and release. Removed sysout debug logging. Clean up injectModType usage. Fix server lifecycle events not firing on NeoForge. Fix player relogging in the wrong location when reconnecting while their NPC body is kept online when combat logging.
Fix entity explosion crashing on 1.21.11 due to incorrect mixin target. Fix boss bar expansion not working after NPC relogging. Remove old debug logging. Fix NPC not getting kicked after combat ending. Make dependency jar patcher lazy instead of eager. Update java utils for a fix when building with configuration caching. Increase max heap size for gradle to prevent daemon death due to memory thrashing.
Added automated publishing to Modrinth. CI releases auto fetch the changelog from the CHANGELOG.md file and upload the release to Modrinth and Github Releases. The modrinth projects (main mod + 1 for each expansion) haven’t yet been accepted, so they are not yet accessible.
Fix real player objects identified as fake (NPCs) when they have disconnected. Fix fake players (kept online players) not automatically disconnecting after death Fix fake player death not tracked as a combat log Fix punish features (e.g. punish commands) not running on fake players Add untagging when the enemy disconnects. Previously if setup to do nothing when an enemy combat logs, you would remain in combat. After this feature was introduced, if the enemy logged back in while their NPC was spawned, you would be untagged; this was fixed.
Update README with showcase video and Modrinth links for the main project and its expansions Fix crash in dev env on 1.21.10 due to incorrect placeholder api version Fix player not being killed on relog for JOIN kill time on 1.21.10 Update java-utils dependency
Ships:
I ported CombatLogX and some of its expansions over to Fabric and NeoForge for Minecraft 1.21.1 and 1.21.10. It brings combat logging prevention to modded servers so players can’t just logout to avoid PvP. The API has been partially reworked and the config system has been changed, so you can’t just drop in existing configs and custom features have been added (e.g. keeping NPC bodies online). Features: Combat tagging system, configurable combat timers and punishments (e.g. killing the player or leaving an NPC body online) Ported the Expansion API alongside some official expansions: Bossbar timers, actionbar timers and end crystal tracking Permission support via fabric-permission-api and NeoForge’s built in permission system...
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1793505322.8994722
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1793591722.8994722
|
|
43437
|
Ball by @cziwu2010 | Stardance
|
cziwu2010
|
1
|
33.0
|
190
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T15:56:17Z", "hours": 33.0, "multiplier": 5.53, "payout": 190, "blessing": "neutral", "text": "A website with an interactable pixelated ball that has physics based mechanics and glitch effects. Click to spawn the ball. Drag it to throw it around. Double click to glitch the ball. It’s my first JS project involving animating and drawing in JS. It’s also technically my first physics based project as it involves shading, ball gravity and velocity so yeah. I’m looking forward to improve on the glitch effects and add more functionality to the ball along with its environment.", "repo": "https://github.com/cziwu12/Ball", "demo": "https://ball-e9il.vercel.app/"}]...
|
[{"post_id": 54541, "ts": "202 [{"post_id": 54541, "ts": "2026-08-25T15:51:05Z", "hours": 5.7283, "text": "V1 done!"}, {"post_id": 47550, "ts": "2026-08-15T15:01:42Z", "hours": 7.3308, "text": "effects"}, {"post_id": 44527, "ts": "2026-08-10T10:52:59Z", "hours": 2.8386, "text": "Added velocity to the ball"}, {"post_id": 41777, "ts": "2026-08-06T05:29:06Z", "hours": 2.7181, "text": "Progress (added shading, gravity and dragging ball)"}, {"post_id": 40125, "ts": "2026-08-03T14:56:54Z", "hours": 14.6608, "text": "A site with a ball, a simple ball (well at leat currently)"}]...
|
Title: Ball by @cziwu2010 | Stardance
Devlogs:
A Title: Ball by @cziwu2010 | Stardance
Devlogs:
A site with a ball, a simple ball (well at leat currently)
Progress (added shading, gravity and dragging ball)
Added velocity to the ball
effects
V1 done!
Ships:
A website with an interactable pixelated ball that has physics based mechanics and glitch effects. Click to spawn the ball. Drag it to throw it around. Double click to glitch the ball. It’s my first JS project involving animating and drawing in JS. It’s also technically my first physics based project as it involves shading, ball gravity and velocity so yeah. I’m looking forward to improve on the glitch effects and add more functionality to the ball along with its environment....
|
1793508836.8327496
|
1793595236.8327496
|
|
43439
|
google terminal by @Leon | Stardance
|
Leon
|
1
|
5.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T12:25:42Z", "hours": 5.0, "multiplier": 6.09, "payout": 33, "blessing": "neutral", "text": "uhmmm, my goal is learning go…without ai…so thats me learning go…and this nice 2 libs called bubble tea and lipgloss for tui! so you only get 10 results bc thats what lite duckduckgo gives you on one request! and thats more than enough to have me satisfied (ignoring the 2h ive wasted on trying to get more lol) (the webpage is js for the download! and bc i needed another project!)", "repo": "https://github.com/Leonhoch5/google-terminal", "demo": "https://google-terminal.qoig.dev"}]...
|
[{"post_id": 41338, "ts": "202 [{"post_id": 41338, "ts": "2026-08-05T14:22:35Z", "hours": 1.9964, "text": "part 3 little ashamed…nothing really changed here my goal was to add more than 10 results when searching (its like that bc lite duckduckgo only gives 10 results on the first page) and ive tried so many diffrent ways to NVM i totally forgot…one can open pages now!!! pretty awesome i know. js press tab, and its open!!! good bye (for now)"}, {"post_id": 40619, "ts": "2026-08-04T08:47:51Z", "hours": 2.0433, "text": "part 2 i basically made the engine algorithm (or yoinked it) not how planned with google, but with duckduck go it works by just kinda scraping or taking the content from https://lite.duckduckgo.com/lite/ and then searching each result for title, url an snippet which is then returned and used in the main.go Update() function :="}, {"post_id": 40134, "ts": "2026-08-03T15:14:35Z", "hours": 1.4483, "text": "the beningingof a lot of pain uhmm never worked with go before…copying 90% out of random docs and tutorials…currently succeeding in the goal not using ai for coding… i basically use those great libarys called lipgloss and bubble tea to make the ui…and the rest is just basic go for now…."}]...
|
Title: google terminal by @Leon | Stardance
Devlo Title: google terminal by @Leon | Stardance
Devlogs:
the beningingof a lot of pain uhmm never worked with go before…copying 90% out of random docs and tutorials…currently succeeding in the goal not using ai for coding… i basically use those great libarys called lipgloss and bubble tea to make the ui…and the rest is just basic go for now….
part 2 i basically made the engine algorithm (or yoinked it) not how planned with google, but with duckduck go it works by just kinda scraping or taking the content from https://lite.duckduckgo.com/lite/ and then searching each result for title, url an snippet which is then returned and used in the main.go Update() function :=
part 3 little ashamed…nothing really changed here my goal was to add more than 10 results when searching (its like that bc lite duckduckgo only gives 10 results on the first page) and ive tried so many diffrent ways to NVM i totally forgot…one can open pages now!!! pretty awesome i know. js press tab, and its open!!! good bye (for now)
Ships:
uhmmm, my goal is learning go…without ai…so thats me learning go…and this nice 2 libs called bubble tea and lipgloss for tui! so you only get 10 results bc thats what lite duckduckgo gives you on one request! and thats more than enough to have me satisfied (ignoring the 2h ive wasted on trying to get more lol) (the webpage is js for the download! and bc i needed another project!)...
|
1793505327.0482206
|
1793591727.0482206
|
|
43488
|
Argo by @Pollo | Stardance
|
Pollo
|
1
|
1.05
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T21:16:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria", "repo": "https://github.com/gismondisimone/Argo", "demo": ""}]...
|
[{"post_id": 82018, "ts": "202 [{"post_id": 82018, "ts": "2026-10-23T13:55:41Z", "hours": 1.0536, "text": "doing the thanks post"}, {"post_id": 80721, "ts": "2026-10-18T16:42:22Z", "hours": 2.8975, "text": "Classified #9 in the competition! thanks to anyone who followed the project ❤️"}, {"post_id": 79539, "ts": "2026-10-14T14:50:41Z", "hours": 4.0636, "text": "Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me"}, {"post_id": 79102, "ts": "2026-10-12T17:52:02Z", "hours": 3.4464, "text": "tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality"}, {"post_id": 78072, "ts": "2026-10-09T14:01:41Z", "hours": 1.2258, "text": "Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start."}, {"post_id": 77809, "ts": "2026-10-08T11:43:09Z", "hours": 1.2964, "text": "Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset."}, {"post_id": 77404, "ts": "2026-10-06T20:03:04Z", "hours": 1.5575, "text": "Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…"}, {"post_id": 77152, "ts": "2026-10-05T19:54:11Z", "hours": 1.18, "text": "Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty"}, {"post_id": 77026, "ts": "2026-10-05T12:30:40Z", "hours": 2.6292, "text": "how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!"}, {"post_id": 76401, "ts": "2026-10-03T13:01:14Z", "hours": 2.6433, "text": "hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D"}, {"post_id": 73263, "ts": "2026-09-24T18:16:01Z", "hours": 0.3972, "text": "Had to reflash the rpi cause of some fuckups i did"}, {"post_id": 70206, "ts": "2026-09-18T18:16:54Z", "hours": 1.3425, "text": "lowk don’t even wanna talk about it"}, {"post_id": 64848, "ts": "2026-09-09T15:22:48Z", "hours": 1.3528, "text": "I hate this save me pls"}, {"post_id": 61635, "ts": "2026-09-04T17:02:36Z", "hours": 0.6653, "text": "Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0."}, {"post_id": 61555, "ts": "2026-09-04T15:05:45Z", "hours": 1.1333, "text": "ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic"}, {"post_id": 61494, "ts": "2026-09-04T13:14:26Z", "hours": 1.295, "text": "Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp."}, {"post_id": 58746, "ts": "2026-08-31T09:38:18Z", "hours": 0.32, "text": "Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem."}, {"post_id": 57962, "ts": "2026-08-30T09:26:45Z", "hours": 0.6394, "text": "It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time"}, {"post_id": 57407, "ts": "2026-08-29T15:29:57Z", "hours": 0.3722, "text": "It can drive."}, {"post_id": 56686, "ts": "2026-08-28T15:26:09Z", "hours": 1.0306, "text": "Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)"}, {"post_id": 56619, "ts": "2026-08-28T13:33:08Z", "hours": 1.0058, "text": "UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)"}, {"post_id": 53656, "ts": "2026-08-24T09:53:14Z", "hours": 0.3256, "text": "YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes"}, {"post_id": 42019, "ts": "2026-08-06T15:48:41Z", "hours": 0.2678, "text": "just keeping the streak today, still waiting for the boards"}, {"post_id": 41373, "ts": "2026-08-05T15:24:22Z", "hours": 0.4139, "text": "I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this."}, {"post_id": 40701, "ts": "2026-08-04T12:08:28Z", "hours": 0.2756, "text": "My back hurts"}, {"post_id": 40623, "ts": "2026-08-04T09:07:29Z", "hours": 0.2739, "text": "Still debating if it would be worth it to put an arduino into the picture, probably not"}, {"post_id": 40615, "ts": "2026-08-04T08:41:14Z", "hours": 0.3669, "text": "Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive"}, {"post_id": 40263, "ts": "2026-08-03T17:51:53Z", "hours": 0.4942, "text": "this is gonna be so hard help"}, {"post_id": 40207, "ts": "2026-08-03T16:48:20Z", "hours": 0.3653, "text": "Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them."}]...
|
Title: Argo by @Pollo | Stardance
Devlogs:
Finall Title: Argo by @Pollo | Stardance
Devlogs:
Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them.
this is gonna be so hard help
Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive
Still debating if it would be worth it to put an arduino into the picture, probably not
My back hurts
I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this.
just keeping the streak today, still waiting for the boards
YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes
UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)
Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)
It can drive.
It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time
Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem.
Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp.
ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic
Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0.
I hate this save me pls
lowk don’t even wanna talk about it
Had to reflash the rpi cause of some fuckups i did
hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D
how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!
Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty
Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…
Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset.
Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start.
tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality
Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me
Classified #9 in the competition! thanks to anyone who followed the project ❤️
doing the thanks post
Ships:
Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria...
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1793354232.7130167
|
1793440632.7130167
|
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43489
|
Cursor Combat by @Parvv | Stardance
|
Parvv
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T19:43:27Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just released cursor combat , my quick, neon-inspired aim trainer built to test your click accuracy and reflexes with a timer in 45 seconds! Creating everything from scratch with HTML, CSS and vanilla javascript has been a massive learning curve, one of the toughest parts of it for me was uncoding all the javascript logic for the game loop & event listener. Learning the best way of detecting ‘misses’, (tapping anywhere other than the target object), without breaking the scoring was something I spent lots of time debugging. Matching the CSS of my ‘neon’ glow and smoothly transitional gamescreen with some CSS tricks was also tricky to get just right across each scene (Startup/Game/Gameover). Even though this has proved challenging I couldn’t be prouder in how a ‘full package’ game it feels. From its ‘futuristic’ glowing appearance, the target which randomly switches in size upon ‘impact’ with your mouse and the distinctive ‘pop ‘ Sound! This really feels like its ready for any public release from the off . I’d love people to go have a go at the game and give me feedback ! If you go check out my website http://www.cursorcombat.web44.net/ and try to hit my highest score of 123 whilst not missing a tap! Let me know in the comments what score you get below!!", "repo": "", "demo": ""}]...
|
[{"post_id": 45959, "ts": "202 [{"post_id": 45959, "ts": "2026-08-12T19:40:08Z", "hours": 1.6722, "text": "Final Dev Log: Cursor Combat is Shipping! After what feels like ages, my aim-trainer is finally done! In this video above, I’m showcasing all the features put together – from the neon ui overlay, random target size, an “accuracy check” system that penalises inaccurate shots, down to a custom pop sound that plays each time targets are hit. Today I wrapped up the official Github project, I finally have an README to go alongside my code and the game is live and available on the internet for anyone to try, meaning… this is it, 100% done!"}, {"post_id": 40890, "ts": "2026-08-04T18:10:35Z", "hours": 1.8831, "text": "Cursor Combat – Devlog: Day 2! It was an HUGE day today for Cursor Combat! I have taken, and done a thorough and complete, overhaul to the entire feel, polish and mechanics of our aimed training game. What was done:Bug Fixes & Visual Polish- The neon glow is ADDED! (A comma was missed on a box-shadow property, causing the neon glow on the target, and was in fact in fact in itself, actually messing with rendering of it, but of course, I only see this now.)-background grid Fix! Corrected syntax, but was an actually in fact actually funny looking typo, just in (radical-gradient to radial-gradient!) and gave us our dark-dotted background! -fix for typos in Animation! Correct spelling! – finally fixed upanimations!!! Animation & game FEEL “Pop out!” animation! I altered my existing animation of my target, so when you successfully click on the target, instead of just SHRINKING to nothing, it now POPS OUT! - “smooth gliding” Target! Instead of the target being a thing that TELEPORTs to its next target (that’s kinda the point when you have to time it really well!) I have corrected my existing CSS Transition so my target ‘smooth glides’ from where it was at point-to-point across the span of 0.1, ease. “Random sized!” target game! Added more JavaScript so that targets will spawn in anywhere between 30px – 100px, and have been made to ‘bounce’ up and down to an entirely random ‘size’ of them each time a target is struck! This greatly adds difficulty to the timing and training aspect of the game!- 45-secod timer!-added functioning timer-addedHTMLheader to display current “time remaining”!- added a setinterval looping code in place to count down each second of the game!-addedalert upon end of game with timer displaying your score and have set timer to disappear once it pops up! TOMORROW- Audio Feedback! (Day three)- I will be searching for what sounds great for my ’pop ‘em!’’ or “laser ‘pew’’ and add these sounds to the game using Web Audio API, so my target may emit an appropriate sound every time I click! and making the home and end sreen."}, {"post_id": 40277, "ts": "2026-08-03T18:15:34Z", "hours": 1.3644, "text": "Today, I built my first ever game from absolute scratch. i am coding Cursor Combat, a browser-based game focused on aiming training. I started off by getting my IDE (VS Code) ready and laying the basic HTML foundation. Then, I went in with CSS to create some style elements. I added a dark background, transformed my default cursor to a sniper reticle, and crafted a white ‘Arena’ using position: relative and overflow: hidden that holds our target ball, effectively trapping it in place. The real highlight, though, was writing my first snippets of JavaScript! I implemented an event listener to update the score every time the ball is clicked. My clicker ball is also instantly teleporting all over the place within the Arena thanks to the magic of Math.random(). It definitely took some fiddling with coordinates and debugging some math functions to ensure the ball remained safely within the bounds of the Arena. Day one done, next stop is a timer, challenge you all to beat my score in 30 seconds when this thing’s finished! Let’s get it. 🔥"}]...
|
Title: Cursor Combat by @Parvv | Stardance
Devlog Title: Cursor Combat by @Parvv | Stardance
Devlogs:
Today, I built my first ever game from absolute scratch. i am coding Cursor Combat, a browser-based game focused on aiming training. I started off by getting my IDE (VS Code) ready and laying the basic HTML foundation. Then, I went in with CSS to create some style elements. I added a dark background, transformed my default cursor to a sniper reticle, and crafted a white ‘Arena’ using position: relative and overflow: hidden that holds our target ball, effectively trapping it in place. The real highlight, though, was writing my first snippets of JavaScript! I implemented an event listener to update the score every time the ball is clicked. My clicker ball is also instantly teleporting all over the place within the Arena thanks to the magic of Math.random(). It definitely took some fiddling with coordinates and debugging some math functions to ensure the ball remained safely within the bounds of the Arena. Day one done, next stop is a timer, challenge you all to beat my score in 30 seconds when this thing’s finished! Let’s get it. 🔥
Cursor Combat – Devlog: Day 2! It was an HUGE day today for Cursor Combat! I have taken, and done a thorough and complete, overhaul to the entire feel, polish and mechanics of our aimed training game. What was done:Bug Fixes & Visual Polish- The neon glow is ADDED! (A comma was missed on a box-shadow property, causing the neon glow on the target, and was in fact in fact in itself, actually messing with rendering of it, but of course, I only see this now.)-background grid Fix! Corrected syntax, but was an actually in fact actually funny looking typo, just in (radical-gradient to radial-gradient!) and gave us our dark-dotted background! -fix for typos in Animation! Correct spelling! – finally fixed upanimations!!! Animation & game FEEL “Pop out!” animation! I altered my existing animation of my target, so when you successfully click on the target, instead of just SHRINKING to nothing, it now POPS OUT! - “smooth gliding” Target! Instead of the target being a thing that TELEPORTs to its next target (that’s kinda the point when you have to time it really well!) I have corrected my existing CSS Transition so my target ‘smooth glides’ from where it was at point-to-point across the span of 0.1, ease. “Random sized!” target game! Added more JavaScript so that targets will spawn in anywhere between 30px – 100px, and have been made to ‘bounce’ up and down to an entirely random ‘size’ of them each time a target is struck! This greatly adds difficulty to the timing and training aspect of the game!- 45-secod timer!-added functioning timer-addedHTMLheader to display current “time remaining”!- added a setinterval looping code in place to count down each second of the game!-addedalert upon end of game with timer displaying your score and have set timer to disappear once it pops up! TOMORROW- Audio Feedback! (Day three)- I will be searching for what sounds great for my ’pop ‘em!’’ or “laser ‘pew’’ and add these sounds to the game using Web Audio API, so my target may emit an appropriate sound every time I click! and making the home and end sreen.
Final Dev Log: Cursor Combat is Shipping! After what feels like ages, my aim-trainer is finally done! In this video above, I’m showcasing all the features put together – from the neon ui overlay, random target size, an “accuracy check” system that penalises inaccurate shots, down to a custom pop sound that plays each time targets are hit. Today I wrapped up the official Github project, I finally have an README to go alongside my code and the game is live and available on the internet for anyone to try, meaning… this is it, 100% done!
Ships:
Just released cursor combat , my quick, neon-inspired aim trainer built to test your click accuracy and reflexes with a timer in 45 seconds! Creating everything from scratch with HTML, CSS and vanilla javascript has been a massive learning curve, one of the toughest parts of it for me was uncoding all the javascript logic for the game loop & event listener. Learning the best way of detecting ‘misses’, (tapping anywhere other than the target object), without breaking the scoring was something I spent lots of time debugging. Matching the CSS of my ‘neon’ glow and smoothly transitional gamescreen with some CSS tricks was also tricky to get just right across each scene (Startup/Game/Gameover). Even though this has proved challenging I couldn’t be prouder in how a ‘full package’ game it feels. From its ‘futuristic’ glowing appearance, the target which randomly switches in size upon ‘impact’ with your mouse and the distinctive ‘pop ‘ Sound! This really feels like its ready for any public release from the off . I’d love people to go have a go at the game and give me feedback ! If you go check out my website http://www.cursorcombat.web44.net/ and try to hit my highest score of 123 whilst not missing a tap! Let me know in the comments what score you get below!!...
|
1793476413.9072964
|
1793562813.9072964
|
|
43516
|
Jishaku (selfbot) for Discord selfbots by @ashish_ Jishaku (selfbot) for Discord selfbots by @ashish_agarwal | Stardance...
|
ashish_agarwal
|
1
|
4.66
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T19:18:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Useful debugging tool, originally for discord.py bots, more useful for my 24/7 selfbot too :)", "repo": "https://github.com/vortexprime24/jishaku", "demo": "https://github.com/vortexprime24/jishaku.git"}]...
|
[{"post_id": 41449, "ts": "202 [{"post_id": 41449, "ts": "2026-08-05T17:42:47Z", "hours": 2.6631, "text": "Did so many of optimisations, cleaned up the code and used some help from AI to find out lot bugs and fix them. Also I ported several commands (which uses embeds or buttons that discord self bot cannot show) to rely on reaction-based navigation and controls. Also added a disclaimer/warning in the !jsk command. And deleted a command that cannot be developed, !jsk invite."}, {"post_id": 40205, "ts": "2026-08-03T16:46:25Z", "hours": 1.5542, "text": "Initial release: it works, and you can use the .jsk (. is the prefix) command to see total joined servers and unique users your self-bot can see! You can also do much stuff and there’s tracebacks & error logging, just like the original jishaku."}]...
|
Title: Jishaku (selfbot) for Discord selfbots by @ Title: Jishaku (selfbot) for Discord selfbots by @ashish_agarwal | Stardance
Devlogs:
Initial release: it works, and you can use the .jsk (. is the prefix) command to see total joined servers and unique users your self-bot can see! You can also do much stuff and there’s tracebacks & error logging, just like the original jishaku.
Did so many of optimisations, cleaned up the code and used some help from AI to find out lot bugs and fix them. Also I ported several commands (which uses embeds or buttons that discord self bot cannot show) to rely on reaction-based navigation and controls. Also added a disclaimer/warning in the !jsk command. And deleted a command that cannot be developed, !jsk invite.
Ships:
Useful debugging tool, originally for discord.py bots, more useful for my 24/7 selfbot too :)...
|
1793515771.1737063
|
1793602171.1737063
|
|
43526
|
Mactery by @BTG9161 | Stardance
|
BTG9161
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T17:30:49Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a cli tool for mac", "repo": "https://github.com/BTG9161/mactery", "demo": "https://github.com/BTG9161/mactery/releases"}]...
|
[{"post_id": 40247, "ts": "202 [{"post_id": 40247, "ts": "2026-08-03T17:27:23Z", "hours": 4.2439, "text": "This devlog is for before shipping my project. This project was relatively easy"}]...
|
Title: Mactery by @BTG9161 | Stardance
Devlogs:
T Title: Mactery by @BTG9161 | Stardance
Devlogs:
This devlog is for before shipping my project. This project was relatively easy
Ships:
i made a cli tool for mac...
|
1793515775.8553393
|
1793602175.8553393
|
|
43529
|
Airplane 3D model :D by @6matylda | Stardance
|
6matylda
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T22:23:30Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made an airplane 3D model in Onshape, which can be 3D printed and even turned into an RC! This airplane features two engines, NACA 4412 wings, a wingspan of 910mm (35.8in) and a fuselage length of about 730mm (28.7in). — This was my first big project in Onshape, so I came across a lot of challenges while modelling, such as not being able to hollow out the wings and tail because they were too thin, trouble with making the dihedral (upwards) angle of the wings, and problems with lofting the nosecone (I learned to use composite curves as the lofting paths). — I overcame these problems by experimenting, though; for the hollowing wings out problem, I realized making an outer layer was a lot easier than hollowing the inside, and for the nosecone problem, after investigating, I came across composite curves, which was something really helpful to learn. — To test the project, you can download the file on the GitHub. The features list is organized into folders for each part. — The engines are provisional, so I recommend to add your own if you’re going to print this model to ensure it’s durable and easy to print!", "repo": "https://github.com/6matylda/Stardance-Airplane-3D-model", "demo": "https://cad.onshape.com/documents/d811ccb7f19883caa2712b5f/w/4bb6a2feac3b5eb07ce2f1bf/e/5de39268565f4e4cfc2bf3e9?renderMode=0&uiState=6a73d768b21ca79e95eaa222"}]...
|
[{"post_id": 68885, "ts": "202 [{"post_id": 68885, "ts": "2026-09-15T23:11:40Z", "hours": 3.0044, "text": "Devlog #9: I am back!! I remade the wings, which are hollow. — I figured the other wings had some problems (the upwards (dihedral) angle was too high, and this same angle wasn’t equally distributed throughout the wings, and the wings were hard to hollow because of the way they intersected the fuselage (the face at the start wasn’t flat, which complicated it)). — Made the new wings by using the same sketch on a different plane with an inclination of 6 degrees, then re-lofting the wings and finally using the “thicken” tool with a thickness of 0.6mm. — Next to do: add internal structures for support"}, {"post_id": 59315, "ts": "2026-09-01T01:22:01Z", "hours": 6.1083, "text": "Devlog #8: fought for roughly 5 hours to hollow out the tail. Also hollowed the engines. — I tried so many ways to hollow the tail, like using the “shell” and “hollow” tool, extruding inwards, etc. so, what I did, was to use the “thicken” tool to make a shell that was 0.6mm thick. While I wanted the original model to be hollowed inwards, I think rather making the exterior thicker still worked quite well. — As for the engines, unlike the tail, it was pretty easy as it just required to use the shell hollow tool. Also, the engines are 0.6mm thick now and the pylon is 0.4mm! (A pylon is the mount of the engine that connects to the wing C:) — now, I need to remake the wings because of their geometry to hollow them out :)"}, {"post_id": 53538, "ts": "2026-08-24T04:01:21Z", "hours": 0.6875, "text": "Devlog #7: hollowed out the belly and the nosecone — at first, I was super confused on how to hollow out round parts like those of lofts, so after a quick google search I discovered a tool, Shell. I’m so happy I found out about it because otherwise I would be fighting to extrude each part for hours lol. Like the fuselage, the belly and nosecone have 0.6mm of thickness (~0.0236 for the Americans!) — As for hollowing the nosecone, I struggled a bit because the inside and outside were unidimensional and floating, (I basically left a gap of 0.6mm between them) but I figured it was because I had made the windshield before hollowing the nosecone out, so I pushed the intersect booleans of the windshield and nosecone to the very end of the features list, which fixed it, as you can see in the ss! — next to do: figure a way to hollow out the wings and tail surfaces (I tried, but I had a couple problems due to the geometry)"}, {"post_id": 51730, "ts": "2026-08-21T15:48:56Z", "hours": 2.3822, "text": "Devlog #6: Made the windshield and hollowed out the middle of the fuselage and the belly. — For the windshield, made a sketch on the top plane and extruded it, then created an intersect boolean to separate overlapping parts of the nosecone. — For hollowing the fuselage, I separated the nosecone so it would be easier to visualize changes. then hollowed part of the fuselage and left a thickness of 0.6mm. I did this by going in the sketches and creating a smaller copy of the sketch and extruding that out as a “remove”. I also did this for part of the belly, but I still have to hollow out the curved parts like lofts. — To do next: hollow out the nosecone, tail and belly :) — also: if I happen to modify the model so its suitable for an RC, the engines are provisional so I may change them in the future so they fit a standard EDF."}, {"post_id": 49926, "ts": "2026-08-18T21:53:27Z", "hours": 1.4033, "text": "devlog #5: Finished the engines!! tbh I thought they would be a lot harder to make due to the complex geometry, but it was actually quite fun! I made the engine by first sketching the nacelle and revolving that, I then made the pylon/strut that holds the engine, and finally the blades, which I made by lofting a rectangle at different angles and distances."}, {"post_id": 48610, "ts": "2026-08-17T02:25:27Z", "hours": 1.0989, "text": "Devlog #4: I lied in my last devlog, I decided to make the wings before the frontal windows because I already learned how to do that by making the tail! I made the top view shape first and then added the airfoil by lofting it by parts. The airfoil is a NACA4412. I did spend like 40 minutes trying to figure out how to make the wings dihedral and give them shape 😭 but so far I’m so proud of how it’s turning out. I feel like the engines are gonna be pretty hard to model but I’m up for the challenge! I’m excited to finish it and see how it turns out. :)"}, {"post_id": 44159, "ts": "2026-08-09T18:50:53Z", "hours": 2.36, "text": "Devlog #3: made the tail of the airplane. I made each stabilizer by sketching out and extruding the base, then shaped the width with a remove extrude and added some fillets to make it smooth. Next I’ll be making the frontal/cockpit windows :)"}, {"post_id": 41651, "ts": "2026-08-06T00:35:58Z", "hours": 1.3961, "text": "Making an airplane in Onshape devlog #2: made the fuselage a bit longer. I came across a couple problems (the parts weren’t generating) cuz I had to delete some reference points and sketches in order to extrude the fuselage, but I fixed it by re-lofting the empennage and modifying the base sketches of it. I also expanded the belly. Next up I am gonna make the rudder and elevators :)"}, {"post_id": 40917, "ts": "2026-08-04T19:05:21Z", "hours": 6.9631, "text": "Devlog #1: making an airliner. I spent the first 3-4 hours making the sketches. I encountered a lot of problems with making the lofts (the lines weren’t connecting) so it didn’t extrude correctly. I fixed that by making composite curves. I then encountered the problem that the radome wasn’t smooth so I made ellipses to form the nose shape and extruded it. I continued by making the empennage and did the same as with the nose. I finished the fuselage and the belly today. Any advice is rlly appreciated :)"}]...
|
Title: Airplane 3D model :D by @6matylda | Stardan Title: Airplane 3D model :D by @6matylda | Stardance
Devlogs:
Devlog #1: making an airliner. I spent the first 3-4 hours making the sketches. I encountered a lot of problems with making the lofts (the lines weren’t connecting) so it didn’t extrude correctly. I fixed that by making composite curves. I then encountered the problem that the radome wasn’t smooth so I made ellipses to form the nose shape and extruded it. I continued by making the empennage and did the same as with the nose. I finished the fuselage and the belly today. Any advice is rlly appreciated :)
Making an airplane in Onshape devlog #2: made the fuselage a bit longer. I came across a couple problems (the parts weren’t generating) cuz I had to delete some reference points and sketches in order to extrude the fuselage, but I fixed it by re-lofting the empennage and modifying the base sketches of it. I also expanded the belly. Next up I am gonna make the rudder and elevators :)
Devlog #3: made the tail of the airplane. I made each stabilizer by sketching out and extruding the base, then shaped the width with a remove extrude and added some fillets to make it smooth. Next I’ll be making the frontal/cockpit windows :)
Devlog #4: I lied in my last devlog, I decided to make the wings before the frontal windows because I already learned how to do that by making the tail! I made the top view shape first and then added the airfoil by lofting it by parts. The airfoil is a NACA4412. I did spend like 40 minutes trying to figure out how to make the wings dihedral and give them shape 😭 but so far I’m so proud of how it’s turning out. I feel like the engines are gonna be pretty hard to model but I’m up for the challenge! I’m excited to finish it and see how it turns out. :)
devlog #5: Finished the engines!! tbh I thought they would be a lot harder to make due to the complex geometry, but it was actually quite fun! I made the engine by first sketching the nacelle and revolving that, I then made the pylon/strut that holds the engine, and finally the blades, which I made by lofting a rectangle at different angles and distances.
Devlog #6: Made the windshield and hollowed out the middle of the fuselage and the belly. — For the windshield, made a sketch on the top plane and extruded it, then created an intersect boolean to separate overlapping parts of the nosecone. — For hollowing the fuselage, I separated the nosecone so it would be easier to visualize changes. then hollowed part of the fuselage and left a thickness of 0.6mm. I did this by going in the sketches and creating a smaller copy of the sketch and extruding that out as a “remove”. I also did this for part of the belly, but I still have to hollow out the curved parts like lofts. — To do next: hollow out the nosecone, tail and belly :) — also: if I happen to modify the model so its suitable for an RC, the engines are provisional so I may change them in the future so they fit a standard EDF.
Devlog #7: hollowed out the belly and the nosecone — at first, I was super confused on how to hollow out round parts like those of lofts, so after a quick google search I discovered a tool, Shell. I’m so happy I found out about it because otherwise I would be fighting to extrude each part for hours lol. Like the fuselage, the belly and nosecone have 0.6mm of thickness (~0.0236 for the Americans!) — As for hollowing the nosecone, I struggled a bit because the inside and outside were unidimensional and floating, (I basically left a gap of 0.6mm between them) but I figured it was because I had made the windshield before hollowing the nosecone out, so I pushed the intersect booleans of the windshield and nosecone to the very end of the features list, which fixed it, as you can see in the ss! — next to do: figure a way to hollow out the wings and tail surfaces (I tried, but I had a couple problems due to the geometry)
Devlog #8: fought for roughly 5 hours to hollow out the tail. Also hollowed the engines. — I tried so many ways to hollow the tail, like using the “shell” and “hollow” tool, extruding inwards, etc. so, what I did, was to use the “thicken” tool to make a shell that was 0.6mm thick. While I wanted the original model to be hollowed inwards, I think rather making the exterior thicker still worked quite well. — As for the engines, unlike the tail, it was pretty easy as it just required to use the shell hollow tool. Also, the engines are 0.6mm thick now and the pylon is 0.4mm! (A pylon is the mount of the engine that connects to the wing C:) — now, I need to remake the wings because of their geometry to hollow them out :)
Devlog #9: I am back!! I remade the wings, which are hollow. — I figured the other wings had some problems (the upwards (dihedral) angle was too high, and this same angle wasn’t equally distributed throughout the wings, and the wings were hard to hollow because of the way they intersected the fuselage (the face at the start wasn’t flat, which complicated it)). — Made the new wings by using the same sketch on a different plane with an inclination of 6 degrees, then re-lofting the wings and finally using the “thicken” tool with a thickness of 0.6mm. — Next to do: add internal structures for support
Ships:
Made an airplane 3D model in Onshape, which can be 3D printed and even turned into an RC! This airplane features two engines, NACA 4412 wings, a wingspan of 910mm (35.8in) and a fuselage length of about 730mm (28.7in). — This was my first big project in Onshape, so I came across a lot of challenges while modelling, such as not being able to hollow out the wings and tail because they were too thin, trouble with making the dihedral (upwards) angle of the wings, and problems with lofting the nosecone (I learned to use composite curves as the lofting paths). — I overcame these problems by experimenting, though; for the hollowing wings out problem, I realized making an outer layer was a lot easier than hollowing the inside, and for the nosecone problem, after investigating, I came across composite curves, which was something really helpful to learn. — To test the project, you can download the file on the GitHub. The features list is organized into folders for each part. — The engines are provisional, so I recommend to add your own if you’re going to print this model to ensure it’s durable and easy to print!...
|
1793339575.2665684
|
1793425975.2665684
|
|
43532
|
wario game by @krupa_pramod | Stardance
|
krupa_pramod
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T04:46:48Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a warioware style game but tweaked it to include a unique third minigame and to regard a different topic (high school!). I really enjoyed designing the scenes and using my creativity. It was a little difficult to navigate the GD script, but my Python knowledge helped and eventually I got the hang of it. The guide was super helpful as well. I’m pretty proud of this!", "repo": "https://github.com/krupa-pramod/wariowaregame", "demo": "https://krupapramod.itch.io/2-kool-4-skl"}]...
|
[{"post_id": 42436, "ts": "202 [{"post_id": 42436, "ts": "2026-08-07T04:45:20Z", "hours": 4.6883, "text": "Finished the game! added a third minigame, win and loss screens"}, {"post_id": 41452, "ts": "2026-08-05T17:45:23Z", "hours": 1.4581, "text": "Created minigame1 and also added the timer countdowns as well as the themed timer"}, {"post_id": 40920, "ts": "2026-08-04T19:09:21Z", "hours": 0.7817, "text": "Created a title screen page and also started on the level screen page"}]...
|
Title: wario game by @krupa_pramod | Stardance
De Title: wario game by @krupa_pramod | Stardance
Devlogs:
Created a title screen page and also started on the level screen page
Created minigame1 and also added the timer countdowns as well as the themed timer
Finished the game! added a third minigame, win and loss screens
Ships:
I made a warioware style game but tweaked it to include a unique third minigame and to regard a different topic (high school!). I really enjoyed designing the scenes and using my creativity. It was a little difficult to navigate the GD script, but my Python knowledge helped and eventually I got the hang of it. The guide was super helpful as well. I’m pretty proud of this!...
|
1793515787.51568
|
1793602187.51568
|
|
43566
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Player Animated Java by @Kubik | Stardance
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Kubik
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T19:20:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Player Animated Java allows you to animate player animations and export them in vanilla Minecraft! (no mods!) - with all the power of regular Animated Java! To try it out, you must install it in blockbench and create a player animator. You can then export it as you usually do with animated-java. Installation instructions are on the github, and the demo URL is my youtube video showing off how it works.", "repo": "https://github.com/OpenVoxelStudios/player-animated-java", "demo": "https://github.com/OpenVoxelStudios/player-animated-java/releases/latest"}]...
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[{"post_id": 40318, "ts": "202 [{"post_id": 40318, "ts": "2026-08-03T19:15:06Z", "hours": 1.2244, "text": "Updated my fork! Now it works on latest minecraft versions! Including 26.1.2 and 26.2! What changed? i had to update the fork to the latest animated-java features (merge conflict hell LOL) add support for latest minecraft versions sorry for that small devlog like i spent time researching that didn’t track.. also yeah I just had to update the plugin so no crazy features"}]...
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Title: Player Animated Java by @Kubik | Stardance
Title: Player Animated Java by @Kubik | Stardance
Devlogs:
Updated my fork! Now it works on latest minecraft versions! Including 26.1.2 and 26.2! What changed? i had to update the fork to the latest animated-java features (merge conflict hell LOL) add support for latest minecraft versions sorry for that small devlog like i spent time researching that didn’t track.. also yeah I just had to update the plugin so no crazy features
Ships:
Player Animated Java allows you to animate player animations and export them in vanilla Minecraft! (no mods!) - with all the power of regular Animated Java! To try it out, you must install it in blockbench and create a player animator. You can then export it as you usually do with animated-java. Installation instructions are on the github, and the demo URL is my youtube video showing off how it works....
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1793519722.310424
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1793606122.310424
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43568
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Look Up | Astronomy Observation Helper by @ASTRY | Look Up | Astronomy Observation Helper by @ASTRY | Stardance...
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ASTRY
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1
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62.03
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838
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T01:22:20Z", "hours": 57.0, "multiplier": 15.43, "payout": 838, "blessing": "neutral", "text": "H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY", "repo": "https://github.com/Rukkoa17/LookUp2", "demo": "https://lookup2-1d9v.vercel.app"}]...
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[{"post_id": 82945, "ts": "202 [{"post_id": 82945, "ts": "2026-10-26T10:45:03Z", "hours": 0.5356, "text": "DevLog for requested change ! Okay so this time it wasn’t anything really long to do , simply I added a function to check if the user can send any datas via deviceorientation event. If he isn’t able that means that the device that he uses hasn’t the captors needed for the webapp so a pop up appears telling him what’s wrong !"}, {"post_id": 82004, "ts": "2026-10-23T12:37:50Z", "hours": 4.49, "text": "After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:"}, {"post_id": 75058, "ts": "2026-09-29T00:51:15Z", "hours": 3.2325, "text": "H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;"}, {"post_id": 74644, "ts": "2026-09-27T20:44:18Z", "hours": 10.0178, "text": "H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:"}, {"post_id": 69832, "ts": "2026-09-17T21:23:54Z", "hours": 10.4528, "text": "Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (="}, {"post_id": 60981, "ts": "2026-09-03T17:42:30Z", "hours": 9.9806, "text": "HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !"}, {"post_id": 51945, "ts": "2026-08-21T21:57:04Z", "hours": 12.3083, "text": "BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3"}, {"post_id": 46185, "ts": "2026-08-13T07:11:07Z", "hours": 1.7561, "text": "DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333"}, {"post_id": 45437, "ts": "2026-08-11T21:34:22Z", "hours": 1.2208, "text": "Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!"}, {"post_id": 44807, "ts": "2026-08-10T20:40:51Z", "hours": 0.5775, "text": "Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!"}, {"post_id": 44209, "ts": "2026-08-09T20:23:08Z", "hours": 1.6989, "text": "DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!"}, {"post_id": 43752, "ts": "2026-08-09T05:23:37Z", "hours": 2.1511, "text": "Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;"}, {"post_id": 42617, "ts": "2026-08-07T13:09:50Z", "hours": 2.0531, "text": "D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!"}, {"post_id": 42224, "ts": "2026-08-06T20:51:18Z", "hours": 0.7856, "text": "DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment)."}, {"post_id": 41503, "ts": "2026-08-05T19:05:25Z", "hours": 0.8856, "text": "DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3"}]...
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Title: Look Up | Astronomy Observation Helper by @ Title: Look Up | Astronomy Observation Helper by @ASTRY | Stardance
Devlogs:
DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3
DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment).
D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!
Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;
DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!
Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!
Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!
DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333
BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3
HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !
Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (=
H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:
H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;
After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:
DevLog for requested change ! Okay so this time it wasn’t anything really long to do , simply I added a function to check if the user can send any datas via deviceorientation event. If he isn’t able that means that the device that he uses hasn’t the captors needed for the webapp so a pop up appears telling him what’s wrong !
Ships:
H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY...
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1793339581.0197277
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1793425981.0197277
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43588
|
webos by @ashish_agarwal | Stardance
|
ashish_agarwal
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T20:30:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it was fun to make my own webos and umm I took some AI help for inspiration and fixed couple of bugs myself. thank you I guess thats all I can say.", "repo": "https://github.com/vortexprime24/vortexos", "demo": "https://vortexprime24.github.io/vortexos/"}]...
|
[{"post_id": 40363, "ts": "202 [{"post_id": 40363, "ts": "2026-08-03T20:29:07Z", "hours": 0.365, "text": "initial release :)"}]...
|
Title: webos by @ashish_agarwal | Stardance
Devlo Title: webos by @ashish_agarwal | Stardance
Devlogs:
initial release :)
Ships:
it was fun to make my own webos and umm I took some AI help for inspiration and fixed couple of bugs myself. thank you I guess thats all I can say....
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1793519731.2364619
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1793606131.2364619
|
|
43613
|
Stardance Stats by @mixidmb | Stardance
|
mixidmb
|
1
|
58.0
|
1157
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T21:20:53Z", "hours": 58.0, "multiplier": 19.81, "payout": 1157, "blessing": "neutral", "text": "Stardance Stats stardancestats.xyz · API docs A better way The best way to browse Stardance. Stardance just shows you a number, and that’s it. No history, no sorting. So I made an app that tracks those numbers. A crawler reads the public pages on a schedule, saves everything, and serves it back as a site and an open API. Global is the whole platform, with tiles you click to chart. People and Projects rank everyone on whatever you pick, with profiles, history, and search. Devlogs is every devlog in one feed, searchable by words included in the body. Ask takes a question in plain English and writes the query for it. The API is open. Every group has a list, a detail, and a /history endpoint for stats over time. curl \"https://api.stardancestats.xyz/v1/projects/2155/history?metrics=likes,devlogs&interval=1d\" Everything worth crawling sits in a queue with a tier. Pages that keep moving get checked hourly; quiet ones drop back. The sitemap misses plenty, so it also walks ID ranges to find what isn’t listed. Python, FastAPI, MongoDB, Svelte, Docker. Star creatures are from Hack Club’s Stardance repo.", "repo": "https://github.com/MIXIDtheSilly/StardanceStats", "demo": "https://stardancestats.xyz"}]...
|
[{"post_id": 49864, "ts": "202 [{"post_id": 49864, "ts": "2026-08-18T20:16:59Z", "hours": 5.5761, "text": "Stardance Stats dev log #9 Ask is done. You type a question in plain English, and a model writes the database query for it. You get a table back, and bars if it makes sense to chart. It only gets to write queries out of a list I picked. No writes, its own read-only database user, a time limit, and a rate limit on how many questions you can ask an hour. If it writes something outside that, it just gets refused. Also made API docs with examples for every endpoint, a README, and a license. There’s a docs button in the sidebar now."}, {"post_id": 49026, "ts": "2026-08-17T16:48:42Z", "hours": 6.3583, "text": "Stardance Stats dev log #8 SDS website is already up! Check it out at https://stardancestats.xyz/ Devlogs page. Every devlog on the site in one feed. Cards with the author, the project, the numbers, the text, and the images or videos. Filter by how recent, sort by newest, likes, comments, or views, or search. Search reads the body. Type “cat” and you get everyone’s cat posts, or put quotes around something to match it exactly. Whatever you searched gets highlighted in the card. Also put the little star creatures around the pages. (the sillies)"}, {"post_id": 47639, "ts": "2026-08-15T17:47:33Z", "hours": 7.6028, "text": "Stardance Stats dev log #7 Projects page is done. Same podium as People but with the banners behind the top three. The list under it includes a thumbnail, the owner, and hours and devlogs in a single row. Buttons to filter to Super Stars or hardware. Click one, and you get everything about a project. Banner, tiles, a chart from 1 to 30 days, every ship, and all the devlogs. Sort them by newest, longest, most liked, most discussed, or most viewed."}, {"post_id": 46577, "ts": "2026-08-13T22:10:26Z", "hours": 5.9692, "text": "Stardance Stats dev log #6 People page: Leaderboard with a podium for the top three; click through to anyone’s profile. Search goes through the API since whoever you’re looking for usually isn’t on the page you’re on. It tries handles that start with what you typed first, then ones that just contain it. Added a blacklist. Some people don’t want to be tracked, so their ID goes in, and everything of theirs gets deleted. Fixed missions. Some pay a fixed amount instead; others go to rating; and none of that shows up as a payout on the page. Now each ship gets credited properly. Also added those silly creatures to the global page."}, {"post_id": 45813, "ts": "2026-08-12T15:17:04Z", "hours": 7.9811, "text": "Stardance Stats dev log #5 (almost done for ship!) Comments. A thread gets queued when its count moves, and they run in their own lane so they don’t starve behind everything else. Deleted ones get marked gone instead of vanishing. I got the shop too. Prices are per region, and the region is just a cookie, so it just grabs the catalogue seven times. That gives you the spread: how much more the same thing costs depending on where you are. Devlogs have their own history now, so you can watch one post’s likes over time. Fixed a demotion bug. Crawling a page more often used to make it go cold faster, which is backwards. Now it just checks how long it’s actually been quiet. Frontend started too. One page with the totals and a chart. The rest of the tabs are greyed out. And that’s what I’m going to be working on right now."}, {"post_id": 43999, "ts": "2026-08-09T14:17:47Z", "hours": 2.5447, "text": "Stardance Stats dev log #4 History endpoints. Projects, users, and the whole platform all run through the same thing. Pick your metrics, pick hourly, daily or weekly, get points back. Points only get written when a number moves, which means quiet stretches look like gaps. There’s a fill option that carries the last value forward so a flat line renders as a flat line. Ask for too wide a range, and it says no instead of trying. Every response now says when the data was last seen and whether that’s old. Responses also carry an ETag, so asking again for something that hasn’t changed costs nothing. Also added a platform endpoint for the site-wide totals, and a single devlog one."}, {"post_id": 42134, "ts": "2026-08-06T18:42:26Z", "hours": 8.6581, "text": "Stardance Stats dev log #3 Little differently today. I fetched all of Stardance today, and if you have any query requests, make a comment and I will answer! It can be something like, “What’s the best rated project on SD?” or “How many users have over 20 followers?” There’s a queue of everything worth crawling, and each page gets a tier. Pages that keep changing get checked often; pages that never change drop to the slow lane. It reads the sitemap to find pages and see what changed recently. But the sitemap misses a lot, so it also just walks id ranges past the highest one it knows is real. Most of those 404s, that’s fine. Owners that never got listed get found through their projects instead. Hidden and unverified profiles still parse."}, {"post_id": 41585, "ts": "2026-08-05T21:40:50Z", "hours": 6.9583, "text": "Stardance Stats dev log #2 Users and leaderboards. It reads profiles now, by handle or ID. Followers, streaks, achievements, what projects you’re on. Renames are fine, the old handle still finds you. Project pages only show handles, no IDs, so those rows just wait until the user gets crawled and then link up. Order doesn’t matter. Ships only pay after review, so shipped hours and paid hours aren’t the same. Payouts also use capped hours that aren’t shown anywhere, so I work those out from the payout and multiplier. Unpaid hours get an estimate. Super Star badges too."}, {"post_id": 40805, "ts": "2026-08-04T15:51:12Z", "hours": 6.7464, "text": "Stardance Stats dev log #1 New project! Stardance Stats, a better way to browse Stardance. The crawler is polite. It’s rate-limited, retries when things fail, and backs off entirely if the site starts struggling. Pages that haven’t changed don’t get re-parsed. Parsing hooks onto stable attributes instead of layout, so a restyle won’t break it. It reads devlogs and ships off the feed, then checks the numbers against the page’s own totals. If those drift too far, something broke. Everything goes into MongoDB as time series. Counters like devlogs or stardust can’t go down, so if they do, it’s a bad parse, and it gets rejected. First crawl also backfills old history from dates already on the page. oh btw all testing is done on @The_Craw project, so shoutout to him."}]...
|
Title: Stardance Stats by @mixidmb | Stardance
De Title: Stardance Stats by @mixidmb | Stardance
Devlogs:
Stardance Stats dev log #1 New project! Stardance Stats, a better way to browse Stardance. The crawler is polite. It’s rate-limited, retries when things fail, and backs off entirely if the site starts struggling. Pages that haven’t changed don’t get re-parsed. Parsing hooks onto stable attributes instead of layout, so a restyle won’t break it. It reads devlogs and ships off the feed, then checks the numbers against the page’s own totals. If those drift too far, something broke. Everything goes into MongoDB as time series. Counters like devlogs or stardust can’t go down, so if they do, it’s a bad parse, and it gets rejected. First crawl also backfills old history from dates already on the page. oh btw all testing is done on @The_Craw project, so shoutout to him.
Stardance Stats dev log #2 Users and leaderboards. It reads profiles now, by handle or ID. Followers, streaks, achievements, what projects you’re on. Renames are fine, the old handle still finds you. Project pages only show handles, no IDs, so those rows just wait until the user gets crawled and then link up. Order doesn’t matter. Ships only pay after review, so shipped hours and paid hours aren’t the same. Payouts also use capped hours that aren’t shown anywhere, so I work those out from the payout and multiplier. Unpaid hours get an estimate. Super Star badges too.
Stardance Stats dev log #3 Little differently today. I fetched all of Stardance today, and if you have any query requests, make a comment and I will answer! It can be something like, “What’s the best rated project on SD?” or “How many users have over 20 followers?” There’s a queue of everything worth crawling, and each page gets a tier. Pages that keep changing get checked often; pages that never change drop to the slow lane. It reads the sitemap to find pages and see what changed recently. But the sitemap misses a lot, so it also just walks id ranges past the highest one it knows is real. Most of those 404s, that’s fine. Owners that never got listed get found through their projects instead. Hidden and unverified profiles still parse.
Stardance Stats dev log #4 History endpoints. Projects, users, and the whole platform all run through the same thing. Pick your metrics, pick hourly, daily or weekly, get points back. Points only get written when a number moves, which means quiet stretches look like gaps. There’s a fill option that carries the last value forward so a flat line renders as a flat line. Ask for too wide a range, and it says no instead of trying. Every response now says when the data was last seen and whether that’s old. Responses also carry an ETag, so asking again for something that hasn’t changed costs nothing. Also added a platform endpoint for the site-wide totals, and a single devlog one.
Stardance Stats dev log #5 (almost done for ship!) Comments. A thread gets queued when its count moves, and they run in their own lane so they don’t starve behind everything else. Deleted ones get marked gone instead of vanishing. I got the shop too. Prices are per region, and the region is just a cookie, so it just grabs the catalogue seven times. That gives you the spread: how much more the same thing costs depending on where you are. Devlogs have their own history now, so you can watch one post’s likes over time. Fixed a demotion bug. Crawling a page more often used to make it go cold faster, which is backwards. Now it just checks how long it’s actually been quiet. Frontend started too. One page with the totals and a chart. The rest of the tabs are greyed out. And that’s what I’m going to be working on right now.
Stardance Stats dev log #6 People page: Leaderboard with a podium for the top three; click through to anyone’s profile. Search goes through the API since whoever you’re looking for usually isn’t on the page you’re on. It tries handles that start with what you typed first, then ones that just contain it. Added a blacklist. Some people don’t want to be tracked, so their ID goes in, and everything of theirs gets deleted. Fixed missions. Some pay a fixed amount instead; others go to rating; and none of that shows up as a payout on the page. Now each ship gets credited properly. Also added those silly creatures to the global page.
Stardance Stats dev log #7 Projects page is done. Same podium as People but with the banners behind the top three. The list under it includes a thumbnail, the owner, and hours and devlogs in a single row. Buttons to filter to Super Stars or hardware. Click one, and you get everything about a project. Banner, tiles, a chart from 1 to 30 days, every ship, and all the devlogs. Sort them by newest, longest, most liked, most discussed, or most viewed.
Stardance Stats dev log #8 SDS website is already up! Check it out at https://stardancestats.xyz/ Devlogs page. Every devlog on the site in one feed. Cards with the author, the project, the numbers, the text, and the images or videos. Filter by how recent, sort by newest, likes, comments, or views, or search. Search reads the body. Type “cat” and you get everyone’s cat posts, or put quotes around something to match it exactly. Whatever you searched gets highlighted in the card. Also put the little star creatures around the pages. (the sillies)
Stardance Stats dev log #9 Ask is done. You type a question in plain English, and a model writes the database query for it. You get a table back, and bars if it makes sense to chart. It only gets to write queries out of a list I picked. No writes, its own read-only database user, a time limit, and a rate limit on how many questions you can ask an hour. If it writes something outside that, it just gets refused. Also made API docs with examples for every endpoint, a README, and a license. There’s a docs button in the sidebar now.
Ships:
Stardance Stats stardancestats.xyz · API docs A better way The best way to browse Stardance. Stardance just shows you a number, and that’s it. No history, no sorting. So I made an app that tracks those numbers. A crawler reads the public pages on a schedule, saves everything, and serves it back as a site and an open API. Global is the whole platform, with tiles you click to chart. People and Projects rank everyone on whatever you pick, with profiles, history, and search. Devlogs is every devlog in one feed, searchable by words included in the body. Ask takes a question in plain English and writes the query for it. The API is open. Every group has a list, a detail, and a /history endpoint for stats over time. curl "https://api.stardancestats.xyz/v1/projects/2155/history?metrics=likes,devlogs&interval=1d" Everything worth crawling sits in a queue with a tier. Pages that keep moving get checked hourly; quiet ones drop back. The sitemap misses plenty, so it also walks ID ranges to find what isn’t listed. Python, FastAPI, MongoDB, Svelte, Docker. Star creatures are from Hack Club’s Stardance repo....
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1792875214.2244315
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1793739214.2244315
|
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43616
|
TabCli by @Amcoo | Stardance
|
Amcoo
|
1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T12:05:03Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made TAB_CLI Its a Metro Exodus-inspired tactical command console for Google Chrome. It can monitor system RAM load like a Geiger counter, auto-group tab leaks, trigger emergency Focus Mode airlocks, freeze RAM in cryo-stasis, and vault tabs into bunker storage. 100% offline & private. I made this because it helps me with grouping tabs and so my laptop does not frezee , I made it in this style because I really like the game Metro Exodus", "repo": "https://github.com/Amertos/TAB_CLI", "demo": "https://github.com/Amertos/TAB_CLI/releases/tag/ChromeExtension"}]...
|
[{"post_id": 45718, "ts": "202 [{"post_id": 45718, "ts": "2026-08-12T12:02:36Z", "hours": 0.2889, "text": "Final Devlog for this version sooooo Please test and tell me any issues you have also this meter for RAM is not 100% correct because i dont want to get in you system for RAM you now what i am talking about but this is approximately"}, {"post_id": 42627, "ts": "2026-08-07T13:30:54Z", "hours": 28.1769, "text": "DevLog 3: I Had SOOOO MUCH Bugs and stuff to fix and this took a long time because i had other time to do DONT LOOK AT THE TIME LOGGED I DIDNT KNOW HOW TO FIX THESE BUGS BUT ITS OKAY The progress is good and the first version is complete This is the design i want to go with because i am inspired by the game Metro Exodus sooooooo :) I was designing this in Figma."}, {"post_id": 41040, "ts": "2026-08-04T23:39:08Z", "hours": 1.0056, "text": "DevLog numero 2:) I have started coding this project and I can say its not that hard, not much code also and I think I could finish it fast but also I want to add a lot of options to make it stand out and also make a UI that makes this Chrome extension different…. So for coding this I use HTML, CSS and JavaScript.I have added some sites that it can understand alone but others it will just make a group for them, I will add more when I start finishing it because that is fast to do . Here is how the prototype is looking. I KNOW IT LOOKS LIKE SHIT BUT BELIEVE ME I WAS JUST MAKING SURE THAT ALL FUNCTIONS AND EVERTHING WORKS THEN I CAN WORK ON UI AND UX"}, {"post_id": 40438, "ts": "2026-08-03T23:11:26Z", "hours": 0.9131, "text": "Started working on a new project that is Chrome Extension :3 this is just an architecture that i was making I know this picture was made with Gemini BECAUSE I CANT MAKE GRAPHICS LIKE THIS JUST TEXT THAT LOOKS BORING"}]...
|
Title: TabCli by @Amcoo | Stardance
Devlogs:
Star Title: TabCli by @Amcoo | Stardance
Devlogs:
Started working on a new project that is Chrome Extension :3 this is just an architecture that i was making I know this picture was made with Gemini BECAUSE I CANT MAKE GRAPHICS LIKE THIS JUST TEXT THAT LOOKS BORING
DevLog numero 2:) I have started coding this project and I can say its not that hard, not much code also and I think I could finish it fast but also I want to add a lot of options to make it stand out and also make a UI that makes this Chrome extension different…. So for coding this I use HTML, CSS and JavaScript.I have added some sites that it can understand alone but others it will just make a group for them, I will add more when I start finishing it because that is fast to do . Here is how the prototype is looking. I KNOW IT LOOKS LIKE SHIT BUT BELIEVE ME I WAS JUST MAKING SURE THAT ALL FUNCTIONS AND EVERTHING WORKS THEN I CAN WORK ON UI AND UX
DevLog 3: I Had SOOOO MUCH Bugs and stuff to fix and this took a long time because i had other time to do DONT LOOK AT THE TIME LOGGED I DIDNT KNOW HOW TO FIX THESE BUGS BUT ITS OKAY The progress is good and the first version is complete This is the design i want to go with because i am inspired by the game Metro Exodus sooooooo :) I was designing this in Figma.
Final Devlog for this version sooooo Please test and tell me any issues you have also this meter for RAM is not 100% correct because i dont want to get in you system for RAM you now what i am talking about but this is approximately
Ships:
I made TAB_CLI Its a Metro Exodus-inspired tactical command console for Google Chrome. It can monitor system RAM load like a Geiger counter, auto-group tab leaks, trigger emergency Focus Mode airlocks, freeze RAM in cryo-stasis, and vault tabs into bunker storage. 100% offline & private. I made this because it helps me with grouping tabs and so my laptop does not frezee , I made it in this style because I really like the game Metro Exodus...
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1793494147.9041374
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1793580547.9041374
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43621
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Lexicon AI by @wayne14 | Stardance
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wayne14
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1
|
6.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T00:41:42Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Lexicon AI, a free AI-powered vocabulary journal for IELTS and IELTS students. Instead of manually writing definitions, synonyms, and example sentences, users can generate them with AI by extracting words from documents and studying with flashcards and games. The hardest part was making the AI reliable. I ran into almost every Gemini API error imaginable (429, 503, 400, 404…). To solve this, I built automatic API key rotation and model fallback, so the app tries multiple API keys and multiple Gemini models before giving up. I’m proud that I built the entire product from scratch with very little prior experience and that nearly 30 people are already using it. When testing, please try the AI features, like document upload, context passage, and Lexy assistant. I’d also appreciate if you try to break the app - whether that’s finding security issues, unexpected bugs, or edge cases. If you find anything, please report it using the airtable feedback form.", "repo": "https://github.com/wayne-14e/Lexicon-AI", "demo": "https://lexicon-ai-journal.vercel.app"}]...
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[{"post_id": 40433, "ts": "202 [{"post_id": 40433, "ts": "2026-08-03T22:58:13Z", "hours": 5.5086, "text": "Hello Dev Log 1! For the past 7 months, I was working on Lexicon AI and recently added some new features, like a Referral Bonus to earn free tokens for you and your friend, a “Get a hint” button that shows you a sentence so you don’t guess a word but try to understand it from context, like in the SAT! And of course - security: RLS policies and a serverless Edge function (backend API) for more secure AI generation. Looking for early testers and feedback!"}]...
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Title: Lexicon AI by @wayne14 | Stardance
Devlogs Title: Lexicon AI by @wayne14 | Stardance
Devlogs:
Hello Dev Log 1! For the past 7 months, I was working on Lexicon AI and recently added some new features, like a Referral Bonus to earn free tokens for you and your friend, a “Get a hint” button that shows you a sentence so you don’t guess a word but try to understand it from context, like in the SAT! And of course - security: RLS policies and a serverless Edge function (backend API) for more secure AI generation. Looking for early testers and feedback!
Ships:
I built Lexicon AI, a free AI-powered vocabulary journal for IELTS and IELTS students. Instead of manually writing definitions, synonyms, and example sentences, users can generate them with AI by extracting words from documents and studying with flashcards and games. The hardest part was making the AI reliable. I ran into almost every Gemini API error imaginable (429, 503, 400, 404…). To solve this, I built automatic API key rotation and model fallback, so the app tries multiple API keys and multiple Gemini models before giving up. I’m proud that I built the entire product from scratch with very little prior experience and that nearly 30 people are already using it. When testing, please try the AI features, like document upload, context passage, and Lexy assistant. I’d also appreciate if you try to break the app - whether that’s finding security issues, unexpected bugs, or edge cases. If you find anything, please report it using the airtable feedback form....
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1793523182.9915364
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1793609582.9915364
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43641
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JJK Minecraft Mod by @qstorm | Stardance
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qstorm
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1
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157.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T18:29:09Z", "hours": 157.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FULL SHOWCASE HERE This is a Minecraft mod based on the power system from Jujitsu Kaisen. It contains a combo system where if you press a number of keys in the right order, the power will activate. as well as lots of room for expansion with other powers thanks to how it’s built. Currently there are 5 functional abilities: The innate technique which slows down entities around the player; the blue technique which attracts entities to a ball; the red technique which repels enemies away from the user; the purple technique which destroys everything in it’s path; and the domain which sends enemies to a dimension where they are unable to do anything At first I had just planned on using this project as a blank slate to learn how to mod Minecraft, but eventually I got inspired to make more interesting things, and it led to me making one of my personal favorite fictional power systems, the JJK cursed techniques. It took a while to figure things out, I spend many hours looking through Minecraft source code and other peoples code as well as tutorials but eventually I figured out how to do different things. This was easily the most challenging part of the project, compared to a mathematically intensive project like openGL. I’m proud of so many things with this project. For one it is the first fun project I made (both to code and to play). I also made very good code. After studying Minecraft code and making tons of mistakes, I eventually learned how to make code that was both expandable and readable. I believe that given another week, I would have been able to create 5 other abilities. If you want to try the project, make sure to look through the readMe and install the mod on the 1.21.11M branch. The README provides critical information about how to use and install the mod.", "repo": "https://github.com/qstorm1/PracticeMod/tree/1.21.11M", "demo": "https://modrinth.com/project/jjk-abilities/settings/versions"}]...
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[{"post_id": 74103, "ts": "202 [{"post_id": 74103, "ts": "2026-09-26T17:59:56Z", "hours": 0.5408, "text": "Build and Read me update"}, {"post_id": 74084, "ts": "2026-09-26T17:10:20Z", "hours": 4.5536, "text": "JJK Mod in minecraft This is the final devlog here is a youtube link to the showcase: Showcase After finishing the backend, I got a lot of progress done! I recommend watching the showcase but I managed to easily get all the abilities to a semi functional state. Thanks to the hard work of previous me, this wasn’t a hard task and I had no major problems. One interesting thing I did was how I worked with red. I used dot products to make red more usable, it actually pushes enemies back like in the show if they are in the same area as the direction red is moving. Other then that the systems were pretty easy to make. A big reason it took so long to get here was because I had no idea how to mod. Unfortunately in order to get everything done today, I had to cut a few corners, meaning that the power renderer is still a particle system. I could go on and on about what i want to add though (that will be in the ship) so I’ll just end it here"}, {"post_id": 73911, "ts": "2026-09-26T09:41:04Z", "hours": 11.1103, "text": "Near completion! It’s weird getting a feeling of satisfaction when deleting the most important part of my code. Thats what I felt when deleting the static variables that stored my data. All of the internal systems are now working and my code is so much cleaner. Now entity data is saved successfully, if you die, leave the world or exit the game. In order to do this I had to learn how to use interfaces well. Turns out casting is a lot more useful then one might expect. You can cast interfaces into classes and vise versa and you can use interfaces with getter and setter methods to get data from classes. I always though interfaces were a useless thing that people use to make better looking code but they are helpful. Anyway, I faced a few major bugs throughout the transition into CCA, the main one being the fact that I had to put an entrypoint in the fabric.mod.json file to render entities. It took a long time and I only found it because of some random reddit thread I found. The main issue was that when I implemented an interface, it was supposed to save data for that class in all entities. Heres a tip, if something is wrong and you can’t find the issue, think about whats happening under the hood. For me, I assumed that the entity data would automatically be initialized but interfaces can’t do that. I’m probably explaining it wrong (I’m a little tired rn with coding and college apps). Anyway, theres a lot more I want to do and I wish that stardance had lasted another week so that I could show you all my cool Ideas. I’ll make the final devlog and ship my project later today. So hopefully it works well :D (I worked on a lot of other stuff in these 10 hours but none are finished enough to devlog about; images have a peak)"}, {"post_id": 72944, "ts": "2026-09-24T02:46:16Z", "hours": 11.0214, "text": "Finished Cardinal Component re-design. It was really weird to get it working because I needed to use an interface and cast variables which I used to avoid doing. Nothing new unfortunately, next update will go into more detail on how I did this! (with new system this /stats command works :D)"}, {"post_id": 71437, "ts": "2026-09-20T20:24:18Z", "hours": 9.7322, "text": "Sorry, this update will probably be really boring. I’ve been sick for the past 3ish days but have still been trying to code. Unfortunately, that means most of my code is pretty bad. The basic rundown of what’s been happening is a realization that player data was being handled really stupidly. I wasn’t even saving things to files meaning once the server shut down, all the information would be deleted. Now I thought at first I could pretty easily deal with this after finishing the mod so I ignored it, but then I started having issues that came from synchronization with client and server. To those of you who looked at my previous devlogs, you can see that I constantly rewrote a lot of my code. This is because sometimes the client and server use the same static variables while other times they don’t. As a result of these two things, I decided to use a library to handle it called Cardinal Components. For most of my coding projects I’ve always wanted to ignore libraries to the best of my abilities and make stuff myself. I believe it’s a good to learn how the internals of a system work but the problem with me was that I would always stay low level. As I learned more about minecraft development, I learned how important it is to have both high and low level skills in order to make bigger projects. There will probably be only 2 or 3 more devlogs before I ship so I’ll try to get as much cool stuff done before then as possible. Big things are coming!"}, {"post_id": 69112, "ts": "2026-09-16T12:12:50Z", "hours": 10.1767, "text": "Limitless Innate Upgrades [upgrades showcase] ( https://youtu.be/m7zWsrxv2mA ) uh the devlog link is broken lol (or im just bad idk). I could talk about the things that I worked on behind the scenes unrelated to the innate upgrades but that’s very boring and I talked about them before, the main thing that I fixed was the handling of non-Living Entities with the limitless innate. Basically I used mixins to edit the move code as well as added some things to the client code. I talked a lot about how this worked in a previous devlog, but it took a lot of reading and understanding code to learn how to fix it. Unfortunately my command blocks were broken so I couldn’t showcase the projectile innate system, but otherwise most of the info is in the video"}, {"post_id": 67057, "ts": "2026-09-13T03:11:16Z", "hours": 10.8842, "text": "MY CODE IS SO TRASH! I was working on fixing my innate technique for limitless. The bug in question was an issue where falling non-living entities would end up rubber-banding before sometimes hitting the ground. (I’m not making a showcase video for this use the screenshot and ur imagination) The issue ended up being due to 2 things, one was that minecraft runs the move() function right after applyGravity() so my code would never get the chance to change the gravity. The second was the fact that move() calls are run both by the server and client. The first issue was relatively simple to fix, I just had to learn about advanced mixins and using @ModifyVariable correctly. However the second issue meant that I either had to send a ton of data with packets, or I could do what I had always wanted to do but knew it would take forever… code in client side compatibility. Anyway as of right now I am “almost” done with getting it working. I swear one of these days I am going to share something cool. probably next update or the one after, it’ll come out by Monday if I lock in."}, {"post_id": 65123, "ts": "2026-09-10T01:16:08Z", "hours": 9.3792, "text": "Blue Kinda Works! Video Showcase The showcase above includes some of the older versions, skip to 0:40 for official version (it was lagging at the time of recording though) The hardest part of this step was the value adjustments. Given my mod gives each player a random value for cursed energy and , a player needs to feel the diffrence between a weak sorcerer and a strong one. I’ll probably continue tweaking the settings for blue until I believe it is good enough. Anyway right now blue isn’t very complicated, it just detects all entities in a certain radius and gives them a velocity based on the gravitational force which is calculated based on radius and constants. I tried using the real life equations but had trouble with them. Finally, in case your wondering, I am planning on switching the particle renderer that is super laggy with a LWJGL openGL sphere renderer or maybe a block display but in order to do that I need to get good at rendering and make a client linear interpolate to simulate smooth movement and overall I really don’t want to but its gotta happen. Next update will either be a finished blue, or me whining about how trash my code is"}, {"post_id": 62746, "ts": "2026-09-06T08:09:20Z", "hours": 9.1467, "text": "I got the first power to work! you can find a showcase here: https://youtu.be/t6oah7P1Fyk it may not seem like much, but this means the lower level systems are working, and I can start focusing on making cool stuff. Other then that I also made the combo system more advanced by having it so u can run actions mid combo and you can detect how fast you did the combo. There are a few more things I want to add to the combo system and tbh I thought about re-coding it again (which is a pretty annoying habit that I’ve gotten #OCD) Next update if I can do it in under 10 hours is gonna be really cool and probably coming tomorrow, following might let u see it earlier :D"}, {"post_id": 61210, "ts": "2026-09-04T01:08:40Z", "hours": 6.9719, "text": "I finalized the system! The idea is that most of the boring stuff happens in semi-abstract classes like the Sorcery class and the Ability class, which handle server side management and universal methods. Meanwhile, I can initialize real logic through child classes such as the Limitless calss which extends sorcery or the Blue class which extends Ability. I copied the idea from minecrafts Entity system. I’ve also managed to get nearly all of the key binds to work including scrolling (I used a mixin for scrolling). A lot of the hours that were described in this update actually ended up in the previous devlog so in reality it took about 9ish hours of work. Anyway, mostly a programming update, but next time I’m going to start actually adding powers to my modpack!"}, {"post_id": 60678, "ts": "2026-09-03T06:09:23Z", "hours": 14.2872, "text": "The hud system is officially complete! I meant to post this devlog earlier but I had some problems :/ I spent a ton of time figuring out how to render images and I realized it was much easier to just make very specific math that draws lines to the HUD (It doesn’t help that you can’t draw curvy or diagnol lines) I fixed a ton of other problems as well that you can’t read in my commit history I think. This devlog was supposed to be posted a lot earlier but I ended up forgeting to post after writing it lmao. For that reason, I also have to say that the structure of the power system is done and now I’m working on bug fixes as well as making working powers. I really wish I could post a video showing you guys, I’ll try to do so next devlog using something less powerful then OBS. See ya"}, {"post_id": 56835, "ts": "2026-08-28T19:41:22Z", "hours": 10.6292, "text": "The main summery for today is mindless progress, I’ve continued to work on the Hud system for my combo system but faced multiple issues that took hours to fix (hence the lack of progress) for starters, somewhere during my modding jurney, I forgot that identifiers can’t have uppercase letters, leading me to try remaking the system multiple times. Additionally, while in my original system I added hud elements to the registry when updating, and removed hud elements when reseting, in the new system, I replace that with static variables and if loops. If I don’t face any more major bugs, the HUD system should be done by the next devlog!"}, {"post_id": 54766, "ts": "2026-08-25T21:25:00Z", "hours": 9.4258, "text": "I’ve been creating a HUD system, though it’s pretty boring so I get distracted and do other stuff. Anyway the combo system is fully functional. Through this I learned that static maps are completely unnecessary as static variables update in each client side jvm. I won’t get into the implementation of my HUD system or the other stuff I’m working on because they’re unfinished so this is more of a minor update"}, {"post_id": 52729, "ts": "2026-08-23T01:48:59Z", "hours": 9.7422, "text": "I made a combo system! right now it’s really buggy but what it does is similar to street fighter system, you can make a combo and then assign key’s to it. You need to press the key’s in the required number of time for the combo to work. there are a lot of problems with reset rn but the base system is there. Each player has a value called a “combo key” which have a timer that increase by one every tick and resets to 0 when the kye is pressed. these are values that are mapped to each player and only one instance of each key is allowed per player (for better latency and client2server stuff) A combo is created using a bunch of if logic. I used a builder sytem for object creation so instead of new object() you do Combo.build().key1(timeNeeded to press).key2… Each combo can be used for abilities that I’m going to work on next. Speaking about abilities I decided what my mod would be based on, Jujitsu Kaisen! While i’m not a diehard fan of the show, the power system is one of the coolest in all of fiction, so I thought it would be fun to try and implement some abilities (hence the pocket dimention my screenshots are in) anyway, gonna fix the combo system and then work on a simple power see ya!"}, {"post_id": 49994, "ts": "2026-08-19T00:51:50Z", "hours": 4.3547, "text": "Made Laser Eyes! When you click the laser button which you can change in the controls menu, a particle will appear (which is purely visual) and it will make a raycast, targeting the nearest entity/block. It will damage an entity and turn the block into a redstone block (temporary until i feel like making ash). It also works in multiplayer, where the particles are summoned from the eye of the shooter from everyones persepective except the shooter who only sees the beam if a few blocks away that way they don’t get blinded by particles (the pictures use free cam and i have no friends so I can’t show this but u can see how it works in the code) My project didn’t have documentation so it was difficult figuring out how to make a raycast (combination of .clip and .getEntityHitResult) and how to tell if the player really pressed the laser button which requires client to server packet management."}, {"post_id": 49285, "ts": "2026-08-18T00:21:25Z", "hours": 3.7019, "text": "the first devlog has a large number of hours on it because of some issues with git and project stuff (you didn’t miss any updates other then reading don’t worry), Anyway, I’m chilling in my new dimention with my new potion effect that I get after using a new item (with iron helmet texture cause i’m bad). I’ve been trying to get a raycasting system to work I just wanted to update the project so that my hours can be counted correctely, future update coming soon!"}, {"post_id": 44947, "ts": "2026-08-11T01:33:50Z", "hours": 21.76, "text": "I looked through minecrafts source code, The version of minecraft I am coding is 1.21.11 and on fabric there are two “mappings” or interpretations of minecrafts source code. the first version is the community one called yarn which was the one that I was planning on using when I was watching a tutorial series on Youtube however the documentation uses the other mappings called the “mojang mappings”. I switched to the mojang mappings and looked through minecrafts source code using that. I figured out how to handle terrain generation, add new things to minecrafts registry system, and access player data. My next goal is to look through some real applications of mods and this is how I recommend others who are interested to do so to!"}]...
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Title: JJK Minecraft Mod by @qstorm | Stardance
D Title: JJK Minecraft Mod by @qstorm | Stardance
Devlogs:
I looked through minecrafts source code, The version of minecraft I am coding is 1.21.11 and on fabric there are two “mappings” or interpretations of minecrafts source code. the first version is the community one called yarn which was the one that I was planning on using when I was watching a tutorial series on Youtube however the documentation uses the other mappings called the “mojang mappings”. I switched to the mojang mappings and looked through minecrafts source code using that. I figured out how to handle terrain generation, add new things to minecrafts registry system, and access player data. My next goal is to look through some real applications of mods and this is how I recommend others who are interested to do so to!
the first devlog has a large number of hours on it because of some issues with git and project stuff (you didn’t miss any updates other then reading don’t worry), Anyway, I’m chilling in my new dimention with my new potion effect that I get after using a new item (with iron helmet texture cause i’m bad). I’ve been trying to get a raycasting system to work I just wanted to update the project so that my hours can be counted correctely, future update coming soon!
Made Laser Eyes! When you click the laser button which you can change in the controls menu, a particle will appear (which is purely visual) and it will make a raycast, targeting the nearest entity/block. It will damage an entity and turn the block into a redstone block (temporary until i feel like making ash). It also works in multiplayer, where the particles are summoned from the eye of the shooter from everyones persepective except the shooter who only sees the beam if a few blocks away that way they don’t get blinded by particles (the pictures use free cam and i have no friends so I can’t show this but u can see how it works in the code) My project didn’t have documentation so it was difficult figuring out how to make a raycast (combination of .clip and .getEntityHitResult) and how to tell if the player really pressed the laser button which requires client to server packet management.
I made a combo system! right now it’s really buggy but what it does is similar to street fighter system, you can make a combo and then assign key’s to it. You need to press the key’s in the required number of time for the combo to work. there are a lot of problems with reset rn but the base system is there. Each player has a value called a “combo key” which have a timer that increase by one every tick and resets to 0 when the kye is pressed. these are values that are mapped to each player and only one instance of each key is allowed per player (for better latency and client2server stuff) A combo is created using a bunch of if logic. I used a builder sytem for object creation so instead of new object() you do Combo.build().key1(timeNeeded to press).key2… Each combo can be used for abilities that I’m going to work on next. Speaking about abilities I decided what my mod would be based on, Jujitsu Kaisen! While i’m not a diehard fan of the show, the power system is one of the coolest in all of fiction, so I thought it would be fun to try and implement some abilities (hence the pocket dimention my screenshots are in) anyway, gonna fix the combo system and then work on a simple power see ya!
I’ve been creating a HUD system, though it’s pretty boring so I get distracted and do other stuff. Anyway the combo system is fully functional. Through this I learned that static maps are completely unnecessary as static variables update in each client side jvm. I won’t get into the implementation of my HUD system or the other stuff I’m working on because they’re unfinished so this is more of a minor update
The main summery for today is mindless progress, I’ve continued to work on the Hud system for my combo system but faced multiple issues that took hours to fix (hence the lack of progress) for starters, somewhere during my modding jurney, I forgot that identifiers can’t have uppercase letters, leading me to try remaking the system multiple times. Additionally, while in my original system I added hud elements to the registry when updating, and removed hud elements when reseting, in the new system, I replace that with static variables and if loops. If I don’t face any more major bugs, the HUD system should be done by the next devlog!
The hud system is officially complete! I meant to post this devlog earlier but I had some problems :/ I spent a ton of time figuring out how to render images and I realized it was much easier to just make very specific math that draws lines to the HUD (It doesn’t help that you can’t draw curvy or diagnol lines) I fixed a ton of other problems as well that you can’t read in my commit history I think. This devlog was supposed to be posted a lot earlier but I ended up forgeting to post after writing it lmao. For that reason, I also have to say that the structure of the power system is done and now I’m working on bug fixes as well as making working powers. I really wish I could post a video showing you guys, I’ll try to do so next devlog using something less powerful then OBS. See ya
I finalized the system! The idea is that most of the boring stuff happens in semi-abstract classes like the Sorcery class and the Ability class, which handle server side management and universal methods. Meanwhile, I can initialize real logic through child classes such as the Limitless calss which extends sorcery or the Blue class which extends Ability. I copied the idea from minecrafts Entity system. I’ve also managed to get nearly all of the key binds to work including scrolling (I used a mixin for scrolling). A lot of the hours that were described in this update actually ended up in the previous devlog so in reality it took about 9ish hours of work. Anyway, mostly a programming update, but next time I’m going to start actually adding powers to my modpack!
I got the first power to work! you can find a showcase here: https://youtu.be/t6oah7P1Fyk it may not seem like much, but this means the lower level systems are working, and I can start focusing on making cool stuff. Other then that I also made the combo system more advanced by having it so u can run actions mid combo and you can detect how fast you did the combo. There are a few more things I want to add to the combo system and tbh I thought about re-coding it again (which is a pretty annoying habit that I’ve gotten #OCD) Next update if I can do it in under 10 hours is gonna be really cool and probably coming tomorrow, following might let u see it earlier :D
Blue Kinda Works! Video Showcase The showcase above includes some of the older versions, skip to 0:40 for official version (it was lagging at the time of recording though) The hardest part of this step was the value adjustments. Given my mod gives each player a random value for cursed energy and , a player needs to feel the diffrence between a weak sorcerer and a strong one. I’ll probably continue tweaking the settings for blue until I believe it is good enough. Anyway right now blue isn’t very complicated, it just detects all entities in a certain radius and gives them a velocity based on the gravitational force which is calculated based on radius and constants. I tried using the real life equations but had trouble with them. Finally, in case your wondering, I am planning on switching the particle renderer that is super laggy with a LWJGL openGL sphere renderer or maybe a block display but in order to do that I need to get good at rendering and make a client linear interpolate to simulate smooth movement and overall I really don’t want to but its gotta happen. Next update will either be a finished blue, or me whining about how trash my code is
MY CODE IS SO TRASH! I was working on fixing my innate technique for limitless. The bug in question was an issue where falling non-living entities would end up rubber-banding before sometimes hitting the ground. (I’m not making a showcase video for this use the screenshot and ur imagination) The issue ended up being due to 2 things, one was that minecraft runs the move() function right after applyGravity() so my code would never get the chance to change the gravity. The second was the fact that move() calls are run both by the server and client. The first issue was relatively simple to fix, I just had to learn about advanced mixins and using @ModifyVariable correctly. However the second issue meant that I either had to send a ton of data with packets, or I could do what I had always wanted to do but knew it would take forever… code in client side compatibility. Anyway as of right now I am “almost” done with getting it working. I swear one of these days I am going to share something cool. probably next update or the one after, it’ll come out by Monday if I lock in.
Limitless Innate Upgrades [upgrades showcase] ( https://youtu.be/m7zWsrxv2mA ) uh the devlog link is broken lol (or im just bad idk). I could talk about the things that I worked on behind the scenes unrelated to the innate upgrades but that’s very boring and I talked about them before, the main thing that I fixed was the handling of non-Living Entities with the limitless innate. Basically I used mixins to edit the move code as well as added some things to the client code. I talked a lot about how this worked in a previous devlog, but it took a lot of reading and understanding code to learn how to fix it. Unfortunately my command blocks were broken so I couldn’t showcase the projectile innate system, but otherwise most of the info is in the video
Sorry, this update will probably be really boring. I’ve been sick for the past 3ish days but have still been trying to code. Unfortunately, that means most of my code is pretty bad. The basic rundown of what’s been happening is a realization that player data was being handled really stupidly. I wasn’t even saving things to files meaning once the server shut down, all the information would be deleted. Now I thought at first I could pretty easily deal with this after finishing the mod so I ignored it, but then I started having issues that came from synchronization with client and server. To those of you who looked at my previous devlogs, you can see that I constantly rewrote a lot of my code. This is because sometimes the client and server use the same static variables while other times they don’t. As a result of these two things, I decided to use a library to handle it called Cardinal Components. For most of my coding projects I’ve always wanted to ignore libraries to the best of my abilities and make stuff myself. I believe it’s a good to learn how the internals of a system work but the problem with me was that I would always stay low level. As I learned more about minecraft development, I learned how important it is to have both high and low level skills in order to make bigger projects. There will probably be only 2 or 3 more devlogs before I ship so I’ll try to get as much cool stuff done before then as possible. Big things are coming!
Finished Cardinal Component re-design. It was really weird to get it working because I needed to use an interface and cast variables which I used to avoid doing. Nothing new unfortunately, next update will go into more detail on how I did this! (with new system this /stats command works :D)
Near completion! It’s weird getting a feeling of satisfaction when deleting the most important part of my code. Thats what I felt when deleting the static variables that stored my data. All of the internal systems are now working and my code is so much cleaner. Now entity data is saved successfully, if you die, leave the world or exit the game. In order to do this I had to learn how to use interfaces well. Turns out casting is a lot more useful then one might expect. You can cast interfaces into classes and vise versa and you can use interfaces with getter and setter methods to get data from classes. I always though interfaces were a useless thing that people use to make better looking code but they are helpful. Anyway, I faced a few major bugs throughout the transition into CCA, the main one being the fact that I had to put an entrypoint in the fabric.mod.json file to render entities. It took a long time and I only found it because of some random reddit thread I found. The main issue was that when I implemented an interface, it was supposed to save data for that class in all entities. Heres a tip, if something is wrong and you can’t find the issue, think about whats happening under the hood. For me, I assumed that the entity data would automatically be initialized but interfaces can’t do that. I’m probably explaining it wrong (I’m a little tired rn with coding and college apps). Anyway, theres a lot more I want to do and I wish that stardance had lasted another week so that I could show you all my cool Ideas. I’ll make the final devlog and ship my project later today. So hopefully it works well :D (I worked on a lot of other stuff in these 10 hours but none are finished enough to devlog about; images have a peak)
JJK Mod in minecraft This is the final devlog here is a youtube link to the showcase: Showcase After finishing the backend, I got a lot of progress done! I recommend watching the showcase but I managed to easily get all the abilities to a semi functional state. Thanks to the hard work of previous me, this wasn’t a hard task and I had no major problems. One interesting thing I did was how I worked with red. I used dot products to make red more usable, it actually pushes enemies back like in the show if they are in the same area as the direction red is moving. Other then that the systems were pretty easy to make. A big reason it took so long to get here was because I had no idea how to mod. Unfortunately in order to get everything done today, I had to cut a few corners, meaning that the power renderer is still a particle system. I could go on and on about what i want to add though (that will be in the ship) so I’ll just end it here
Build and Read me update
Ships:
FULL SHOWCASE HERE This is a Minecraft mod based on the power system from Jujitsu Kaisen. It contains a combo system where if you press a number of keys in the right order, the power will activate. as well as lots of room for expansion with other powers thanks to how it’s built. Currently there are 5 functional abilities: The innate technique which slows down entities around the player; the blue technique which attracts entities to a ball; the red technique which repels enemies away from the user; the purple technique which destroys everything in it’s path; and the domain which sends enemies to a dimension where they are unable to do anything At first I had just planned on using this project as a blank slate to learn how to mod Minecraft, but eventually I got inspired to make more interesting things, and it led to me making one of my personal favorite fictional power systems, the JJK cursed techniques. It took a while to figure things out, I spend many hours looking through Minecraft source code and other peoples code as well as tutorials but eventually I figured out how to do different things. This was easily the most challenging part of the project, compared to a mathematically intensive project like openGL. I’m proud of so many things with this project. For one it is the first fun project I made (both to code and to play). I also made very good code. After studying Minecraft code and making tons of mistakes, I eventually learned how to make code that was both expandable and readable. I believe that given another week, I would have been able to create 5 other abilities. If you want to try the project, make sure to look through the readMe and install the mod on the 1.21.11M branch. The README provides critical information about how to use and install the mod....
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1793339603.2903702
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1793426003.2903702
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43645
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itachi by @AbdurRehmanMughal | Stardance
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AbdurRehmanMughal
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T04:00:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was wanting to make a website that can relate my imagination about my anime fav character . So I made a website that can convert words in english typography to japanese typography I am happy about my first website. I wrote the core HTML\\CSS myself and used an AI assistant to help troubleshoot layout and syntax.", "repo": "https://github.com/AbdurRehman1257/STARDANCE-SITE", "demo": "https://abdurrehman1257.github.io/STARDANCE-SITE"}]...
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[{"post_id": 40528, "ts": "202 [{"post_id": 40528, "ts": "2026-08-04T03:39:23Z", "hours": 1.0133, "text": "I MADE MY FIRST HTML WEBSITE that converts english typography into japanese"}]...
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Title: itachi by @AbdurRehmanMughal | Stardance
D Title: itachi by @AbdurRehmanMughal | Stardance
Devlogs:
I MADE MY FIRST HTML WEBSITE that converts english typography into japanese
Ships:
I was wanting to make a website that can relate my imagination about my anime fav character . So I made a website that can convert words in english typography to japanese typography I am happy about my first website. I wrote the core HTML\CSS myself and used an AI assistant to help troubleshoot layout and syntax....
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1793523202.1423404
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1793609602.1423404
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43648
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my website by @circular | Stardance
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circular
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1
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13.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T14:47:27Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished rewriting my website in Svelte!! I’ve modernised several parts of the website compared to the old Astro version, and also just given the website more character . I made the lastfm music status run over websocket instead of GET requests, made the CI/CD pipeline faster and more resilient, and added a lot more content compared to the old version. I started working on this rewrite about 5 months ago, but didn’t make much progress on it because I just didn’t have much motivation. I picked up the rewrite again a few weeks ago and decided to do it as part of Stardance, and I’m super happy with the end result! I’m still gonna be adding stuff to the website over time though, as it is nowhere near being fully complete. This is just the first iteration I can properly publish.", "repo": "https://github.com/circularsprojects/circulars.dev", "demo": "https://circulars.dev"}]...
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[{"post_id": 45171, "ts": "202 [{"post_id": 45171, "ts": "2026-08-11T14:22:17Z", "hours": 3.9406, "text": "my website is finally done!!! i did the finishing touches to my site and finished the CI/CD pipeline for it! the old pipeline i had was.. clunky. it kinda sucked, it built my website on a github actions runner then copied the files over to my vps with scp and tailscale which was a pain to maintain and was slow as hell!!!! instead now i’ve made a small project called minibuild ( https://github.com/circularsprojects/minibuild ) that runs any specified script when it receives a specific github webhook (in this case, it runs a script to build my site when the “push” webhook is triggered). still gonna add some more stuff to my site over time, but this is the first actual published version! you can check it out at https://circulars.dev"}, {"post_id": 40483, "ts": "2026-08-04T01:25:05Z", "hours": 9.185, "text": "After working on my new website for about three weeks, I’ve finally decided to make a project and a devlog about it. I’ve been rewriting my website ( https://circulars.dev ) in Svelte for a while now, (I originally started the rewrite about four months ago) but I’ve only recently picked it up again and actually put work into it. I’ve redesigned how I showcase my projects and socials off on my website, added a cool background (that only uses css gradients), improved the lastfm status to be websocket based and update automatically, rather than only update upon visiting the site. The site is mostly done, I just need to touch up a few more things and then I need to tackle the issue of automatically building and deploying the site. My previous site used a github action to build and copy the site files over to my own server, but this pipeline fell apart for.. some reason. i don’t know why. I’m making a new pipeline that will use github webhooks to trigger builds of my website on my own server, avoiding some of the biggest pitfalls associated with github actions, and I’m making it with Rust. My pipeline will be powered by a little program I’m making called “minibuild”, a lightweight program that accepts webhook pushes, compares the secret token and signature, and then runs a script if they line up. Not only will this be exactly what I need for my site, but I’ll also be able to use it for any other project that requires this sort of setup. Once minibuild is done, I can finally deploy my new site!!!"}]...
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Title: my website by @circular | Stardance
Devlog Title: my website by @circular | Stardance
Devlogs:
After working on my new website for about three weeks, I’ve finally decided to make a project and a devlog about it. I’ve been rewriting my website ( https://circulars.dev ) in Svelte for a while now, (I originally started the rewrite about four months ago) but I’ve only recently picked it up again and actually put work into it. I’ve redesigned how I showcase my projects and socials off on my website, added a cool background (that only uses css gradients), improved the lastfm status to be websocket based and update automatically, rather than only update upon visiting the site. The site is mostly done, I just need to touch up a few more things and then I need to tackle the issue of automatically building and deploying the site. My previous site used a github action to build and copy the site files over to my own server, but this pipeline fell apart for.. some reason. i don’t know why. I’m making a new pipeline that will use github webhooks to trigger builds of my website on my own server, avoiding some of the biggest pitfalls associated with github actions, and I’m making it with Rust. My pipeline will be powered by a little program I’m making called “minibuild”, a lightweight program that accepts webhook pushes, compares the secret token and signature, and then runs a script if they line up. Not only will this be exactly what I need for my site, but I’ll also be able to use it for any other project that requires this sort of setup. Once minibuild is done, I can finally deploy my new site!!!
my website is finally done!!! i did the finishing touches to my site and finished the CI/CD pipeline for it! the old pipeline i had was.. clunky. it kinda sucked, it built my website on a github actions runner then copied the files over to my vps with scp and tailscale which was a pain to maintain and was slow as hell!!!! instead now i’ve made a small project called minibuild ( https://github.com/circularsprojects/minibuild ) that runs any specified script when it receives a specific github webhook (in this case, it runs a script to build my site when the “push” webhook is triggered). still gonna add some more stuff to my site over time, but this is the first actual published version! you can check it out at https://circulars.dev
Ships:
I finished rewriting my website in Svelte!! I’ve modernised several parts of the website compared to the old Astro version, and also just given the website more character . I made the lastfm music status run over websocket instead of GET requests, made the CI/CD pipeline faster and more resilient, and added a lot more content compared to the old version. I started working on this rewrite about 5 months ago, but didn’t make much progress on it because I just didn’t have much motivation. I picked up the rewrite again a few weeks ago and decided to do it as part of Stardance, and I’m super happy with the end result! I’m still gonna be adding stuff to the website over time though, as it is nowhere near being fully complete. This is just the first iteration I can properly publish....
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1793494207.7505326
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1793580607.7505326
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43649
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FT4232HL Multi BUS Adapter by @Luka | Stardance
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Luka
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T15:10:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C ….", "repo": "https://github.com/Luka-io/FT4232H-USB-C-DONGLE", "demo": ""}]...
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[{"post_id": 78350, "ts": "202 [{"post_id": 78350, "ts": "2026-10-10T15:04:53Z", "hours": 0.5833, "text": "I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !"}, {"post_id": 40562, "ts": "2026-08-04T06:12:43Z", "hours": 3.4861, "text": "So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!"}]...
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Title: FT4232HL Multi BUS Adapter by @Luka | Stard Title: FT4232HL Multi BUS Adapter by @Luka | Stardance
Devlogs:
So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!
I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !
Ships:
I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C …....
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1793339608.939593
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1793426008.939593
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43673
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Corez.io by @FireWarrior | Stardance
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FireWarrior
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1
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340.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T06:04:58Z", "hours": 340.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi guys! For stardance, I made a game; named Corez.io. You can play it at: https://corez.io . This game is a 2d diep.io-based fangame, which has 2 modes for now: 2TDM (2 Team Death-Match) and FFA (Free For All). You spawn in, upgrade your tank, mine rocks, and get to the fight. You can upgrade your stats, get perks every 5000 points, climb the leaderboard, get gems, spend them, and top the global leaderboard. In 2TDM you get to play on one of 2 teams and get to help your team fill the war meter and call in your very own titan - who helps you push the other team. Accounts have shops for cosmetics, locker to use them, profile for the profile details, leaderboard for 4 different global leaderboard, and a friends tab to add friends and chat with them. Hope you have fun, and give me as much feedback as you can!", "repo": "https://github.com/Satisfaction108/Corez.io", "demo": "https://digwars.hackclub.app/"}]...
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[{"post_id": 83584, "ts": "202 [{"post_id": 83584, "ts": "2026-10-28T06:01:11Z", "hours": 26.9467, "text": "Final Devlog (I think) Hi guys! As stardance comes to an end, so does my devlogs. I did a bunch these 5ish days, including fixing a HUGE amount of bugs in 2TDM, fixing up some perk stuff, deleting and adding new perks, testing some features, and adding over 550 tanks to the game. I will continue developing https://corez.io until it eventually dies; And hopefully a spark, one day, will make it great. Thank you for all of those who followed my project, liked my devlogs, and tested out my game. It really means a lot to me. Attached are some stats for my game, and Im proud of it. Good luck to yall on your journey, and may we cross paths again. Farewell, The Fire Warrior."}, {"post_id": 81970, "ts": "2026-10-23T07:43:51Z", "hours": 87.1886, "text": "2TDM is released! There were a BUNCHHHHH of updates between my last devlog and this update and I cannot talk a lot because of midterms and Im also busy with some of this game stuff but this is all the new stuff published today! Update [2026-10-23] 2TDM is here! Blue vs Red Two bases, two teams, one map. When you press Play you get put on whichever team needs you, and its time to fight. How it works Each team has a base on its side of the map. Your base is safe. The enemy base is not. Step on their tiles and you die on the spot, and their Base Protectors also send drones at anyone who gets close. Bank gems to raise your team score! The Team Bank sits in the middle of your base, and the Eye Vault is a forward bank just outside it. The Center Vault is neutral, fast to reach, and the most dangerous place on the map to bank. Kills, banking and events all go to your team. The bar at the top shows who’s ahead today, and the score resets every day at midnight UTC. The map is split like a yin-yang, so each team’s side curls around behind the other base. Expect fights from more than one direction (basically flanking). Your teammates show on the minimap. Press G to drop an enemy marker that your whole team can see. New invite button in game: send a friend the link and they join your team. The War Meter and Titans Every gem your team banks and every fight you win fills your team’s War Meter. Spend it at the War Pad in your base (it’s right next to your team shop): Radar Sweep (25%): every enemy shows on your minimap for 15 seconds. Supply Drop (40%): two crates drop in your base yard, and only your team can open them. Titan (full meter): hold for 3 seconds and a giant Titan marches down the middle or around the flank toward the enemy base. The Titan smashes through rock, fights anything in its way and slams the enemy base for big points when it gets there. Base Protectors only chip at it, so someone has to go stop it. Kill an enemy Titan and your team gets a bounty, plus a huge pile of gems falls out of it. After a Titan dies, that team has to wait a bit before calling another. If the meter is full and nobody calls the Titan, a bot will walk over and do it. Bots also come help when you’re getting shot. Not all of them though, just a couple. Like real teammates. Outposts and battles There are two Outposts out on the map. Stand on one with no enemies around to take it for your team. You can bank there, and you’ll sometimes respawn there too. Events are team battles now. The team that does best wins the battle and gets a nice chunk of points and War Meter. The Core is now the Mother Lode , a giant gem deposit in the middle of the map. No Storm Circle in 2TDM. It just didn’t work with two bases :slight_smile: Other changes and fixes Hunted is now simply the #1 player on the leaderboard, in FFA too. In 2TDM each team hunts the other team’s #1. Hunted players show as a skull, crowned players show as a crown, and nobody gets two marks at once. The minimap is a lot cleaner. Chests are gone from it, and the War Pad, shops and Outposts all have labels. Save codes only work in the mode you saved them in. FFA saves restore in FFA, and 2TDM saves restore in 2TDM. Regrowing rocks are much tougher, look like real rock while they grow, and drop their gems when you break them. Sightline and other tanks built off Falcon fire their main gun with right click, like Falcon does. Firefly is gone. (Overlord upgrade) Three auto turrets, a swarm of drones AND invisibility was a bit much. Bots score properly now instead of always sitting at the bottom of the leaderboard. Fixed the spawn camera sometimes zooming out and back in when you drop in. Fixed a few text spots that looked blotchy and the Points bar text sitting off-centre. psst the trailer is up too, go watch it : D"}, {"post_id": 77450, "ts": "2026-10-07T01:57:53Z", "hours": 17.9803, "text": "Devlog 6 Play at: https://corez.io 6 days ago Corez went live on corez.games. Since then I moved it to corez.io , shipped a HUGE v2, and rebuilt a ton of the game based on what players told me. It’s honestly a different game now, so make sure to read it! NEW HOME: corez.io The game now lives at corez.io (old links still bring you here) Moved to faster US servers, so way less lag The homepage loads about twice as fast and you can hit Play right away There’s a whole live raid playing behind the menu now, tanks mining and breaking rocks ROCKS GOT A GLOW UP 6 rock biomes: Sandstone, Red Clay, Mossy Hollows, Crystal Caves, Magma Veins and Obsidian Deep Gems sit inside the rocks, and the deeper you go the tougher the rock and the better the loot Mining feels way better: rock dust flies into your tank as you shoot, ore pays gems while you chip it, and gems fly straight to you when it breaks Mining is faster for everyone, no Mining Power points needed to have fun HOW RAIDS WORK NOW Most points wins! Points = gems you bank + kills + crowns At the last storm the top 3 players get crowns. Hold one for bonus points, or knock it off someone to steal it and their points Whoever is in 1st gets a bounty on their head, so nobody can just coast to the win Kills and gems are worth more as the storm closes in Every storm starts as the full rock circle and slides to a random spot DYING DOESN’T WRECK YOU ANYMORE Banked gems are 100% safe, always You keep 30% of the gems you were carrying “Respawn as (your tank)” puts you right back in with the same tank and stats Same stats and Random build buttons, so no more spending 50 points every life Vault shield when you leave a vault after banking, and safer respawns away from whoever just killed you THE CORE FIGHTS BACK The Core now shoots bullets you can dodge and sends drones you can shoot down Land the final hit for a 20% chance at a random shop item you don’t own yet! TONS OF NEW STUFF 81 achievements, including secret ones Raid perks every 5000 points Every skin redone as clean patterns that keep your team colour Sidekicks now mine rocks with you Daily rewards that give gemdust for the shop, and a View All tab to preview every cosmetic New HP and shield bars, a cleaner HUD, better chat bubbles Team Banks: break the banner to own it Press B to bank everything DUOS Fixed joining alone, the “away” bug and getting stuck on connecting Crowns work in Duos now, and they count for your team COMING NEXT: 650+ NEW TANKS A brand new Splitter branch Tier 5 tanks you unlock by growing to 2x your size mid-raid Over 770 tanks in total, and bots use them too That’s a LOT, so thank you to everyone who played and gave feedback, it literally shaped this whole update. Which tank branch are you most excited for? Comment below!"}, {"post_id": 75762, "ts": "2026-10-01T00:45:19Z", "hours": 34.7972, "text": "GAME PUBLISHED!!!! PLAY AT htttps://corez.games I PUBLISHED THE GAME YAYAYAYAYAYAYAYAY So a huuuuuuuggggeeeee recap of the stuff I did - put short Added growth mode Setup oracle server Bought a domain from name.com Setup the game for mobile Made accounts Added shop, locker, profile Setup password/username reset flow Created a discord bot that has commands to monitor the game nad stuff Added quests Added contracts Buffed factory, buffed autospawner, buffed annhilator, nerfed constructor, buffed rammer class, nerfed barricade, buffed streamliner, buffed penta shot, buffed triplet, buffed nailgun, nerfed conqueror (etc look at discord) FIXED TWO HUNDRED AND NINETY EIGHT BUGS (Yes, THAT many bugs accross all the commits) Added a working raid timer Added a alive tab and made it work Added a save command to save score Made banked gems stay accross sessions Added new ability rock barrage which spawns 10 rocks and destroys thigsn in the way Made rocks grow back 1/2 the speed of before Made gem rain Made meteor shower Revamped tutorial entirely Added mini tutorial first join Added guest login, username login, and discord login Added rankings bronze, silver, gold, plat, diamond, emerald, and champion Added leaderboard Created 40 skins Created 40 namestyles Added duos Made a new chat for duos Added esc keybind to open chat ingame Added friends Added a feature to chat with friends Designed logo and updated game name to Corez.io instead of Digwars Sound disabled by default Added performance settings in settings Added invite codes to the game which gives gemdust Added game currency gemdust to use in skin/name shop Added feedback page Made a YT channel Made a tiktok Published to itch, gamejolt, iogames.space, and a few others Added a contributors page Added play + win streaks daily Added and updated changelog Revamped ui, upgrade bars, and skill stats bar Added new raid overrides Added kill logs Made abilities usable on mobile Added custom movable joysticks on mobile Added new ui to mobile Added new storm look Added raid winners Added way too much to type out in stardance, ill post some more next time!! Join the discord or give feedback via the feedback button on homepage"}, {"post_id": 72938, "ts": "2026-09-24T02:31:56Z", "hours": 4.0744, "text": "just fixing more bugs… ahhhhhhhhhhhhhhhh Fixed a socket disconnect bug when 2 players joined the game at the same time Added a new spawn shield when spawning and a circle to indicate it Fixed lag issues that caused players to have less than 10fps and more than 7000ms ping. Fixed an error in which chests could overlap with rocks Made the time you could stay on rocks 3x Thats about it folks, just a small devlog for today. Hope yall enjoyed, thanks for reading!"}, {"post_id": 72492, "ts": "2026-09-23T02:27:19Z", "hours": 11.6403, "text": "Hi guys! Hope yall are doing well. I really changed my game a lot. Please give me any feedback you guys have (it can even be just that its laggy or a feature sucks!) Changes: Added bosses (4) which each look different and have their own capabilities Added rock-themed loot chests in rare and epic tier which each gives you gems, with a powerup guaranteed in the epic chest. Added Shop!!! Biggest change! Added over 20 items across kits, gear, drills, and siderarms! Configured the storm to properly work and also changed a BUNCH of ui, like moving leaderboard into minimap section, adding kill logs, adding notifications, moving the skill stats bottom right, etc. Added a NEW SKILL STAT: Mining power! Putting some points into this makes you mine faster! Added RAID OVERRIDES: These are overrides for the current storm phase which includes 1.5x size, more damage, rocket speed, etc! Test it out and give your feedback! https://digwars.hackclub.app/"}, {"post_id": 69442, "ts": "2026-09-17T02:01:30Z", "hours": 34.4983, "text": "Devlog 5 Play at: https://digwars.hackclub.app/ I have done a COMPLETE revamp on this game! Its a LOT of stuff but sure is interesting so make sure to read it! NEW MODE: BATTLE ROYALE, (Main and only mode now) How it works : Unlike regular battle royale where the last person to survive wins, this will be a battle royale lasting 2 hours and players can spawn in the middle of the match (chose this as we dont have many players) It lasts for 2 hours, and the storm comes from the edgs and closes in leaving a little final gap for 1.5 minutes, then resets, and the process continues creating an infinite storm loop Players CANNOT join during these 1.5 minutes and must spectate Purpose is to get as many kills and points as you can, which can be contributed to the shop to earn powerups for the game or cosmetics, and will also rank you up (once we add persistence and database) UI Revamps : Completely new death screen based on your rank in which you died and more stuff! Merged leaderboard with minimap which no shows 4 tabs - minimap, leaderboard, kill logs, and people alive. Added a lot of stuff like timers, notifications, etc Game updates : With the battle royale mode I have added: Bases: These look like outposts and can be killed and claimed by players. Claiming this acts like a zone of invulnerabity you can go to if you are attacked or low health. You have a ring on you with the color of the base signifying that you own it. You get kicked out 10 seconds after coming in. Also contains a vault inside to bank the gems Vaults: These are new vaults which rotate between rainbow colors. Any player can cash out their gems but only one player at a time per vault and they get kicked out after depositing Bug fixes : Heavily optimized so that the ping is as low as possible and the ping is now fully dependent on your location (server is in EU) Fixed a few bugs that caused the server to crash and some other stuff. Storm : The storm is a purple fog that closes in on players. A player in storm loses 10 health every second and dies with no health. For now it has a basic purple translucent look, will improve it. Theres SO much more but stardance is limiting me and Im also getting tired (waa) so see yall next time! Lmk what you guys think!"}, {"post_id": 60583, "ts": "2026-09-03T01:09:15Z", "hours": 7.6297, "text": "Devlog 4 Play it at: digwars.hackclub.app Changes: Added a hella sick background with moving tanks! (Image attached) Fixed 3-4 crucial bugs and made the game run way faster Fixed problems with bots being too conservative and not attacking afk players and such Im sorry that this devlog is hella short, I fractured my ring finger so I cant type much :( I really hope that this game succeeds and becomes at least a little popular (io-game popular); Ive spent way too much time for this and built too many projects to just quit this."}, {"post_id": 59288, "ts": "2026-09-01T00:12:56Z", "hours": 6.3742, "text": "Devlog 3 Play at digwars.hackclub.app! Added: Satchels Made game more compact instead of such a big map Planned out for shop Satchels: Satchels are kind of like backpacks behind players that show how much gems a player is holding so people with more gems has a more high risk play. I also fixed a BUNCH of bugs and got the game to run at around 75fps (which is an improvement from 50-60fps)"}, {"post_id": 51355, "ts": "2026-08-20T23:39:31Z", "hours": 18.2817, "text": "Devlog #2 Hi guys! Not sure why Im logging so many hours at a time, but regardless this is a another devlog for my gamer. Play it at www.digwars.hackclub.app ! Anyways, Ive done a LOT of stuff since my last devlog. 1. SFX All sfx were created by me using bfxr.net and exported as WAV files and imported into my game. I currently have 16 total sfx! List: Shooting SFX - Basic pew sound for shooting Drone Spawn - A little modern/motorised whirring type sound, lasts very short duration Rock Hit - Something that sounds like a rock being chipped except more 2d/gamified Rock Break - A light explosion/destroyal sound when a rock is destroyed Ore Break - Similar to rock break except a little more high pitched for a rock break which has gem(s) inside it Gem Pickup - A coin collecting type sound or a nice ding for a currency collecting type sound Satchel Full - A warning type sound that only sounds for like 1.5 seconds to notify the user to bank their gems Deposit Tick - A repeated tick sound that plays when depositing gems Deposit Done - A celebration or “yay” kinda sfx when the gems have all been deposited. Bank Celebration - Another nice ding except more intense as an achievement Combat Hit - A adrenaline rushing boop collision noise Combat Hurt - A health lowering typa sfx Combat Kill - Another adrenaline rushing exciting noise (srry cant describe lol) Death On Screen - Similar to combat kill, less intense Button UI Click - Just ur normal mouse click sound Rammer Movement - A whirring sound that is calm and low Also added sound options, as in screenshot 1. 2. Bots Not much to say here I added bots which move very much like human players and play like them, they were heavily tested, and improvised by analyzing where they got stuck, what they were missing, etc. Total of 40 bots for now due to the massive arena size. Initially added chat mechanics for the bots using deepseek api but that didnt go well. 3. Improved tutorial + New UI I did a complete overhaul on the UI and made it look pretty much new (though I have to improve it more it still looks slightly bad) Also made a WAYYY better tutorial! Its really awesome, gives u a nice small sandbox like arena just to learn every single one of the game mechanics. It uses a tiny part of the cpu and ram from the overall nest server. Thanks for reading this! Check out my game if yall want to as well; Cya next time!"}, {"post_id": 41718, "ts": "2026-08-06T03:08:25Z", "hours": 0.5606, "text": "Sub-Devlog #2 Not really a devlog, but just wanted to post a link for you guys to try out my game, will obviously make more devlogs on updating the game until I publish it officially. https://digwars.hackclub.app/#dw **Domain is based in europe, so it will lag in non-europe region, but its interpolated so other than input delay there shouldnt be any other problems."}, {"post_id": 41068, "ts": "2026-08-05T00:55:52Z", "hours": 89.6175, "text": "Hi guys! 👋 Test out my game here: https://digwars.hackclub.app/#dw (based in europe) I still have to roll out around 10 features and other bug fixes, so its obviously just a demo url, not the final game! This is my first devlog for my game, I’m sorry if it’s too long, I had to encompass around 90 hours of coding into one devlog. This is a comprehensive summary of my game and all of the functions of it. 🪨 What is Dig Wars? Dig Wars is a 2 team tank battle game where the whole map is a giant rock that never stops growing back :D You mine through it to collect gems, carry them back to your base vault to bank them, and fight the other team for control of the tunnels. 🌋 The Living Wall Every rock cell has health, and destroyed cells grow back after ~35 seconds over ~7 seconds, physically expanding and pushing tanks out of the way. Trapped between two growing rocks? You get crushed :D Tunnels heal from the walls inward, so active tunnels stay open while abandoned ones seal up. The side with more holes regrows faster, keeping the front line drifting back to center. ⛏️ Mining Every tank class has its own mining rate. Snipers and destroyers are excellent miners, drone classes are great escorts, drum classes barely scratch the rock. There’s a per player mining budget too, so you can’t spray clear a wall with an octo. Focused digging is fast. And the deeper you go, the harder the rock gets. 💎 Ore and Gems ~15% of rock cells contain ore. Four tiers: Copper - surface, ~40 gems Azurite - mid depth, ~90 gems Core Shards - deep, 400+ gems, glows through rock Emeralds - only 3 in the wall at once, server wide announcement when mined Breaking ore spawns gems exactly where the crystals are drawn. I had to keep four mirrored Voronoi implementations bit identical. Nightmare but it works :D 🎒 The Satchel Gems ride on your tank as a growing money bag others can see. You’re a target, an escort mission, and a gambling problem all at once. Cap of 4000 with a pulsing “Gem limit reached, please bank it!” warning Heavy gems slow you up to ~20% Die and you drop 60% of what you carried. Painful. :D 🏦 Banking The vault pad has a full UI: Carried, Already banked, and an input box for banking a custom ammount of gems. Deposits at 300 gems/sec, damage interrupts, so those last seconds are tense. A team war bar compares blue vs red banked totals with a live frontier notch. ⚡ The Rifts 2 Canyons, one towards the top and one towards the bottom going all the way from left to right, acting as tunnels for people too lazy to mine, which naturally makes it a hub for fighting. 🚩 Forward Outposts Hold a banner beacon for 30 seconds to capture a pocket in the wall. Gives forward respawn, field banking at 80%, and a no regrow radius. Enemies can shoot the beacon, and the wall always grows over it. 🗺️ World Map Fortnite style vector minimap and full screen map showing terrain, craters, bases, outposts, and the Rift. 🔊 Audio Fully procedural sound engine using the Web Audio API, no audio files. Rock cracks pitch up near death, breaking rock crunches, gems chime. Distance attenuation and stereo panning included. 🧠 The Tech The TerrainGrid tracks every rock cell’s health, alive state, ore tier, and deposits. Regrowth tracks death time, generation counters for re rolling ore, growth progress, and crush mechanics. Growing rocks have scaled collision so a 20% grown rock doesn’t block bullets. Trapping someone during regrowth is a strategy :D 🚀 What’s Next Core chambers and heists (crack a sealed chamber, erupts a gem fountain), a shop with drill tiers and consumables, bounties, war effort, and events. Plus a real playtest pass :D Thanks for reading all the way through! If you have questions or ideas, comment below or msg me on discord ( fire_warriorx ). Cya next time!"}]...
|
Title: Corez.io by @FireWarrior | Stardance
Devlo Title: Corez.io by @FireWarrior | Stardance
Devlogs:
Hi guys! 👋 Test out my game here: https://digwars.hackclub.app/#dw (based in europe) I still have to roll out around 10 features and other bug fixes, so its obviously just a demo url, not the final game! This is my first devlog for my game, I’m sorry if it’s too long, I had to encompass around 90 hours of coding into one devlog. This is a comprehensive summary of my game and all of the functions of it. 🪨 What is Dig Wars? Dig Wars is a 2 team tank battle game where the whole map is a giant rock that never stops growing back :D You mine through it to collect gems, carry them back to your base vault to bank them, and fight the other team for control of the tunnels. 🌋 The Living Wall Every rock cell has health, and destroyed cells grow back after ~35 seconds over ~7 seconds, physically expanding and pushing tanks out of the way. Trapped between two growing rocks? You get crushed :D Tunnels heal from the walls inward, so active tunnels stay open while abandoned ones seal up. The side with more holes regrows faster, keeping the front line drifting back to center. ⛏️ Mining Every tank class has its own mining rate. Snipers and destroyers are excellent miners, drone classes are great escorts, drum classes barely scratch the rock. There’s a per player mining budget too, so you can’t spray clear a wall with an octo. Focused digging is fast. And the deeper you go, the harder the rock gets. 💎 Ore and Gems ~15% of rock cells contain ore. Four tiers: Copper - surface, ~40 gems Azurite - mid depth, ~90 gems Core Shards - deep, 400+ gems, glows through rock Emeralds - only 3 in the wall at once, server wide announcement when mined Breaking ore spawns gems exactly where the crystals are drawn. I had to keep four mirrored Voronoi implementations bit identical. Nightmare but it works :D 🎒 The Satchel Gems ride on your tank as a growing money bag others can see. You’re a target, an escort mission, and a gambling problem all at once. Cap of 4000 with a pulsing “Gem limit reached, please bank it!” warning Heavy gems slow you up to ~20% Die and you drop 60% of what you carried. Painful. :D 🏦 Banking The vault pad has a full UI: Carried, Already banked, and an input box for banking a custom ammount of gems. Deposits at 300 gems/sec, damage interrupts, so those last seconds are tense. A team war bar compares blue vs red banked totals with a live frontier notch. ⚡ The Rifts 2 Canyons, one towards the top and one towards the bottom going all the way from left to right, acting as tunnels for people too lazy to mine, which naturally makes it a hub for fighting. 🚩 Forward Outposts Hold a banner beacon for 30 seconds to capture a pocket in the wall. Gives forward respawn, field banking at 80%, and a no regrow radius. Enemies can shoot the beacon, and the wall always grows over it. 🗺️ World Map Fortnite style vector minimap and full screen map showing terrain, craters, bases, outposts, and the Rift. 🔊 Audio Fully procedural sound engine using the Web Audio API, no audio files. Rock cracks pitch up near death, breaking rock crunches, gems chime. Distance attenuation and stereo panning included. 🧠 The Tech The TerrainGrid tracks every rock cell’s health, alive state, ore tier, and deposits. Regrowth tracks death time, generation counters for re rolling ore, growth progress, and crush mechanics. Growing rocks have scaled collision so a 20% grown rock doesn’t block bullets. Trapping someone during regrowth is a strategy :D 🚀 What’s Next Core chambers and heists (crack a sealed chamber, erupts a gem fountain), a shop with drill tiers and consumables, bounties, war effort, and events. Plus a real playtest pass :D Thanks for reading all the way through! If you have questions or ideas, comment below or msg me on discord ( fire_warriorx ). Cya next time!
Sub-Devlog #2 Not really a devlog, but just wanted to post a link for you guys to try out my game, will obviously make more devlogs on updating the game until I publish it officially. https://digwars.hackclub.app/#dw **Domain is based in europe, so it will lag in non-europe region, but its interpolated so other than input delay there shouldnt be any other problems.
Devlog #2 Hi guys! Not sure why Im logging so many hours at a time, but regardless this is a another devlog for my gamer. Play it at www.digwars.hackclub.app ! Anyways, Ive done a LOT of stuff since my last devlog. 1. SFX All sfx were created by me using bfxr.net and exported as WAV files and imported into my game. I currently have 16 total sfx! List: Shooting SFX - Basic pew sound for shooting Drone Spawn - A little modern/motorised whirring type sound, lasts very short duration Rock Hit - Something that sounds like a rock being chipped except more 2d/gamified Rock Break - A light explosion/destroyal sound when a rock is destroyed Ore Break - Similar to rock break except a little more high pitched for a rock break which has gem(s) inside it Gem Pickup - A coin collecting type sound or a nice ding for a currency collecting type sound Satchel Full - A warning type sound that only sounds for like 1.5 seconds to notify the user to bank their gems Deposit Tick - A repeated tick sound that plays when depositing gems Deposit Done - A celebration or “yay” kinda sfx when the gems have all been deposited. Bank Celebration - Another nice ding except more intense as an achievement Combat Hit - A adrenaline rushing boop collision noise Combat Hurt - A health lowering typa sfx Combat Kill - Another adrenaline rushing exciting noise (srry cant describe lol) Death On Screen - Similar to combat kill, less intense Button UI Click - Just ur normal mouse click sound Rammer Movement - A whirring sound that is calm and low Also added sound options, as in screenshot 1. 2. Bots Not much to say here I added bots which move very much like human players and play like them, they were heavily tested, and improvised by analyzing where they got stuck, what they were missing, etc. Total of 40 bots for now due to the massive arena size. Initially added chat mechanics for the bots using deepseek api but that didnt go well. 3. Improved tutorial + New UI I did a complete overhaul on the UI and made it look pretty much new (though I have to improve it more it still looks slightly bad) Also made a WAYYY better tutorial! Its really awesome, gives u a nice small sandbox like arena just to learn every single one of the game mechanics. It uses a tiny part of the cpu and ram from the overall nest server. Thanks for reading this! Check out my game if yall want to as well; Cya next time!
Devlog 3 Play at digwars.hackclub.app! Added: Satchels Made game more compact instead of such a big map Planned out for shop Satchels: Satchels are kind of like backpacks behind players that show how much gems a player is holding so people with more gems has a more high risk play. I also fixed a BUNCH of bugs and got the game to run at around 75fps (which is an improvement from 50-60fps)
Devlog 4 Play it at: digwars.hackclub.app Changes: Added a hella sick background with moving tanks! (Image attached) Fixed 3-4 crucial bugs and made the game run way faster Fixed problems with bots being too conservative and not attacking afk players and such Im sorry that this devlog is hella short, I fractured my ring finger so I cant type much :( I really hope that this game succeeds and becomes at least a little popular (io-game popular); Ive spent way too much time for this and built too many projects to just quit this.
Devlog 5 Play at: https://digwars.hackclub.app/ I have done a COMPLETE revamp on this game! Its a LOT of stuff but sure is interesting so make sure to read it! NEW MODE: BATTLE ROYALE, (Main and only mode now) How it works : Unlike regular battle royale where the last person to survive wins, this will be a battle royale lasting 2 hours and players can spawn in the middle of the match (chose this as we dont have many players) It lasts for 2 hours, and the storm comes from the edgs and closes in leaving a little final gap for 1.5 minutes, then resets, and the process continues creating an infinite storm loop Players CANNOT join during these 1.5 minutes and must spectate Purpose is to get as many kills and points as you can, which can be contributed to the shop to earn powerups for the game or cosmetics, and will also rank you up (once we add persistence and database) UI Revamps : Completely new death screen based on your rank in which you died and more stuff! Merged leaderboard with minimap which no shows 4 tabs - minimap, leaderboard, kill logs, and people alive. Added a lot of stuff like timers, notifications, etc Game updates : With the battle royale mode I have added: Bases: These look like outposts and can be killed and claimed by players. Claiming this acts like a zone of invulnerabity you can go to if you are attacked or low health. You have a ring on you with the color of the base signifying that you own it. You get kicked out 10 seconds after coming in. Also contains a vault inside to bank the gems Vaults: These are new vaults which rotate between rainbow colors. Any player can cash out their gems but only one player at a time per vault and they get kicked out after depositing Bug fixes : Heavily optimized so that the ping is as low as possible and the ping is now fully dependent on your location (server is in EU) Fixed a few bugs that caused the server to crash and some other stuff. Storm : The storm is a purple fog that closes in on players. A player in storm loses 10 health every second and dies with no health. For now it has a basic purple translucent look, will improve it. Theres SO much more but stardance is limiting me and Im also getting tired (waa) so see yall next time! Lmk what you guys think!
Hi guys! Hope yall are doing well. I really changed my game a lot. Please give me any feedback you guys have (it can even be just that its laggy or a feature sucks!) Changes: Added bosses (4) which each look different and have their own capabilities Added rock-themed loot chests in rare and epic tier which each gives you gems, with a powerup guaranteed in the epic chest. Added Shop!!! Biggest change! Added over 20 items across kits, gear, drills, and siderarms! Configured the storm to properly work and also changed a BUNCH of ui, like moving leaderboard into minimap section, adding kill logs, adding notifications, moving the skill stats bottom right, etc. Added a NEW SKILL STAT: Mining power! Putting some points into this makes you mine faster! Added RAID OVERRIDES: These are overrides for the current storm phase which includes 1.5x size, more damage, rocket speed, etc! Test it out and give your feedback! https://digwars.hackclub.app/
just fixing more bugs… ahhhhhhhhhhhhhhhh Fixed a socket disconnect bug when 2 players joined the game at the same time Added a new spawn shield when spawning and a circle to indicate it Fixed lag issues that caused players to have less than 10fps and more than 7000ms ping. Fixed an error in which chests could overlap with rocks Made the time you could stay on rocks 3x Thats about it folks, just a small devlog for today. Hope yall enjoyed, thanks for reading!
GAME PUBLISHED!!!! PLAY AT htttps://corez.games I PUBLISHED THE GAME YAYAYAYAYAYAYAYAY So a huuuuuuuggggeeeee recap of the stuff I did - put short Added growth mode Setup oracle server Bought a domain from name.com Setup the game for mobile Made accounts Added shop, locker, profile Setup password/username reset flow Created a discord bot that has commands to monitor the game nad stuff Added quests Added contracts Buffed factory, buffed autospawner, buffed annhilator, nerfed constructor, buffed rammer class, nerfed barricade, buffed streamliner, buffed penta shot, buffed triplet, buffed nailgun, nerfed conqueror (etc look at discord) FIXED TWO HUNDRED AND NINETY EIGHT BUGS (Yes, THAT many bugs accross all the commits) Added a working raid timer Added a alive tab and made it work Added a save command to save score Made banked gems stay accross sessions Added new ability rock barrage which spawns 10 rocks and destroys thigsn in the way Made rocks grow back 1/2 the speed of before Made gem rain Made meteor shower Revamped tutorial entirely Added mini tutorial first join Added guest login, username login, and discord login Added rankings bronze, silver, gold, plat, diamond, emerald, and champion Added leaderboard Created 40 skins Created 40 namestyles Added duos Made a new chat for duos Added esc keybind to open chat ingame Added friends Added a feature to chat with friends Designed logo and updated game name to Corez.io instead of Digwars Sound disabled by default Added performance settings in settings Added invite codes to the game which gives gemdust Added game currency gemdust to use in skin/name shop Added feedback page Made a YT channel Made a tiktok Published to itch, gamejolt, iogames.space, and a few others Added a contributors page Added play + win streaks daily Added and updated changelog Revamped ui, upgrade bars, and skill stats bar Added new raid overrides Added kill logs Made abilities usable on mobile Added custom movable joysticks on mobile Added new ui to mobile Added new storm look Added raid winners Added way too much to type out in stardance, ill post some more next time!! Join the discord or give feedback via the feedback button on homepage
Devlog 6 Play at: https://corez.io 6 days ago Corez went live on corez.games. Since then I moved it to corez.io , shipped a HUGE v2, and rebuilt a ton of the game based on what players told me. It’s honestly a different game now, so make sure to read it! NEW HOME: corez.io The game now lives at corez.io (old links still bring you here) Moved to faster US servers, so way less lag The homepage loads about twice as fast and you can hit Play right away There’s a whole live raid playing behind the menu now, tanks mining and breaking rocks ROCKS GOT A GLOW UP 6 rock biomes: Sandstone, Red Clay, Mossy Hollows, Crystal Caves, Magma Veins and Obsidian Deep Gems sit inside the rocks, and the deeper you go the tougher the rock and the better the loot Mining feels way better: rock dust flies into your tank as you shoot, ore pays gems while you chip it, and gems fly straight to you when it breaks Mining is faster for everyone, no Mining Power points needed to have fun HOW RAIDS WORK NOW Most points wins! Points = gems you bank + kills + crowns At the last storm the top 3 players get crowns. Hold one for bonus points, or knock it off someone to steal it and their points Whoever is in 1st gets a bounty on their head, so nobody can just coast to the win Kills and gems are worth more as the storm closes in Every storm starts as the full rock circle and slides to a random spot DYING DOESN’T WRECK YOU ANYMORE Banked gems are 100% safe, always You keep 30% of the gems you were carrying “Respawn as (your tank)” puts you right back in with the same tank and stats Same stats and Random build buttons, so no more spending 50 points every life Vault shield when you leave a vault after banking, and safer respawns away from whoever just killed you THE CORE FIGHTS BACK The Core now shoots bullets you can dodge and sends drones you can shoot down Land the final hit for a 20% chance at a random shop item you don’t own yet! TONS OF NEW STUFF 81 achievements, including secret ones Raid perks every 5000 points Every skin redone as clean patterns that keep your team colour Sidekicks now mine rocks with you Daily rewards that give gemdust for the shop, and a View All tab to preview every cosmetic New HP and shield bars, a cleaner HUD, better chat bubbles Team Banks: break the banner to own it Press B to bank everything DUOS Fixed joining alone, the “away” bug and getting stuck on connecting Crowns work in Duos now, and they count for your team COMING NEXT: 650+ NEW TANKS A brand new Splitter branch Tier 5 tanks you unlock by growing to 2x your size mid-raid Over 770 tanks in total, and bots use them too That’s a LOT, so thank you to everyone who played and gave feedback, it literally shaped this whole update. Which tank branch are you most excited for? Comment below!
2TDM is released! There were a BUNCHHHHH of updates between my last devlog and this update and I cannot talk a lot because of midterms and Im also busy with some of this game stuff but this is all the new stuff published today! Update [2026-10-23] 2TDM is here! Blue vs Red Two bases, two teams, one map. When you press Play you get put on whichever team needs you, and its time to fight. How it works Each team has a base on its side of the map. Your base is safe. The enemy base is not. Step on their tiles and you die on the spot, and their Base Protectors also send drones at anyone who gets close. Bank gems to raise your team score! The Team Bank sits in the middle of your base, and the Eye Vault is a forward bank just outside it. The Center Vault is neutral, fast to reach, and the most dangerous place on the map to bank. Kills, banking and events all go to your team. The bar at the top shows who’s ahead today, and the score resets every day at midnight UTC. The map is split like a yin-yang, so each team’s side curls around behind the other base. Expect fights from more than one direction (basically flanking). Your teammates show on the minimap. Press G to drop an enemy marker that your whole team can see. New invite button in game: send a friend the link and they join your team. The War Meter and Titans Every gem your team banks and every fight you win fills your team’s War Meter. Spend it at the War Pad in your base (it’s right next to your team shop): Radar Sweep (25%): every enemy shows on your minimap for 15 seconds. Supply Drop (40%): two crates drop in your base yard, and only your team can open them. Titan (full meter): hold for 3 seconds and a giant Titan marches down the middle or around the flank toward the enemy base. The Titan smashes through rock, fights anything in its way and slams the enemy base for big points when it gets there. Base Protectors only chip at it, so someone has to go stop it. Kill an enemy Titan and your team gets a bounty, plus a huge pile of gems falls out of it. After a Titan dies, that team has to wait a bit before calling another. If the meter is full and nobody calls the Titan, a bot will walk over and do it. Bots also come help when you’re getting shot. Not all of them though, just a couple. Like real teammates. Outposts and battles There are two Outposts out on the map. Stand on one with no enemies around to take it for your team. You can bank there, and you’ll sometimes respawn there too. Events are team battles now. The team that does best wins the battle and gets a nice chunk of points and War Meter. The Core is now the Mother Lode , a giant gem deposit in the middle of the map. No Storm Circle in 2TDM. It just didn’t work with two bases :slight_smile: Other changes and fixes Hunted is now simply the #1 player on the leaderboard, in FFA too. In 2TDM each team hunts the other team’s #1. Hunted players show as a skull, crowned players show as a crown, and nobody gets two marks at once. The minimap is a lot cleaner. Chests are gone from it, and the War Pad, shops and Outposts all have labels. Save codes only work in the mode you saved them in. FFA saves restore in FFA, and 2TDM saves restore in 2TDM. Regrowing rocks are much tougher, look like real rock while they grow, and drop their gems when you break them. Sightline and other tanks built off Falcon fire their main gun with right click, like Falcon does. Firefly is gone. (Overlord upgrade) Three auto turrets, a swarm of drones AND invisibility was a bit much. Bots score properly now instead of always sitting at the bottom of the leaderboard. Fixed the spawn camera sometimes zooming out and back in when you drop in. Fixed a few text spots that looked blotchy and the Points bar text sitting off-centre. psst the trailer is up too, go watch it : D
Final Devlog (I think) Hi guys! As stardance comes to an end, so does my devlogs. I did a bunch these 5ish days, including fixing a HUGE amount of bugs in 2TDM, fixing up some perk stuff, deleting and adding new perks, testing some features, and adding over 550 tanks to the game. I will continue developing https://corez.io until it eventually dies; And hopefully a spark, one day, will make it great. Thank you for all of those who followed my project, liked my devlogs, and tested out my game. It really means a lot to me. Attached are some stats for my game, and Im proud of it. Good luck to yall on your journey, and may we cross paths again. Farewell, The Fire Warrior.
Ships:
Hi guys! For stardance, I made a game; named Corez.io. You can play it at: https://corez.io . This game is a 2d diep.io-based fangame, which has 2 modes for now: 2TDM (2 Team Death-Match) and FFA (Free For All). You spawn in, upgrade your tank, mine rocks, and get to the fight. You can upgrade your stats, get perks every 5000 points, climb the leaderboard, get gems, spend them, and top the global leaderboard. In 2TDM you get to play on one of 2 teams and get to help your team fill the war meter and call in your very own titan - who helps you push the other team. Accounts have shops for cosmetics, locker to use them, profile for the profile details, leaderboard for 4 different global leaderboard, and a friends tab to add friends and chat with them. Hope you have fun, and give me as much feedback as you can!...
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1793447667.8343668
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1793534067.8343668
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43696
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Minecraft-WEB EDITION by @Mrkalidas | Stardance
|
Mrkalidas
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1
|
11.0
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29
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T03:27:42Z", "hours": 11.0, "multiplier": 2.88, "payout": 29, "blessing": "neutral", "text": "The hardest part was figuring out which block faces to actually draw. Render every side of every block and the game grinds to a halt the moment you can see any real distance, so each block checks its six neighbors and only draws a face if something isn’t blocking it. What I’m most proud of: there’s not a single image or audio file anywhere in this project. Every texture is painted onto a canvas by code, and every sound effect is generated live in the browser — pitch and tone shifting depending on what you’re breaking, plus soft ambient notes that only play during the day. To test it: it’s fully browser-based, nothing to install. WASD to move, click once to lock your mouse and look around, left click breaks blocks, right click places them, scroll wheel switches your held item. Live version’s up at kalidas-blip.github.io/The-Minecraft-WEB-EDITION, or grab the source and just open index.html", "repo": "https://github.com/kalidas-blip/The-Minecraft-WEB-EDITION", "demo": "https://kalidas-blip.github.io/The-Minecraft-WEB-EDITION/"}]...
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[{"post_id": 43050, "ts": "202 [{"post_id": 43050, "ts": "2026-08-08T03:17:15Z", "hours": 10.9497, "text": "Devlog — Minecraft Web EditionOkay, doing this. A Minecraft-style game that runs in the browser. No art files, no build tools — one HTML page, one JS file, a free 3D library. If it can’t run by just opening a file, I’ve overcomplicated it.Day 1: Nothing shows up on screen yet, on purpose. First I picked an older, stable version of the 3D library so I could load it with one line and skip all setup. Then I built a tiny messaging system — different parts of the game (menus, sound, the world) send out “this happened” messages instead of being tangled together directly. Next, a random number generator that gives the same results every time for the same starting seed, so a world can be rebuilt exactly. The part I was nervous about was the terrain math — what turns randomness into hills that look like hills instead of jagged noise. I tested it with plain numbers before touching any graphics, since debugging math and a broken 3D scene at once sounded miserable. Last thing: one big list of every block type — solid or not, see-through or not, what color. Almost everything else reads from that list.Day 2: Time to make it look real. There are zero image files anywhere in this project — every texture is drawn straight onto a canvas by code and combined into one sheet the game pulls from. A few blocks needed fixes, like leaves needing to look solid, and water, glass, and ice needing to be see-through. The hardest part: deciding which faces of each block to draw. Drawing every side of every block would grind the game to a halt, so each block checks its six neighbors and only draws a face if something isn’t blocking it. Water got its own see-through layer so it blends properly. Then movement — checking each direction one at a time, stopping you before you’d walk into a block — and controls: mouse locks for looking around, keyboard to move, scroll to switch items, click to break or place. By the end of day two I could walk around a world that felt real. Biggest win of the whole project.Day 3: Making it feel alive, not just technically working. Added simple creatures that wander around, an inventory, and crafting that checks what you’re holding against a recipe list. Sound turned out fun, also file-free — every effect is generated on the spot, tone and pitch shifting by what you’re breaking, and even the background music is just random soft notes playing quietly during the day. Genuinely proud of that one. Set up lighting so the world doesn’t look flat, and made every menu a simple on-screen box instead of building it into the 3D world — way easier, and you can’t tell the difference playing it.Honest note, caught while writing this: somewhere along the way I left a leftover scrap of code in the HTML file. Won’t break anything, but it’ll show up as stray text on the page. Still on my list to delete."}]...
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Title: Minecraft-WEB EDITION by @Mrkalidas | Stard Title: Minecraft-WEB EDITION by @Mrkalidas | Stardance
Devlogs:
Devlog — Minecraft Web EditionOkay, doing this. A Minecraft-style game that runs in the browser. No art files, no build tools — one HTML page, one JS file, a free 3D library. If it can’t run by just opening a file, I’ve overcomplicated it.Day 1: Nothing shows up on screen yet, on purpose. First I picked an older, stable version of the 3D library so I could load it with one line and skip all setup. Then I built a tiny messaging system — different parts of the game (menus, sound, the world) send out “this happened” messages instead of being tangled together directly. Next, a random number generator that gives the same results every time for the same starting seed, so a world can be rebuilt exactly. The part I was nervous about was the terrain math — what turns randomness into hills that look like hills instead of jagged noise. I tested it with plain numbers before touching any graphics, since debugging math and a broken 3D scene at once sounded miserable. Last thing: one big list of every block type — solid or not, see-through or not, what color. Almost everything else reads from that list.Day 2: Time to make it look real. There are zero image files anywhere in this project — every texture is drawn straight onto a canvas by code and combined into one sheet the game pulls from. A few blocks needed fixes, like leaves needing to look solid, and water, glass, and ice needing to be see-through. The hardest part: deciding which faces of each block to draw. Drawing every side of every block would grind the game to a halt, so each block checks its six neighbors and only draws a face if something isn’t blocking it. Water got its own see-through layer so it blends properly. Then movement — checking each direction one at a time, stopping you before you’d walk into a block — and controls: mouse locks for looking around, keyboard to move, scroll to switch items, click to break or place. By the end of day two I could walk around a world that felt real. Biggest win of the whole project.Day 3: Making it feel alive, not just technically working. Added simple creatures that wander around, an inventory, and crafting that checks what you’re holding against a recipe list. Sound turned out fun, also file-free — every effect is generated on the spot, tone and pitch shifting by what you’re breaking, and even the background music is just random soft notes playing quietly during the day. Genuinely proud of that one. Set up lighting so the world doesn’t look flat, and made every menu a simple on-screen box instead of building it into the 3D world — way easier, and you can’t tell the difference playing it.Honest note, caught while writing this: somewhere along the way I left a leftover scrap of code in the HTML file. Won’t break anything, but it’ll show up as stray text on the page. Still on my list to delete.
Ships:
The hardest part was figuring out which block faces to actually draw. Render every side of every block and the game grinds to a halt the moment you can see any real distance, so each block checks its six neighbors and only draws a face if something isn’t blocking it. What I’m most proud of: there’s not a single image or audio file anywhere in this project. Every texture is painted onto a canvas by code, and every sound effect is generated live in the browser — pitch and tone shifting depending on what you’re breaking, plus soft ambient notes that only play during the day. To test it: it’s fully browser-based, nothing to install. WASD to move, click once to lock your mouse and look around, left click breaks blocks, right click places them, scroll wheel switches your held item. Live version’s up at kalidas-blip.github.io/The-Minecraft-WEB-EDITION, or grab the source and just open index.html...
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1792878582.4113262
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1793742582.4113262
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43719
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Slack Bot by @elvincheung0321 | Stardance
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elvincheung0321
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T07:10:20Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Im glad I was able to work with javascript since I’ve always heard it was very powerful and is the main thing in web devlopment, learning how to directly work with apis through javascript instead of having a backend to use python to do so is quite a rewarding learning experience. I hope to keep learning javascript and polish my skills!", "repo": "https://github.com/elvincheung0321/slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BMU01QJLE"}]...
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[{"post_id": 40584, "ts": "202 [{"post_id": 40584, "ts": "2026-08-04T07:07:15Z", "hours": 0.3647, "text": "Finished my first ever slack bot!"}]...
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Title: Slack Bot by @elvincheung0321 | Stardance
Title: Slack Bot by @elvincheung0321 | Stardance
Devlogs:
Finished my first ever slack bot!
Ships:
Im glad I was able to work with javascript since I’ve always heard it was very powerful and is the main thing in web devlopment, learning how to directly work with apis through javascript instead of having a backend to use python to do so is quite a rewarding learning experience. I hope to keep learning javascript and polish my skills!...
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1792878604.7041209
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1793742604.7041209
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43722
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Wispen by @Saad | Stardance
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Saad
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1
|
9.0
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63
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T07:05:47Z", "hours": 9.0, "multiplier": 7.31, "payout": 63, "blessing": "neutral", "text": "I made Wispen — a chrome extension that shows instant insights about any webpage. click the icon and see reading time, color palette (click to copy hex), fonts used, links, images, headings, and load time. one click, no setup. challenging part: getting the popup to talk to the actual webpage. popup scripts can’t just read the page — you have to inject a function into the tab with chrome.scripting.executeScript. also spent around an hour on a css bug where the loading spinner refused to hide even after data loaded. turned out to be a specificity issue, one !important fixed it. proud of: the ui actually looks like something i’d install. the color palette feature genuinely works well on real websites. to test: download from github, open chrome://extensions, turn on developer mode, click “load unpacked”, select the wispen folder, pin the icon. try it on any site (stripe.com looks great).", "repo": "https://github.com/pluto-fainted/wispen", "demo": "https://github.com/pluto-fainted/wispen/releases/latest"}]...
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[{"post_id": 40570, "ts": "202 [{"post_id": 40570, "ts": "2026-08-04T06:42:43Z", "hours": 8.5869, "text": "I built a chrome extension!! Wispen is a small web extention that shows instant insights of any webpage. you just have to click on the icon on any site and a small panel overlays and it shows you: reading time and word count every font used on the website [click to copy] every color used on the website [click to copy hex] links, images and headings count page load time and total size a copy button that exports a full text summary there were two reasons of why I built it, first is that I had to participate in the Widget program by hackclub(had to make a browser extension) and second i kept opening dev tools if I wanted to get some font from a site i liked everytime. the extension doesn’t have any backend, no login, no tracking, just simple html, css and js and manifest v3"}]...
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Title: Wispen by @Saad | Stardance
Devlogs:
I bui Title: Wispen by @Saad | Stardance
Devlogs:
I built a chrome extension!! Wispen is a small web extention that shows instant insights of any webpage. you just have to click on the icon on any site and a small panel overlays and it shows you: reading time and word count every font used on the website [click to copy] every color used on the website [click to copy hex] links, images and headings count page load time and total size a copy button that exports a full text summary there were two reasons of why I built it, first is that I had to participate in the Widget program by hackclub(had to make a browser extension) and second i kept opening dev tools if I wanted to get some font from a site i liked everytime. the extension doesn’t have any backend, no login, no tracking, just simple html, css and js and manifest v3
Ships:
I made Wispen — a chrome extension that shows instant insights about any webpage. click the icon and see reading time, color palette (click to copy hex), fonts used, links, images, headings, and load time. one click, no setup. challenging part: getting the popup to talk to the actual webpage. popup scripts can’t just read the page — you have to inject a function into the tab with chrome.scripting.executeScript. also spent around an hour on a css bug where the loading spinner refused to hide even after data loaded. turned out to be a specificity issue, one !important fixed it. proud of: the ui actually looks like something i’d install. the color palette feature genuinely works well on real websites. to test: download from github, open chrome://extensions, turn on developer mode, click “load unpacked”, select the wispen folder, pin the icon. try it on any site (stripe.com looks great)....
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1793533954.2373977
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1793620354.2373977
|
|
43723
|
personal website by @pixi | Stardance
|
pixi
|
1
|
24.0
|
383
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T01:04:50Z", "hours": 24.0, "multiplier": 15.93, "payout": 383, "blessing": "neutral", "text": "I built my personal website in SvelteKit! This is a remake of my previous site which was made in plain HTML+CSS+JS. I made the switch because I wanted to add additional functionality to my site, such as listing my blog posts by reading my blog’s RSS feed. Components also make development SO much easier since this site uses so much repeating elements (windows, projects, artwork , etc.) This is my first Sveltekit project, so it was difficult learning the ropes at first. Even so, developing with Sveltekit is a lot more intuitive than Next.js, which I found to be a pain. This site was very much inspired by sites on neocities and nekoweb! I wanted to make a site that emulated that retro feel while still feeling practical to use!", "repo": "https://github.com/pxlinspace/personal-website", "demo": "https://pxlin.space"}]...
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[{"post_id": 49916, "ts": "202 [{"post_id": 49916, "ts": "2026-08-18T21:40:03Z", "hours": 5.3514, "text": "Finalizing my personal website! windows are now decorated with an icon and gradient home page is now completely responsive for mobile screens made all windows evenly spaced apart added favicon spent 2 hrs animating an 88x31 button, and also added a buttons window added my site to the page webring!"}, {"post_id": 49260, "ts": "2026-08-17T23:07:34Z", "hours": 3.1861, "text": "Showing featured projects and my latest blog posts on my website’s homepage New featured projects window added a system that fetches the rss feed from my blog and uses fast-xml-parser to return data about my latest posts new blogpost component that displays the blog’s thumbnail, title, description, and date the gif of me now disappears when window shrinks the about me page is also now fully responsive with the cool cat changing size and moving to the next line"}, {"post_id": 47830, "ts": "2026-08-16T01:35:43Z", "hours": 3.6144, "text": "Adding an art page to my personal website created all of the art data (filename, description, alt desc) in a separate ts object new artwork component that processes that art data and displays it as a square the art page is responsive and will change to two columns when shrinked Whenever an artwork is clicked, it’ll show the art in full, as well as a description."}, {"post_id": 47393, "ts": "2026-08-15T09:43:02Z", "hours": 6.7469, "text": "Creating the projects page on my personal website! I’m starting to see why SvelteKit is so popular, development with it is so fun and intuitive! My name now moves in a wave and has a rainbow gradient! created the projects page There is now a ts file dedicated to importing lists of images from folders. I’m using it to import the icons and the project thumbnails. New project component for each project! Did my best to make it look elegant and concise. They’re inspired by Nicky Case’s project page"}, {"post_id": 42466, "ts": "2026-08-07T06:52:28Z", "hours": 5.1414, "text": "Rewriting my old personal website with SvelteKit! I’m was very happy with my personal website, but because it was written entirely with plain HTML CSS JS, modifying it became tedious. The code was bloated and messy, especially since there were so many repeating parts. I switched to SvelteKit to deal with this, and also because I plan on adding additional functionality to my website! Progress: Transcribed all of the old HTML CSS code into reusable Svelte components (the window divs, the sidebar links) The javascript canvas elements (the fish background and the little idiots that you can drag around) were also turned into Svelte components! Made a lot of modifications to the old about me page. Not only is it now a route, so the fish background is preserved, but it’s now a lot more stylized and some descriptions were added/changed."}]...
|
Title: personal website by @pixi | Stardance
Devl Title: personal website by @pixi | Stardance
Devlogs:
Rewriting my old personal website with SvelteKit! I’m was very happy with my personal website, but because it was written entirely with plain HTML CSS JS, modifying it became tedious. The code was bloated and messy, especially since there were so many repeating parts. I switched to SvelteKit to deal with this, and also because I plan on adding additional functionality to my website! Progress: Transcribed all of the old HTML CSS code into reusable Svelte components (the window divs, the sidebar links) The javascript canvas elements (the fish background and the little idiots that you can drag around) were also turned into Svelte components! Made a lot of modifications to the old about me page. Not only is it now a route, so the fish background is preserved, but it’s now a lot more stylized and some descriptions were added/changed.
Creating the projects page on my personal website! I’m starting to see why SvelteKit is so popular, development with it is so fun and intuitive! My name now moves in a wave and has a rainbow gradient! created the projects page There is now a ts file dedicated to importing lists of images from folders. I’m using it to import the icons and the project thumbnails. New project component for each project! Did my best to make it look elegant and concise. They’re inspired by Nicky Case’s project page
Adding an art page to my personal website created all of the art data (filename, description, alt desc) in a separate ts object new artwork component that processes that art data and displays it as a square the art page is responsive and will change to two columns when shrinked Whenever an artwork is clicked, it’ll show the art in full, as well as a description.
Showing featured projects and my latest blog posts on my website’s homepage New featured projects window added a system that fetches the rss feed from my blog and uses fast-xml-parser to return data about my latest posts new blogpost component that displays the blog’s thumbnail, title, description, and date the gif of me now disappears when window shrinks the about me page is also now fully responsive with the cool cat changing size and moving to the next line
Finalizing my personal website! windows are now decorated with an icon and gradient home page is now completely responsive for mobile screens made all windows evenly spaced apart added favicon spent 2 hrs animating an 88x31 button, and also added a buttons window added my site to the page webring!
Ships:
I built my personal website in SvelteKit! This is a remake of my previous site which was made in plain HTML+CSS+JS. I made the switch because I wanted to add additional functionality to my site, such as listing my blog posts by reading my blog’s RSS feed. Components also make development SO much easier since this site uses so much repeating elements (windows, projects, artwork , etc.) This is my first Sveltekit project, so it was difficult learning the ropes at first. Even so, developing with Sveltekit is a lot more intuitive than Next.js, which I found to be a pain. This site was very much inspired by sites on neocities and nekoweb! I wanted to make a site that emulated that retro feel while still feeling practical to use!...
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1793465522.690395
|
1793551922.690395
|
|
43732
|
My WebOS by @elvincheung0321 | Stardance
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elvincheung0321
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T10:25:27Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Im proud that I learnt how to make draggable windows and also the window layers which i thought would be very complicated to make before", "repo": "https://github.com/elvincheung0321/WebOS", "demo": "https://elvincheung0321.github.io/WebOS/"}]...
|
[{"post_id": 41856, "ts": "202 [{"post_id": 41856, "ts": "2026-08-06T10:24:10Z", "hours": 0.2736, "text": "South Park app done!!"}, {"post_id": 41846, "ts": "2026-08-06T09:57:56Z", "hours": 4.8964, "text": "Notes app done"}, {"post_id": 40743, "ts": "2026-08-04T13:53:30Z", "hours": 1.9253, "text": "Simple layout and top bar done with a gif background"}]...
|
Title: My WebOS by @elvincheung0321 | Stardance
D Title: My WebOS by @elvincheung0321 | Stardance
Devlogs:
Simple layout and top bar done with a gif background
Notes app done
South Park app done!!
Ships:
Im proud that I learnt how to make draggable windows and also the window layers which i thought would be very complicated to make before...
|
1792878605.5422812
|
1793742605.5422812
|
|
43749
|
Dice/number generator by @Iv4e12 | Stardance
|
Iv4e12
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T15:59:50Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot for the slack app! It can generate random numbers, roll dice and flip coins!", "repo": "https://github.com/Iv4e12/slack-dice-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0A5RFXHXJN"}]...
|
[{"post_id": 40645, "ts": "202 [{"post_id": 40645, "ts": "2026-08-04T10:16:20Z", "hours": 0.35, "text": "I wrote the code, now I’m going to test it."}]...
|
Title: Dice/number generator by @Iv4e12 | Stardanc Title: Dice/number generator by @Iv4e12 | Stardance
Devlogs:
I wrote the code, now I’m going to test it.
Ships:
I made a bot for the slack app! It can generate random numbers, roll dice and flip coins!...
|
1793534017.2811465
|
1793620417.2811465
|
|
43763
|
Cafe20 Website by @S-Akhil | Stardance
|
S-Akhil
|
1
|
10.0
|
71
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T19:39:13Z", "hours": 10.0, "multiplier": 7.36, "payout": 71, "blessing": "neutral", "text": "I built a website for an imaginary café called Cafe20, a cozy place that exists only in imagination. I had a little bit difficulty in using flex boxes and all.It was so amazing that I learned so many more things in HTML and CSS.Its actually true that we study by building.Ya so happy to complete it.", "repo": "https://github.com/s-akhiltechy/Cafe20-Website", "demo": "https://s-akhiltechy.github.io/Cafe20-Website/"}]...
|
[{"post_id": 42835, "ts": "202 [{"post_id": 42835, "ts": "2026-08-07T19:34:31Z", "hours": 4.3931, "text": "Finally completed my Cafe website.It was really fun honestly.And it took a lot of time still I learned so many things and yeah I did it."}, {"post_id": 41433, "ts": "2026-08-05T17:17:33Z", "hours": 1.3133, "text": "After a long time with this I have finally figured out that and ya that’s feels awesome!!"}, {"post_id": 41209, "ts": "2026-08-05T09:08:33Z", "hours": 3.4772, "text": "I am currently working on the home page. I have completed the navigation bar and currently working on the menu page.I am literally struggling to figure out and studying flex boxes.I hope I will be able to make it possible."}, {"post_id": 40632, "ts": "2026-08-04T09:38:59Z", "hours": 0.4556, "text": "#Devlog1-Started working on a Cafe website for a cafe named Cafe20.Actually that’s just a name created by me.Lets see where it goes."}]...
|
Title: Cafe20 Website by @S-Akhil | Stardance
Dev Title: Cafe20 Website by @S-Akhil | Stardance
Devlogs:
#Devlog1-Started working on a Cafe website for a cafe named Cafe20.Actually that’s just a name created by me.Lets see where it goes.
I am currently working on the home page. I have completed the navigation bar and currently working on the menu page.I am literally struggling to figure out and studying flex boxes.I hope I will be able to make it possible.
After a long time with this I have finally figured out that and ya that’s feels awesome!!
Finally completed my Cafe website.It was really fun honestly.And it took a lot of time still I learned so many things and yeah I did it.
Ships:
I built a website for an imaginary café called Cafe20, a cozy place that exists only in imagination. I had a little bit difficulty in using flex boxes and all.It was so amazing that I learned so many more things in HTML and CSS.Its actually true that we study by building.Ya so happy to complete it....
|
1793540959.9567347
|
1793627359.9567347
|
|
43773
|
My awesome macropad! by @chaox | Stardance
|
chaox
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T10:43:40Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a hackpad called chaoxpad everything was tough and challenging at start but i started getting hang of it when i came to the end u should build a project too", "repo": "https://github.com/01HACKER01/CHAOX-Macropad", "demo": ""}]...
|
[{"post_id": 51568, "ts": "202 [{"post_id": 51568, "ts": "2026-08-21T10:40:55Z", "hours": 2.0094, "text": "i m working on a hackpad called chaoxpad"}, {"post_id": 41715, "ts": "2026-08-06T02:57:47Z", "hours": 1.8336, "text": "i m working on the pcb of the hackpad"}]...
|
Title: My awesome macropad! by @chaox | Stardance
Title: My awesome macropad! by @chaox | Stardance
Devlogs:
i m working on the pcb of the hackpad
i m working on a hackpad called chaoxpad
Ships:
i made a hackpad called chaoxpad everything was tough and challenging at start but i started getting hang of it when i came to the end u should build a project too...
|
1793472504.5325444
|
1793558904.5325444
|
|
43778
|
BobAI by @Oleksandr | Stardance
|
Oleksandr
|
1
|
12.37
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T13:13:01Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "BobAI — a chatbot on my site. A GitHub Pages frontend (with a click-to-reveal welcome screen) talks to a FastAPI backend hosted on Hack Club Nest. The backend calls Hack Club’s HCAI API (routed through OpenRouter, currently running Gemini 2.5 Flash) instead of running a model locally, and I added tool-calling so BobAI can search the web for things like current weather instead of only working off static knowledge. I originally fine-tuned my own Llama 3.1 8B with DPO on Argilla’s UltraFeedback dataset, planning to self-host it. My RTX 4070 Super was more than capable of that part — the real problem was hosting a 5GB+ model for free. Hosting fell through repeatedly: Hugging Face Spaces dropped free Docker containers, Oracle Cloud registration failed three separate times, and Nest’s default 2GB RAM wasn’t enough — my request for 6GB got declined for server resource exhaustion. So I switched to a smaller model that only needed about 1GB of RAM to run on Nest. That solved the memory problem, but the server only gave me 2 CPU cores under heavy load, and replies were unusable — minutes per response, even for a tiny test model. I had to dig into actual cgroup CPU pressure stats to prove it wasn’t just “the server being slow” — the hardware genuinely couldn’t keep up. I’m proud that I shipped a working site through three full architecture pivots, and that I diagnosed the performance problem properly instead of just assuming “it’s probably fine” — I checked real metrics before concluding anything. I actually fine-tuned a model with DPO, even though it didn’t make it into the final version, and I picked up backend and frontend basics from zero along the way. It’s live at oleksandr1dovbenko.github.io/BobAI — click anywhere on the welcome screen to jump into the chat. It runs on Hack Club’s shared HCAI API, which had some downtime earlier, but it’s working properly now. Try something time-sensitive, like asking for the weather, to see the web-search tool-calling in action.", "repo": "https://github.com/oleksandr1dovbenko/BobAI", "demo": "https://oleksandr1dovbenko.github.io/BobAI/"}]...
|
[{"post_id": 64251, "ts": "202 [{"post_id": 64251, "ts": "2026-09-08T14:49:31Z", "hours": 1.5211, "text": "Rewrote index.html myself"}, {"post_id": 63456, "ts": "2026-09-07T10:07:00Z", "hours": 0.8522, "text": "Fully rewrote README.md myself without AI"}, {"post_id": 62150, "ts": "2026-09-05T12:26:14Z", "hours": 0.3836, "text": "Final part I edited the README.md , added a demo link to my BobAI repository, and have now prepared everything to ship the project!"}, {"post_id": 60833, "ts": "2026-09-03T13:40:17Z", "hours": 3.8619, "text": "New project architecture again I edited the project architecture. My request for 6GB of RAM was declined, primarily due to resource exhaustion on their servers :(. Because of that, the model that I fine-tuned myself is now useless for this setup. Now, my chatbot runs off the HCAI API. It’s a more boring way to do this project than making and hosting the model myself, but at least I can host it on Hack Club Nest easily! The full website is done and working perfectly. There’s a small intro to the project, a link to the Git repository, and even a cool animation. I want to be completely open with you—I used Claude to help me with the frontend stuff because I never learned JS, CSS, or HTML. The backend is also ready, and BobAI, powered by Gemini 2.5 Flash, works super fast and accurately. I also added tool calling, so BobAI can search for information on the internet just like ChatGPT. Right now, the HCAI API is down, which means BobAI can’t speak at the moment. But he worked yesterday without any problems! As soon as HCAI is back up and running, BobAI will be working seamlessly again."}, {"post_id": 44565, "ts": "2026-08-10T12:31:14Z", "hours": 1.1722, "text": "New project architecture I thought I would host the backend for my model on Hugging Face, but they don’t offer free Docker containers anymore. So, I tried Oracle Cloud. Unfortunately, they’ve been having registration issues for a year now, and I couldn’t even create an account (I tried 3 times :0). Because of that, I decided to go with Hack Club Nest. I already applied, and now I’m just waiting for the admins to approve my request. They usually offer 2 GB of RAM, but my AI needs a minimum of 5 GB to run. I asked for 6 GB in my application, hope they accept it! Honestly, I’m at absolute zero when it comes to web development, but… I already wrote an index.html for the frontend and an app.py for the backend. I used AI (Claude) to help me out, of course, since my main skill is ML, but this project is a great way for me to actually learn frontend and backend development too. I’ll be taking a break for the next 15 days because tomorrow I fly to another country and won’t have my PC with me. It’s a bit sad because I’ll lose a lot of time I could have spent on the project. But to be honest, there isn’t much left to do. Mostly just hosting and debugging if I run into any issues. Anyway, I’ll finish it up as soon as I get back home"}, {"post_id": 43499, "ts": "2026-08-08T20:04:33Z", "hours": 4.0019, "text": "Finished the first part of the project I fine-tuned the model with DPO, then tested it and it went pretty well. He answers questions with no problem. Then I pushed the model to Hugging Face Hub, to host it as the backend for my upcoming website. I wrote the README file, and at the end of today’s work I extended the gitignore and fixed one small thing in the model test."}, {"post_id": 42114, "ts": "2026-08-06T17:56:21Z", "hours": 0.5553, "text": "Project architecture At first, I thought I could train a big LLM on my PC with a lot of parameters and create something similar to ChatGPT, but I was wrong. My RTX 4070 Super is too weak to train such a large model. Because of that, I will use an open-source model and basically fine-tune it using DPO. I was thinking about how I should build this AI Chatbot. I thought I could use CulturaX as a dataset for my LLM, but that was a horrible idea. For now, I’ll choose Argilla’s UltraFeedback dataset, basically to give my model an understanding of good and bad responses. Today, I was thinking about the architecture of the future Chatbot. I actually used AI quite a lot to give me some advice."}]...
|
Title: BobAI by @Oleksandr | Stardance
Devlogs:
P Title: BobAI by @Oleksandr | Stardance
Devlogs:
Project architecture At first, I thought I could train a big LLM on my PC with a lot of parameters and create something similar to ChatGPT, but I was wrong. My RTX 4070 Super is too weak to train such a large model. Because of that, I will use an open-source model and basically fine-tune it using DPO. I was thinking about how I should build this AI Chatbot. I thought I could use CulturaX as a dataset for my LLM, but that was a horrible idea. For now, I’ll choose Argilla’s UltraFeedback dataset, basically to give my model an understanding of good and bad responses. Today, I was thinking about the architecture of the future Chatbot. I actually used AI quite a lot to give me some advice.
Finished the first part of the project I fine-tuned the model with DPO, then tested it and it went pretty well. He answers questions with no problem. Then I pushed the model to Hugging Face Hub, to host it as the backend for my upcoming website. I wrote the README file, and at the end of today’s work I extended the gitignore and fixed one small thing in the model test.
New project architecture I thought I would host the backend for my model on Hugging Face, but they don’t offer free Docker containers anymore. So, I tried Oracle Cloud. Unfortunately, they’ve been having registration issues for a year now, and I couldn’t even create an account (I tried 3 times :0). Because of that, I decided to go with Hack Club Nest. I already applied, and now I’m just waiting for the admins to approve my request. They usually offer 2 GB of RAM, but my AI needs a minimum of 5 GB to run. I asked for 6 GB in my application, hope they accept it! Honestly, I’m at absolute zero when it comes to web development, but… I already wrote an index.html for the frontend and an app.py for the backend. I used AI (Claude) to help me out, of course, since my main skill is ML, but this project is a great way for me to actually learn frontend and backend development too. I’ll be taking a break for the next 15 days because tomorrow I fly to another country and won’t have my PC with me. It’s a bit sad because I’ll lose a lot of time I could have spent on the project. But to be honest, there isn’t much left to do. Mostly just hosting and debugging if I run into any issues. Anyway, I’ll finish it up as soon as I get back home
New project architecture again I edited the project architecture. My request for 6GB of RAM was declined, primarily due to resource exhaustion on their servers :(. Because of that, the model that I fine-tuned myself is now useless for this setup. Now, my chatbot runs off the HCAI API. It’s a more boring way to do this project than making and hosting the model myself, but at least I can host it on Hack Club Nest easily! The full website is done and working perfectly. There’s a small intro to the project, a link to the Git repository, and even a cool animation. I want to be completely open with you—I used Claude to help me with the frontend stuff because I never learned JS, CSS, or HTML. The backend is also ready, and BobAI, powered by Gemini 2.5 Flash, works super fast and accurately. I also added tool calling, so BobAI can search for information on the internet just like ChatGPT. Right now, the HCAI API is down, which means BobAI can’t speak at the moment. But he worked yesterday without any problems! As soon as HCAI is back up and running, BobAI will be working seamlessly again.
Final part I edited the README.md , added a demo link to my BobAI repository, and have now prepared everything to ship the project!
Fully rewrote README.md myself without AI
Rewrote index.html myself
Ships:
BobAI — a chatbot on my site. A GitHub Pages frontend (with a click-to-reveal welcome screen) talks to a FastAPI backend hosted on Hack Club Nest. The backend calls Hack Club’s HCAI API (routed through OpenRouter, currently running Gemini 2.5 Flash) instead of running a model locally, and I added tool-calling so BobAI can search the web for things like current weather instead of only working off static knowledge. I originally fine-tuned my own Llama 3.1 8B with DPO on Argilla’s UltraFeedback dataset, planning to self-host it. My RTX 4070 Super was more than capable of that part — the real problem was hosting a 5GB+ model for free. Hosting fell through repeatedly: Hugging Face Spaces dropped free Docker containers, Oracle Cloud registration failed three separate times, and Nest’s default 2GB RAM wasn’t enough — my request for 6GB got declined for server resource exhaustion. So I switched to a smaller model that only needed about 1GB of RAM to run on Nest. That solved the memory problem, but the server only gave me 2 CPU cores under heavy load, and replies were unusable — minutes per response, even for a tiny test model. I had to dig into actual cgroup CPU pressure stats to prove it wasn’t just “the server being slow” — the hardware genuinely couldn’t keep up. I’m proud that I shipped a working site through three full architecture pivots, and that I diagnosed the performance problem properly instead of just assuming “it’s probably fine” — I checked real metrics before concluding anything. I actually fine-tuned a model with DPO, even though it didn’t make it into the final version, and I picked up backend and frontend basics from zero along the way. It’s live at oleksandr1dovbenko.github.io/BobAI — click anywhere on the welcome screen to jump into the chat. It runs on Hack Club’s shared HCAI API, which had some downtime earlier, but it’s working properly now. Try something time-sensitive, like asking for the weather, to see the web-search tool-calling in action....
|
1793562984.5216997
|
1793649384.5216997
|
|
43779
|
Glide by @FloatyCandy | Stardance
|
FloatyCandy
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T11:01:27Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I will do the early ship of this project, working on it before knowing stardance are there (thats why its just 4h logged)! i hope people can try my project and give a feedback of how is it. its a document engine powered by typst to help boost speed of creating document, and also connecting it to cli agent, with glide skill! i actually have revised the project layout many time to improve it better over time, from md based with python to typst based.", "repo": "https://github.com/LetterDmogus/Glide", "demo": "https://github.com/LetterDmogus/Glide/releases/tag/v2.1.0"}]...
|
[{"post_id": 45065, "ts": "202 [{"post_id": 45065, "ts": "2026-08-11T10:22:07Z", "hours": 3.5814, "text": "Currently working on ways to make it able to be exported to Docx, since Typst doesnt have the feature yet. But the UI is simple, it is inspired by vscode. Left is file manager, middle is text editor, for which to edit the typst code, and right is preview panel of the document."}]...
|
Title: Glide by @FloatyCandy | Stardance
Devlogs: Title: Glide by @FloatyCandy | Stardance
Devlogs:
Currently working on ways to make it able to be exported to Docx, since Typst doesnt have the feature yet. But the UI is simple, it is inspired by vscode. Left is file manager, middle is text editor, for which to edit the typst code, and right is preview panel of the document.
Ships:
I will do the early ship of this project, working on it before knowing stardance are there (thats why its just 4h logged)! i hope people can try my project and give a feedback of how is it. its a document engine powered by typst to help boost speed of creating document, and also connecting it to cli agent, with glide skill! i actually have revised the project layout many time to improve it better over time, from md based with python to typst based....
|
1793508933.6891534
|
1793595333.6891534
|
|
43781
|
My Website by @Arsen | Stardance
|
Arsen
|
1
|
4.94
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T10:53:22Z", "hours": 4.0, "multiplier": 1.69, "payout": 3, "blessing": "neutral", "text": "What did you make? I built a personal portfolio website using HTML, CSS, and JavaScript . It includes an introduction about me, a projects section, my skills, certificates, contact information, and a responsive design that works on both desktop and mobile devices. I also added smooth scrolling, animations, a mobile navigation menu, and contact form validation to make the site feel more interactive. What was challenging? The most challenging part was CSS . I spent a lot of time adjusting the layout, spacing, colors, and responsiveness so the website looked good on different screen sizes. I also had to debug JavaScript issues with the mobile menu and animations until everything worked correctly. What are you proud of? I’m proud that I built a clean, responsive portfolio that showcases my projects and skills. I’m also proud that I solved many problems on my own while learning new HTML, CSS, and JavaScript techniques. Seeing everything come together into a polished website was very rewarding. What should people know so they can test your project? The project is hosted on GitHub Pages , so it doesn’t require any installation. Simply open the website in a modern browser, navigate through the different sections, test the responsive navigation menu, click the project links, and try the contact form. The best experience is on an up-to-date desktop or mobile browser.", "repo": "https://github.com/Arsen-Gevorgyan/my-website", "demo": "https://arsen-gevorgyan.github.io/my-website/"}]...
|
[{"post_id": 41270, "ts": "202 [{"post_id": 41270, "ts": "2026-08-05T11:50:24Z", "hours": 0.9383, "text": "Today I Changed All My Site CSS What I Did Today Today I rewrote almost all CSS for my website. I also deleted one symbol in HTML and changed the favicon. No JavaScript changes. What Was Changed Colors Before: Purple colors Now: Green and amber terminal colors It match better with my Linux and terminal projects Typography Before: Inter font from Google Now: Monospace font It gives more terminal feeling Layout & Design Removed all rounded corners, now everything is sharp Removed shadows and gradients Changed cards to simple border style Removed most animations, only hover effects left Added CSS variables, now colors are easier to change Spacing Before every section had almost same padding (50-60px) Now each section have different spacing like 40px, 60px and more Visual Style More terminal prompt style Sharp 1px borders everywhere Looks less like template More focused on developer style Why I Changed It I wanted my website look more real and more like something I coded myself. Before it looked too much like many portfolio templates. Now terminal style fits better with my projects about Linux, servers and command line. Result I think now the website looks much more personal. It doesn’t feel like I just copied a template. It feels more like my own work and my own style."}, {"post_id": 40658, "ts": "2026-08-04T10:48:54Z", "hours": 3.5297, "text": "Step 1 I started by planning the website structure and creating the main pages. My goal was to build a clean, responsive website while improving my HTML, CSS, and JavaScript skills. Step 2 The hardest part was CSS . I rewrote sections several times because the spacing, colors, and layout didn’t look right. Through trial and error, I learned how to organize my styles better, improve the design, and make the website responsive across different screen sizes. Step 3 I added JavaScript features such as smooth scrolling, a mobile navigation menu, card animations, and contact form validation. Along the way, I fixed bugs with the menu, scrolling, and animations, which helped me better understand how everything worked together. Whenever I got stuck, I used DeepSeek to help me understand problems and find solutions. I read the explanations, learned from them, and applied the ideas to my own code. By the end of the project, I had built a polished, responsive website and gained much more confidence in working with HTML, CSS, and JavaScript. I still have more features I want to add, but I’m happy with how much I learned during the project."}]...
|
Title: My Website by @Arsen | Stardance
Devlogs:
Title: My Website by @Arsen | Stardance
Devlogs:
Step 1 I started by planning the website structure and creating the main pages. My goal was to build a clean, responsive website while improving my HTML, CSS, and JavaScript skills. Step 2 The hardest part was CSS . I rewrote sections several times because the spacing, colors, and layout didn’t look right. Through trial and error, I learned how to organize my styles better, improve the design, and make the website responsive across different screen sizes. Step 3 I added JavaScript features such as smooth scrolling, a mobile navigation menu, card animations, and contact form validation. Along the way, I fixed bugs with the menu, scrolling, and animations, which helped me better understand how everything worked together. Whenever I got stuck, I used DeepSeek to help me understand problems and find solutions. I read the explanations, learned from them, and applied the ideas to my own code. By the end of the project, I had built a polished, responsive website and gained much more confidence in working with HTML, CSS, and JavaScript. I still have more features I want to add, but I’m happy with how much I learned during the project.
Today I Changed All My Site CSS What I Did Today Today I rewrote almost all CSS for my website. I also deleted one symbol in HTML and changed the favicon. No JavaScript changes. What Was Changed Colors Before: Purple colors Now: Green and amber terminal colors It match better with my Linux and terminal projects Typography Before: Inter font from Google Now: Monospace font It gives more terminal feeling Layout & Design Removed all rounded corners, now everything is sharp Removed shadows and gradients Changed cards to simple border style Removed most animations, only hover effects left Added CSS variables, now colors are easier to change Spacing Before every section had almost same padding (50-60px) Now each section have different spacing like 40px, 60px and more Visual Style More terminal prompt style Sharp 1px borders everywhere Looks less like template More focused on developer style Why I Changed It I wanted my website look more real and more like something I coded myself. Before it looked too much like many portfolio templates. Now terminal style fits better with my projects about Linux, servers and command line. Result I think now the website looks much more personal. It doesn’t feel like I just copied a template. It feels more like my own work and my own style.
Ships:
What did you make? I built a personal portfolio website using HTML, CSS, and JavaScript . It includes an introduction about me, a projects section, my skills, certificates, contact information, and a responsive design that works on both desktop and mobile devices. I also added smooth scrolling, animations, a mobile navigation menu, and contact form validation to make the site feel more interactive. What was challenging? The most challenging part was CSS . I spent a lot of time adjusting the layout, spacing, colors, and responsiveness so the website looked good on different screen sizes. I also had to debug JavaScript issues with the mobile menu and animations until everything worked correctly. What are you proud of? I’m proud that I built a clean, responsive portfolio that showcases my projects and skills. I’m also proud that I solved many problems on my own while learning new HTML, CSS, and JavaScript techniques. Seeing everything come together into a polished website was very rewarding. What should people know so they can test your project? The project is hosted on GitHub Pages , so it doesn’t require any installation. Simply open the website in a modern browser, navigate through the different sections, test the responsive navigation menu, click the project links, and try the contact form. The best experience is on an up-to-date desktop or mobile browser....
|
1793540979.7115157
|
1793627379.7115157
|
|
43782
|
knownledge-of-space-nasa by @himanshu-singh7 | Sta knownledge-of-space-nasa by @himanshu-singh7 | Stardance...
|
himanshu-singh7
|
1
|
1.0
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T10:48:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i maked this website the challange was to build ui using css and fetch the nasa through nasa api. for now it is deployed on github page i used vanilla,css,html,js", "repo": "https://github.com/rahul-gound/knownledge-of-space-nasa", "demo": "https://rahul-gound.github.io/knownledge-of-space-nasa/"}]...
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[{"post_id": 40656, "ts": "202 [{"post_id": 40656, "ts": "2026-08-04T10:43:06Z", "hours": 0.8281, "text": "i was working to make this web app using vanilla and css and js it fetch data from nasa through nasa api"}]...
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Title: knownledge-of-space-nasa by @himanshu-singh Title: knownledge-of-space-nasa by @himanshu-singh7 | Stardance
Devlogs:
i was working to make this web app using vanilla and css and js it fetch data from nasa through nasa api
Ships:
i maked this website the challange was to build ui using css and fetch the nasa through nasa api. for now it is deployed on github page i used vanilla,css,html,js...
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1793540989.2347581
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1793627389.2347581
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43792
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Teach Terminal by @Arsen | Stardance
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Arsen
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1
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42.0
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351
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:29:32Z", "hours": 42.0, "multiplier": 18.43, "payout": 351, "blessing": "neutral", "text": "Teach Terminal I made Teach Terminal - a browser-based Linux terminal simulator for learning basic Linux commands. The main problem I wanted to solve is that learning Linux from documentation can be very passive. You read what cd or chmod does, but you don’t really remember it until you use it yourself. Also, using a real Linux system can be a little scary for beginners because one wrong command can cause problems. Teach Terminal gives you a fake Linux filesystem where you can practice without breaking a real computer. You can log in, choose a mode, and start learning. There are 25 lessons in 5 sections: Introduction, Navigation, Files, Text & Redirection, and Permissions. Every lesson has a small lecture and then practice. In the practice you need to type commands yourself, for example pwd , ls -la , chmod 755 , or sudo chown root file.txt . The terminal gives output and errors similar to what you can get in a real Ubuntu terminal. Note: This is a simulation. It does not enforce all Linux permissions and security rules, so some commands may behave differently than on a real system. What was challenging The fake filesystem was one of the harder parts. I made two classes for it. FileSystem handles the filesystem tree and navigation, and file represents the individual files and folders. It also stores things like permissions, owner, size and modification date. Getting absolute paths working was also a little difficult. I needed to go from the current file or folder to its parents until I reach the root. It is kind of like following a linked list backwards. Another problem was checking commands in multi-step practices. For example, when a user runs sudo chown root file.txt , the practice checker needs to check the whole command and not only chown root file.txt . I also had problems with resetting the practice state. If I make a folder with mkdir projects and then start the same practice again, it will fail because the folder already exists. So I needed to reset the practice filesystem when starting it again. Things I am happy with The lesson engine is probably the part I worked most on. It handles the lecture, practice, success state, and the progress for each step. I also made the lesson window draggable and minimizable. Pressing Escape can toggle the window. The terminal currently supports 16 commands and some extra features like flags, redirection ( > , >> , < , 2> ), tab autocomplete, arrow-key command history, and sudo with password checking. I also added 3 themes: Ubuntu, Hacker and Kali. The themes are used across the different pages. How to test Open the demo link. Go to Settings and choose a theme: Ubuntu, Hacker, or Kali. Log in with a valid username, machine name and password. Choose Guided Path if you want to try the lessons, or Free Exploration if you just want to use the terminal. In a lesson, read the lecture and click Start Practice . Type the commands in the terminal and follow the steps. Some commands you can try: pwd ls -la mkdir test cd test touch file.txt chmod 755 file.txt sudo chown root file.txt The project is made with plain HTML, CSS and JavaScript. I didn’t use frameworks or external dependencies.", "repo": "https://github.com/Arsen-Gevorgyan/teach-terminal", "demo": "https://arsen-gevorgyan.github.io/teach-terminal/"}]...
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[{"post_id": 75823, "ts": "202 [{"post_id": 75823, "ts": "2026-10-01T08:23:43Z", "hours": 4.2042, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I finished writing all 25 lessons and fixed several issues with the lesson system. The lessons are organized into 5 sections - Introduction, Navigation, Files, Text & Redirection, and Permissions - plus a final congratulations lesson. Each practice lesson has multiple steps, so instead of a single command to type, the user might create a file, change its permissions, and verify with ls -l . The window tracks progress with markers like [x] , [>] , and [ ] so it is clear where the user is. I also fixed bugs I found while testing the flow: The lesson window didn’t reset the filesystem between practices. If you completed mkdir projects once, replaying the lesson would fail because the folder already existed. Now the filesystem resets to a clean state at the start of every practice lesson. Sudo commands weren’t detected by the practice check. The checker only saw the inner command ( chown root file.txt ), not the full sudo chown root file.txt . Fixed by passing the full command through. Lesson 25 no longer has a practice - it just says “Congratulations! You finished Teach Terminal.” with a short message about what the user learned. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output, sudo flow command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 5 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , chmod , chown , sudo , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Add grep , head , tail Add pipes ( | ) and shell operators ( && , || , ; ) Wildcards and brace expansion Try It Live Demo"}, {"post_id": 74998, "ts": "2026-09-28T20:14:08Z", "hours": 2.3608, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lesson window - the floating panel that runs inside the terminal during lessons. This is the piece that connects the lessons page to the terminal itself. When a user picks a lesson from the overview, the terminal opens with ?lesson=N in the URL. The lesson window reads that number, finds the lesson in the data file, and appears in the top-right corner of the screen. The window has three states: Lecture - shows the lesson text explaining the concept. The user reads and clicks “Start Practice” (or “Complete” for intro lessons). Practice - the window changes visually. Its border and title switch to an amber color, and a “PRACTICE:” prefix appears in the title. This makes it obvious that it’s time to do something, not just read. The user types the command in the terminal below. Success - when the expected command is typed, the window shows the success message and a “Next Lesson” button appears. Clicking it swaps the window content to the next lesson without reloading the page. The window is also draggable by its title bar. The user can move it anywhere, minimize it with - , or close it with × (which returns to the lessons page). Pressing Escape hides and shows the window. I also added replay support. If a lesson is already complete, the user can open it again, read the lecture, and try the practice a second time. The window still shows the success message, but the lesson status stays DONE - it does not re-mark anything. Some issues I hit: The intro lessons blocked the “Next Lesson” button because they were being re-completed in a loop. I fixed this by tracking a showingSuccess variable that tells the code whether we’re on the success screen or the lecture. The practice mode class wasn’t being added because the flow checked lessonComplete before checking whether we were in the practice phase. I reordered the checks so practice renders correctly even for replayed lessons. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build chmod , chown , sudo for the Permissions section Write lesson content for lessons 21-24 Build the Final Mission with a timer and game-style objectives Try It Live Demo"}, {"post_id": 73734, "ts": "2026-09-25T20:12:13Z", "hours": 6.7292, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lessons system. This is the biggest step so far - the part that turns the terminal into a real teaching tool. The lessons system has three parts: The lessons overview page ( lessons.html ) shows all lessons organized into sections: Introduction Navigation Files Text & Redirection Permissions Final Mission Each lesson appears as a card with a status: START (unlocked), DONE (completed), or LOCK (not yet unlocked). Intro lessons are always open so users can read them or skip. Navigation lessons unlock one at a time. Later sections unlock when the previous section is finished. The lessons data file ( lessons-data.js ) stores all lesson content in one place. Each lesson has a lecture that explains the concept and a practice task with an expected command. The lesson engine ( lesson-window.js ) will run inside main.html . It opens a floating window with the current lesson, shows the lecture, then the practice. When the user types the correct command, the lesson completes and unlocks the next one. I also built the mode selection page ( mode.html ). After login, the user picks between two paths: Free Exploration : opens the terminal with no lessons Guided Path : opens the lessons overview Progress saves to localStorage so completed lessons stay completed. Some issues I hit: The unlock logic had a bug where Intro lessons blocked Navigation. I fixed it by skipping intro sections in the unlock check. CSS conflicts between .lesson-subtitle (used inside lesson cards) and .lessons-subtitle (used on the page). I renamed them to avoid mixing styles. The lessons page inherited overflow: hidden from the body, so it could not scroll. I added a body.lessons-page override. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson window inside main.html (lecture, practice, success phases) Make the window draggable and minimizable with an Escape key toggle Build the Final Mission with game-style objectives Add remaining commands ( grep , head , tail , chmod , chown ) Try It Live Demo"}, {"post_id": 72453, "ts": "2026-09-23T00:38:08Z", "hours": 8.2353, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I added redirection to the terminal. Commands can now read from files and write to them instead of only printing to the screen. The terminal now supports: > - write output to a file (overwrites) >> - append output to a file < - read input from a file 2> - redirect error output to a file I also connected < to cat so it can read from a file through stdin. To make this work, I had to refactor how commands run. The old processCommand returned output directly. I renamed it to executeCommand and wrote a new processCommand wrapper above it that parses redirection operators before the command runs, then decides where the output goes. The refactor was harder than expected. I hit several bugs - a typo in stderrMatch , a missing $ anchor in a regex, and a duplicate if block that used the wrong variable. I also had to fix catResults and lineNumber which I deleted during the refactor without realizing. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help With flags for most commands, redirection ( > , >> , < , 2> ), and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Command history (up/down arrow keys) Tab autocomplete history command, !! , !n Add grep , head , tail Add chmod , chown Wildcards, brace expansion, && , || Build the lesson system (lectures + practice missions) Try It Live Demo"}, {"post_id": 51663, "ts": "2026-08-21T13:49:47Z", "hours": 2.9792, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the fake filesystem and connected it to the terminal. The terminal now feels like a real Linux system. The filesystem supports: pwd - shows current directory ls - lists files and folders with colors (blue for directories, green for executables, white for files) ls -l - shows permissions, owner, group, and name cd - navigate with ~ , . , .. , and absolute paths mkdir - create folders touch - create files The prompt updates when navigating directories. It shows ~ for the home directory and the full path everywhere else. I also added realistic bash error messages. Invalid flags, missing arguments, and wrong paths all show proper errors like a real terminal would. The terminal now has 7 working commands with real filesystem behavior. Next step is building the lesson system that teaches these commands one by one. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, and navigation terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition ( help , pwd , clear , ls , cd , mkdir , touch ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson system (lectures + practice missions) Add more commands ( cat , rm , cp , mv , chmod , chown ) Add command history (up/down arrow keys) Add redirection ( > , >> , < ) Improve mobile experience Try It Live Demo"}, {"post_id": 45917, "ts": "2026-08-12T18:06:17Z", "hours": 3.5864, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the login page. It’s a page where the user enters their username, machine name, and password before entering the terminal. The form validates each field: Username must be 4–9 characters, start with a letter, and contain only letters and numbers Machine name follows the same rules Password must be 8–19 characters If something is wrong, an error message appears below the form showing what needs to be fixed. After all fields are entered correctly, the data is saved and the user is redirected to the terminal. The terminal itself is not fully finished yet — commands work, but there’s no filesystem and no lessons. That’s the next step. Completed index.html — Start menu with Start and Settings buttons settings.html — Settings page with three themes (Ubuntu, Hacker, Kali) login.html — Login page with username, machine name, and password validation main.html — Interactive terminal interface style.css — Main styling, animated gradients, glassmorphism UI, and theme colors login.css — Login page styling with themed backgrounds settings.js — Saves the selected theme using localStorage theme.js — Loads the saved theme and applies it automatically login.js — Form validation and redirect to terminal terminal.js — Terminal input handling, prompt display, line management commands.js — Command recognition ( help , pwd , clear , whoami , date , echo ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build a fake filesystem ( cd , ls , mkdir , touch ) Add file permissions ( chmod , chown , sudo ) Create lessons and practice missions Add command history (up/down arrow keys) Try It Live Demo"}, {"post_id": 40664, "ts": "2026-08-04T11:00:02Z", "hours": 13.4225, "text": "Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. What I Built I started the project by creating the basic structure of the website and the main navigation. Completed index.html — Start menu with Start and Settings buttons. settings.html — Settings page. main.html — Initial game page. style.css — Main styling, animated gradients, glassmorphism UI, and theme colors. settings.js — Saves the selected theme using localStorage . theme.js — Loads the saved theme and applies it automatically. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the interactive terminal. Add Linux commands and command processing. Create lessons and practice missions. Improve the mobile experience."}]...
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Title: Teach Terminal by @Arsen | Stardance
Devlo Title: Teach Terminal by @Arsen | Stardance
Devlogs:
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. What I Built I started the project by creating the basic structure of the website and the main navigation. Completed index.html — Start menu with Start and Settings buttons. settings.html — Settings page. main.html — Initial game page. style.css — Main styling, animated gradients, glassmorphism UI, and theme colors. settings.js — Saves the selected theme using localStorage . theme.js — Loads the saved theme and applies it automatically. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the interactive terminal. Add Linux commands and command processing. Create lessons and practice missions. Improve the mobile experience.
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the login page. It’s a page where the user enters their username, machine name, and password before entering the terminal. The form validates each field: Username must be 4–9 characters, start with a letter, and contain only letters and numbers Machine name follows the same rules Password must be 8–19 characters If something is wrong, an error message appears below the form showing what needs to be fixed. After all fields are entered correctly, the data is saved and the user is redirected to the terminal. The terminal itself is not fully finished yet — commands work, but there’s no filesystem and no lessons. That’s the next step. Completed index.html — Start menu with Start and Settings buttons settings.html — Settings page with three themes (Ubuntu, Hacker, Kali) login.html — Login page with username, machine name, and password validation main.html — Interactive terminal interface style.css — Main styling, animated gradients, glassmorphism UI, and theme colors login.css — Login page styling with themed backgrounds settings.js — Saves the selected theme using localStorage theme.js — Loads the saved theme and applies it automatically login.js — Form validation and redirect to terminal terminal.js — Terminal input handling, prompt display, line management commands.js — Command recognition ( help , pwd , clear , whoami , date , echo ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build a fake filesystem ( cd , ls , mkdir , touch ) Add file permissions ( chmod , chown , sudo ) Create lessons and practice missions Add command history (up/down arrow keys) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the fake filesystem and connected it to the terminal. The terminal now feels like a real Linux system. The filesystem supports: pwd - shows current directory ls - lists files and folders with colors (blue for directories, green for executables, white for files) ls -l - shows permissions, owner, group, and name cd - navigate with ~ , . , .. , and absolute paths mkdir - create folders touch - create files The prompt updates when navigating directories. It shows ~ for the home directory and the full path everywhere else. I also added realistic bash error messages. Invalid flags, missing arguments, and wrong paths all show proper errors like a real terminal would. The terminal now has 7 working commands with real filesystem behavior. Next step is building the lesson system that teaches these commands one by one. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, and navigation terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition ( help , pwd , clear , ls , cd , mkdir , touch ) Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson system (lectures + practice missions) Add more commands ( cat , rm , cp , mv , chmod , chown ) Add command history (up/down arrow keys) Add redirection ( > , >> , < ) Improve mobile experience Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I added redirection to the terminal. Commands can now read from files and write to them instead of only printing to the screen. The terminal now supports: > - write output to a file (overwrites) >> - append output to a file < - read input from a file 2> - redirect error output to a file I also connected < to cat so it can read from a file through stdin. To make this work, I had to refactor how commands run. The old processCommand returned output directly. I renamed it to executeCommand and wrote a new processCommand wrapper above it that parses redirection operators before the command runs, then decides where the output goes. The refactor was harder than expected. I hit several bugs - a typo in stderrMatch , a missing $ anchor in a regex, and a duplicate if block that used the wrong variable. I also had to fix catResults and lineNumber which I deleted during the refactor without realizing. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, and theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to terminal filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help With flags for most commands, redirection ( > , >> , < , 2> ), and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Command history (up/down arrow keys) Tab autocomplete history command, !! , !n Add grep , head , tail Add chmod , chown Wildcards, brace expansion, && , || Build the lesson system (lectures + practice missions) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lessons system. This is the biggest step so far - the part that turns the terminal into a real teaching tool. The lessons system has three parts: The lessons overview page ( lessons.html ) shows all lessons organized into sections: Introduction Navigation Files Text & Redirection Permissions Final Mission Each lesson appears as a card with a status: START (unlocked), DONE (completed), or LOCK (not yet unlocked). Intro lessons are always open so users can read them or skip. Navigation lessons unlock one at a time. Later sections unlock when the previous section is finished. The lessons data file ( lessons-data.js ) stores all lesson content in one place. Each lesson has a lecture that explains the concept and a practice task with an expected command. The lesson engine ( lesson-window.js ) will run inside main.html . It opens a floating window with the current lesson, shows the lecture, then the practice. When the user types the correct command, the lesson completes and unlocks the next one. I also built the mode selection page ( mode.html ). After login, the user picks between two paths: Free Exploration : opens the terminal with no lessons Guided Path : opens the lessons overview Progress saves to localStorage so completed lessons stay completed. Some issues I hit: The unlock logic had a bug where Intro lessons blocked Navigation. I fixed it by skipping intro sections in the unlock check. CSS conflicts between .lesson-subtitle (used inside lesson cards) and .lessons-subtitle (used on the page). I renamed them to avoid mixing styles. The lessons page inherited overflow: hidden from the body, so it could not scroll. I added a body.lessons-page override. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output commands.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build the lesson window inside main.html (lecture, practice, success phases) Make the window draggable and minimizable with an Escape key toggle Build the Final Mission with game-style objectives Add remaining commands ( grep , head , tail , chmod , chown ) Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I built the lesson window - the floating panel that runs inside the terminal during lessons. This is the piece that connects the lessons page to the terminal itself. When a user picks a lesson from the overview, the terminal opens with ?lesson=N in the URL. The lesson window reads that number, finds the lesson in the data file, and appears in the top-right corner of the screen. The window has three states: Lecture - shows the lesson text explaining the concept. The user reads and clicks “Start Practice” (or “Complete” for intro lessons). Practice - the window changes visually. Its border and title switch to an amber color, and a “PRACTICE:” prefix appears in the title. This makes it obvious that it’s time to do something, not just read. The user types the command in the terminal below. Success - when the expected command is typed, the window shows the success message and a “Next Lesson” button appears. Clicking it swaps the window content to the next lesson without reloading the page. The window is also draggable by its title bar. The user can move it anywhere, minimize it with - , or close it with × (which returns to the lessons page). Pressing Escape hides and shows the window. I also added replay support. If a lesson is already complete, the user can open it again, read the lecture, and try the practice a second time. The window still shows the success message, but the lesson status stays DONE - it does not re-mark anything. Some issues I hit: The intro lessons blocked the “Next Lesson” button because they were being re-completed in a loop. I fixed this by tracking a showingSuccess variable that tells the code whether we’re on the success screen or the lecture. The practice mode class wasn’t being added because the flow checked lessonComplete before checking whether we were in the practice phase. I reordered the checks so practice renders correctly even for replayed lessons. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 6 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Build chmod , chown , sudo for the Permissions section Write lesson content for lessons 21-24 Build the Final Mission with a timer and game-style objectives Try It Live Demo
Teach Terminal A browser-based game that teaches Linux terminal commands through interactive lessons and missions. Today Today I finished writing all 25 lessons and fixed several issues with the lesson system. The lessons are organized into 5 sections - Introduction, Navigation, Files, Text & Redirection, and Permissions - plus a final congratulations lesson. Each practice lesson has multiple steps, so instead of a single command to type, the user might create a file, change its permissions, and verify with ls -l . The window tracks progress with markers like [x] , [>] , and [ ] so it is clear where the user is. I also fixed bugs I found while testing the flow: The lesson window didn’t reset the filesystem between practices. If you completed mkdir projects once, replaying the lesson would fail because the folder already existed. Now the filesystem resets to a clean state at the start of every practice lesson. Sudo commands weren’t detected by the practice check. The checker only saw the inner command ( chown root file.txt ), not the full sudo chown root file.txt . Fixed by passing the full command through. Lesson 25 no longer has a practice - it just says “Congratulations! You finished Teach Terminal.” with a short message about what the user learned. Completed index.html - Start menu with Start and Settings buttons settings.html - Settings page with three themes (Ubuntu, Hacker, Kali) login.html - Login page with username, machine name, and password validation mode.html - Mode selection: Free Exploration or Guided Path lessons.html - Course overview with sections and lesson cards main.html - Interactive terminal interface style.css - Main styling, animated gradients, glassmorphism UI, theme colors login.css - Login page styling with themed backgrounds settings.js - Saves the selected theme using localStorage theme.js - Loads the saved theme and applies it automatically login.js - Form validation and redirect to mode page filesystem.js - Fake Linux filesystem with files, folders, permissions, owners, groups, sizes, and modification times terminal.js - Terminal input handling, prompt display, line management, colored output, sudo flow command.js - Command recognition and execution lessons-data.js - All 25 lessons organized into 5 sections lesson.js - Renders the lessons page timeline lesson-window.js - Runs the lesson window inside the terminal Current Commands pwd , ls , cd , mkdir , touch , echo , cat , rm , cp , mv , chmod , chown , sudo , clear , help , history With flags for most commands, redirection ( > , >> , < , 2> ), Tab autocomplete, arrow-key history, !! and !n expansion, and per-command help. Goal My goal is to create a realistic Linux terminal that teaches beginners how to use common commands through interactive lessons instead of just reading documentation. Next Steps Add grep , head , tail Add pipes ( | ) and shell operators ( && , || , ; ) Wildcards and brace expansion Try It Live Demo
Ships:
Teach Terminal I made Teach Terminal - a browser-based Linux terminal simulator for learning basic Linux commands. The main problem I wanted to solve is that learning Linux from documentation can be very passive. You read what cd or chmod does, but you don’t really remember it until you use it yourself. Also, using a real Linux system can be a little scary for beginners because one wrong command can cause problems. Teach Terminal gives you a fake Linux filesystem where you can practice without breaking a real computer. You can log in, choose a mode, and start learning. There are 25 lessons in 5 sections: Introduction, Navigation, Files, Text & Redirection, and Permissions. Every lesson has a small lecture and then practice. In the practice you need to type commands yourself, for example pwd , ls -la , chmod 755 , or sudo chown root file.txt . The terminal gives output and errors similar to what you can get in a real Ubuntu terminal. Note: This is a simulation. It does not enforce all Linux permissions and security rules, so some commands may behave differently than on a real system. What was challenging The fake filesystem was one of the harder parts. I made two classes for it. FileSystem handles the filesystem tree and navigation, and file represents the individual files and folders. It also stores things like permissions, owner, size and modification date. Getting absolute paths working was also a little difficult. I needed to go from the current file or folder to its parents until I reach the root. It is kind of like following a linked list backwards. Another problem was checking commands in multi-step practices. For example, when a user runs sudo chown root file.txt , the practice checker needs to check the whole command and not only chown root file.txt . I also had problems with resetting the practice state. If I make a folder with mkdir projects and then start the same practice again, it will fail because the folder already exists. So I needed to reset the practice filesystem when starting it again. Things I am happy with The lesson engine is probably the part I worked most on. It handles the lecture, practice, success state, and the progress for each step. I also made the lesson window draggable and minimizable. Pressing Escape can toggle the window. The terminal currently supports 16 commands and some extra features like flags, redirection ( > , >> , < , 2> ), tab autocomplete, arrow-key command history, and sudo with password checking. I also added 3 themes: Ubuntu, Hacker and Kali. The themes are used across the different pages. How to test Open the demo link. Go to Settings and choose a theme: Ubuntu, Hacker, or Kali. Log in with a valid username, machine name and password. Choose Guided Path if you want to try the lessons, or Free Exploration if you just want to use the terminal. In a lesson, read the lecture and click Start Practice . Type the commands in the terminal and follow the steps. Some commands you can try: pwd ls -la mkdir test cd test touch file.txt chmod 755 file.txt sudo chown root file.txt The project is made with plain HTML, CSS and JavaScript. I didn’t use frameworks or external dependencies....
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1793339670.9149792
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1793426070.9149792
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43793
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mini_consol by @kdenis | Stardance
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kdenis
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1
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28.27
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331
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T08:49:31Z", "hours": 28.0, "multiplier": 11.7, "payout": 331, "blessing": "neutral", "text": "What did you make? I built a DIY mini handheld console powered by an Arduino Nano! My main goal was to dive into embedded systems development and get hands-on experience with hardware and C++. Because of this, I focused on core functionality rather than super complex games. When you turn it on, you’re greeted with a scrolling “mini console” text, followed by a game selection menu. During gameplay, pressing the designated pause button opens a pause menu where you can either resume (saving your current progress) or exit to the main menu. I included two games: Snake and Flappy Bird. What was challenging? Generating non-blocking audio feedback was definitely the hardest part. I implemented button click sounds using PWM to control the volume, which took a lot of time to tune since working with audio signals is trickier than controlling a motor. It required pseudo-multitasking using millis() to keep the gameplay smooth while playing sounds. Also, in Snake, I initially didn’t use a grid-based movement system and implemented pixel-by-pixel movement instead. Because of this, collision detection with food can occasionally miss. What are you proud of? I’m really proud of the software architecture and code structure in several parts of the project. I focused on clean OOP principles, solid encapsulation, and clear code organization (though a few spots are still a bit messy!). I’m also proud that i didn’t use delay funtion and of my Settings.h file What should people know so they can test your project? To test or build it, you just need to know how to connect the display and buttons to an Arduino Nano. Inside the Settings.h file, you can easily customize pin configurations, volume, colors, display sizes, and game speeds. I also added comments throughout the codebase to make it easy to follow along!", "repo": "https://github.com/deniska-design/mini_consol", "demo": "https://www.youtube.com/watch?v=uTfua7OpIts"}]...
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[{"post_id": 53755, "ts": "202 [{"post_id": 53755, "ts": "2026-08-24T13:03:26Z", "hours": 0.2725, "text": "DevLog №10 prepared everything for shiping. added wiring.png and AI usage declaration in my README file."}, {"post_id": 50404, "ts": "2026-08-19T15:50:50Z", "hours": 2.895, "text": "DevLog №9 ###What’s New Walls & Pipes Mechanics: Added moving wall obstacles. Score Counter: Integrated a score tracking system. ###How It Works Score Logic: To keep things simple and efficient, the score increases automatically whenever a wall reaches the left edge of the screen. Illusion of Movement: The bird stays in place while the walls continuously cycle and reset from the right edge back to the left. This creates a smooth side-scrolling illusion! It was a fairly straightforward feature to implement, but it instantly made the project feel much more like a complete game!"}, {"post_id": 48980, "ts": "2026-08-17T15:48:49Z", "hours": 2.9033, "text": "Devlog №8 Bird Physics & Rendering Flicker-Free Rendering To prevent screen flickering caused by redrawing the entire screen, I optimized the loop by clearing only the bird’s exact position before rendering its new frame. Physics Implementation Movement relies on both velocity and acceleration : Acceleration continuously increases the downward velocity (gravity). Jump mechanic resets the downward velocity to initial on every input. Next Steps: Wall Generation Obstacle Setup I need to create an array of one dynamic wall . Recycling Logic As soon as a wall reaches the left edge of the screen, it will wrap around to the right . The height/position will randomize each time it reappears to form a continuous level."}, {"post_id": 46939, "ts": "2026-08-14T14:36:32Z", "hours": 1.1725, "text": "Devlog №7 implemted PMW to control sound volume"}, {"post_id": 46796, "ts": "2026-08-14T09:32:51Z", "hours": 0.7017, "text": "Devlog №6 Today I quickly set up the startup text so it scrolls smoothly, and that’s pretty much it. Nothing complicated, really—took me literally half an hour. Next up: finish tuning the PWM to quiet down the audio, and then I’ll probably work on making a more interesting splash screen."}, {"post_id": 46404, "ts": "2026-08-13T16:12:02Z", "hours": 8.6364, "text": "Devlog №5 I added sound effects for every button press on my mini-console! Sounds like a super quick and easy task, right? Well, it should have been. But a few architectural bumps in the road ended up eating way more time than expected. What went wrong (and how I fixed it) Hardware Pin Conflict: My buzzer was originally soldered to a pin used by SPI . As soon as the display initialized, things went sideways. Game Loop vs. Main Loop Architecture: My game logic was running inside an infinite loop within a standalone function, while the sound playback logic lived in the main loop calling that function. Solution: soldered the buzzer to another pin and quick architecture refactor solved both problems pretty easily — I spent about an hour on each issue. The Biggest Problem: A very loud buzzer remains the biggest and unsolved issue. I tried to tame it in software using PWM (Pulse Width Modulation) to decrease the volume. But PWM control is tricky on its own, and since the buzzer relies on a fixed frequency to generate tone, layering custom PWM over it completely broke the audio pitch. Next Up: Implement smooth scrolling text for the console startup screen. Conquer this cursed PWM/volume issue once and for all. Start writing a Flappy Bird clone"}, {"post_id": 43336, "ts": "2026-08-08T15:14:08Z", "hours": 3.9092, "text": "DevLog №4 What’s New Pause Menu Implemented: Players can now pause the game at any time with two options: -> Continue: Return to the game with all current progress intact. -> Exit to Menu: Quit to the main menu (resets all game progress). Technical Challenges The main challenge was handling this within my current architecture, which relies on a main loop with a nested switch statement for state management. I needed a reliable way for these states to communicate and handle game object lifecycles properly: -> Persisting Objects: Retaining game objects in memory when resuming from pause. -> Cleaning Up: Safely destroying objects and resetting state when returning to the main menu (either voluntarily or on Game Over). Next Goals -> Add sound effects using the built-in piezo buzzer. -> Implement a new mini-game: Flappy Bird."}, {"post_id": 42572, "ts": "2026-08-07T12:00:33Z", "hours": 3.4556, "text": "DevLog №3 : What I worked on: Started implementing the Pause state during gameplay. To make this work properly, the game needs to preserve the current state of both the Snake and Food objects when transitioning into pause and back. Slightly refactored the main loop architecture and updated the SnakeGameHandle function. The Struggle: decided to write a helper function to update values inside my StateMachine (handling states like Game, Menu, Pause, Snake, FlappyBird).Blaming it on late-night fatigue, I wrote the function in the most overcomplicated way possible… and called it even worse. The result? Every time I exited the Snake game, I was greeted by a blank black screen because the Menu state was never getting assigned correctly. I spent over an hour staring at the code, completely stumped as to why it was breaking. I think it happened because of self-assignment The Fix: Decided to get some sleep. Woke up the next morning with a fresh head and fixed the black screen issue in 20 minutes. Next Goal: Finish up the Pause feature completely"}, {"post_id": 41914, "ts": "2026-08-06T13:03:12Z", "hours": 1.4547, "text": "devlog #2: added StateHandle file to handle all the actions(menu, games) in my main loop in main.cpp. Now my main loop is shorter and more understandable"}, {"post_id": 41835, "ts": "2026-08-06T09:24:37Z", "hours": 3.1758, "text": "Devlog #1: I uploaded all the files I had written before I found out about Hack Club. After that, I spent most of my time figuring out how to detect collisions between the snake and the food. Since I originally built everything pixel-by-pixel instead of using a grid system, comparing screen positions directly required too many pixel checks. To optimize this and avoid checking every single pixel pair, I had to tweak the logic. Even though it was tricky to adjust without a strict grid, the collision detection is working now and the game is totally playable"}]...
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Title: mini_consol by @kdenis | Stardance
Devlogs Title: mini_consol by @kdenis | Stardance
Devlogs:
Devlog #1: I uploaded all the files I had written before I found out about Hack Club. After that, I spent most of my time figuring out how to detect collisions between the snake and the food. Since I originally built everything pixel-by-pixel instead of using a grid system, comparing screen positions directly required too many pixel checks. To optimize this and avoid checking every single pixel pair, I had to tweak the logic. Even though it was tricky to adjust without a strict grid, the collision detection is working now and the game is totally playable
devlog #2: added StateHandle file to handle all the actions(menu, games) in my main loop in main.cpp. Now my main loop is shorter and more understandable
DevLog №3 : What I worked on: Started implementing the Pause state during gameplay. To make this work properly, the game needs to preserve the current state of both the Snake and Food objects when transitioning into pause and back. Slightly refactored the main loop architecture and updated the SnakeGameHandle function. The Struggle: decided to write a helper function to update values inside my StateMachine (handling states like Game, Menu, Pause, Snake, FlappyBird).Blaming it on late-night fatigue, I wrote the function in the most overcomplicated way possible… and called it even worse. The result? Every time I exited the Snake game, I was greeted by a blank black screen because the Menu state was never getting assigned correctly. I spent over an hour staring at the code, completely stumped as to why it was breaking. I think it happened because of self-assignment The Fix: Decided to get some sleep. Woke up the next morning with a fresh head and fixed the black screen issue in 20 minutes. Next Goal: Finish up the Pause feature completely
DevLog №4 What’s New Pause Menu Implemented: Players can now pause the game at any time with two options: -> Continue: Return to the game with all current progress intact. -> Exit to Menu: Quit to the main menu (resets all game progress). Technical Challenges The main challenge was handling this within my current architecture, which relies on a main loop with a nested switch statement for state management. I needed a reliable way for these states to communicate and handle game object lifecycles properly: -> Persisting Objects: Retaining game objects in memory when resuming from pause. -> Cleaning Up: Safely destroying objects and resetting state when returning to the main menu (either voluntarily or on Game Over). Next Goals -> Add sound effects using the built-in piezo buzzer. -> Implement a new mini-game: Flappy Bird.
Devlog №5 I added sound effects for every button press on my mini-console! Sounds like a super quick and easy task, right? Well, it should have been. But a few architectural bumps in the road ended up eating way more time than expected. What went wrong (and how I fixed it) Hardware Pin Conflict: My buzzer was originally soldered to a pin used by SPI . As soon as the display initialized, things went sideways. Game Loop vs. Main Loop Architecture: My game logic was running inside an infinite loop within a standalone function, while the sound playback logic lived in the main loop calling that function. Solution: soldered the buzzer to another pin and quick architecture refactor solved both problems pretty easily — I spent about an hour on each issue. The Biggest Problem: A very loud buzzer remains the biggest and unsolved issue. I tried to tame it in software using PWM (Pulse Width Modulation) to decrease the volume. But PWM control is tricky on its own, and since the buzzer relies on a fixed frequency to generate tone, layering custom PWM over it completely broke the audio pitch. Next Up: Implement smooth scrolling text for the console startup screen. Conquer this cursed PWM/volume issue once and for all. Start writing a Flappy Bird clone
Devlog №6 Today I quickly set up the startup text so it scrolls smoothly, and that’s pretty much it. Nothing complicated, really—took me literally half an hour. Next up: finish tuning the PWM to quiet down the audio, and then I’ll probably work on making a more interesting splash screen.
Devlog №7 implemted PMW to control sound volume
Devlog №8 Bird Physics & Rendering Flicker-Free Rendering To prevent screen flickering caused by redrawing the entire screen, I optimized the loop by clearing only the bird’s exact position before rendering its new frame. Physics Implementation Movement relies on both velocity and acceleration : Acceleration continuously increases the downward velocity (gravity). Jump mechanic resets the downward velocity to initial on every input. Next Steps: Wall Generation Obstacle Setup I need to create an array of one dynamic wall . Recycling Logic As soon as a wall reaches the left edge of the screen, it will wrap around to the right . The height/position will randomize each time it reappears to form a continuous level.
DevLog №9 ###What’s New Walls & Pipes Mechanics: Added moving wall obstacles. Score Counter: Integrated a score tracking system. ###How It Works Score Logic: To keep things simple and efficient, the score increases automatically whenever a wall reaches the left edge of the screen. Illusion of Movement: The bird stays in place while the walls continuously cycle and reset from the right edge back to the left. This creates a smooth side-scrolling illusion! It was a fairly straightforward feature to implement, but it instantly made the project feel much more like a complete game!
DevLog №10 prepared everything for shiping. added wiring.png and AI usage declaration in my README file.
Ships:
What did you make? I built a DIY mini handheld console powered by an Arduino Nano! My main goal was to dive into embedded systems development and get hands-on experience with hardware and C++. Because of this, I focused on core functionality rather than super complex games. When you turn it on, you’re greeted with a scrolling “mini console” text, followed by a game selection menu. During gameplay, pressing the designated pause button opens a pause menu where you can either resume (saving your current progress) or exit to the main menu. I included two games: Snake and Flappy Bird. What was challenging? Generating non-blocking audio feedback was definitely the hardest part. I implemented button click sounds using PWM to control the volume, which took a lot of time to tune since working with audio signals is trickier than controlling a motor. It required pseudo-multitasking using millis() to keep the gameplay smooth while playing sounds. Also, in Snake, I initially didn’t use a grid-based movement system and implemented pixel-by-pixel movement instead. Because of this, collision detection with food can occasionally miss. What are you proud of? I’m really proud of the software architecture and code structure in several parts of the project. I focused on clean OOP principles, solid encapsulation, and clear code organization (though a few spots are still a bit messy!). I’m also proud that i didn’t use delay funtion and of my Settings.h file What should people know so they can test your project? To test or build it, you just need to know how to connect the display and buttons to an Arduino Nano. Inside the Settings.h file, you can easily customize pin configurations, volume, colors, display sizes, and game speeds. I also added comments throughout the codebase to make it easy to follow along!...
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1793472519.8234718
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1793558919.8234718
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43816
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PeacefulPython - LPP by @PeacefulPolymath | Starda PeacefulPython - LPP by @PeacefulPolymath | Stardance...
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PeacefulPolymath
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1
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13.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T05:10:11Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a Project that is rather intermediate than complex in which one can get a structured plan of learning python One thing people might like about this is that I solved a problem which was kind of a hustle to every student The problem is everything is in internet but we don’t know how to access it so that we can learn something new. This is helpful for people of any age who are willing to learn python at a self pace using automatetheboringstuff. Com I am proud of it because it’s my first project in a cs event like hackclub.", "repo": "https://github.com/PeacefulPolymath/Peaceful-Python-LPP", "demo": "https://peacefulpolymath.github.io/Peaceful-Python-LPP/"}]...
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[{"post_id": 47333, "ts": "202 [{"post_id": 47333, "ts": "2026-08-15T06:42:59Z", "hours": 9.9083, "text": "FINALLY!! I DID IT, I finally completed my ‘Learn Python Peacefully Project’ It took so much time to finish it. It is a website that is simple but fun in which you can trynna learn python with some sources. I also tried to make some solutions to the problems in the major python course named automate the boring stuff.com I literally feel like Iron Man after doing it cause I am a beginner. Guys. You can just think of me as a guy who is currently in dopamine for just making a very simple project"}, {"post_id": 42680, "ts": "2026-08-07T15:08:14Z", "hours": 2.06, "text": "QUICK UPDATE! Guys I have been working on making the python easy and fun to learn, But i changed my mind and want to instead make a proper curriculum with challenges that arent 💩 So I started learning and messing around lessons in the automate the boring stuff website [automatetheboringstuff.com] This is gonna take some time as I need to learn the lessons myself and use gen ai to make hard challenges and then make solutions MYSELF I have successfully made part 1 Please take your time and see it"}, {"post_id": 40736, "ts": "2026-08-04T13:44:24Z", "hours": 0.9736, "text": "Welcoming you to Peaceful Python 🐍✨ I know several people here want to get their hands on some awesome stuff from the shop . To be honest, many of you guys are ambitious but don’t have good material to learn from. You might question me — there are hundreds of tutorials and sites like freeCodeCamp 📚. But for any above-average curious guy (polymath 🧠), it seems too slow 🐢. I am on my way to making a GitHub repo where a person can use AI to learn Python actively (by doing) . I plan to first complete the parts of it and then make a site 🌐. Bookmark it 🔖, lock it 🔒, or do whatever you want — I guarantee you 💯. This is gonna be good! 🚀"}]...
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Title: PeacefulPython - LPP by @PeacefulPolymath | Title: PeacefulPython - LPP by @PeacefulPolymath | Stardance
Devlogs:
Welcoming you to Peaceful Python 🐍✨ I know several people here want to get their hands on some awesome stuff from the shop . To be honest, many of you guys are ambitious but don’t have good material to learn from. You might question me — there are hundreds of tutorials and sites like freeCodeCamp 📚. But for any above-average curious guy (polymath 🧠), it seems too slow 🐢. I am on my way to making a GitHub repo where a person can use AI to learn Python actively (by doing) . I plan to first complete the parts of it and then make a site 🌐. Bookmark it 🔖, lock it 🔒, or do whatever you want — I guarantee you 💯. This is gonna be good! 🚀
QUICK UPDATE! Guys I have been working on making the python easy and fun to learn, But i changed my mind and want to instead make a proper curriculum with challenges that arent 💩 So I started learning and messing around lessons in the automate the boring stuff website [automatetheboringstuff.com] This is gonna take some time as I need to learn the lessons myself and use gen ai to make hard challenges and then make solutions MYSELF I have successfully made part 1 Please take your time and see it
FINALLY!! I DID IT, I finally completed my ‘Learn Python Peacefully Project’ It took so much time to finish it. It is a website that is simple but fun in which you can trynna learn python with some sources. I also tried to make some solutions to the problems in the major python course named automate the boring stuff.com I literally feel like Iron Man after doing it cause I am a beginner. Guys. You can just think of me as a guy who is currently in dopamine for just making a very simple project
Ships:
This is a Project that is rather intermediate than complex in which one can get a structured plan of learning python One thing people might like about this is that I solved a problem which was kind of a hustle to every student The problem is everything is in internet but we don’t know how to access it so that we can learn something new. This is helpful for people of any age who are willing to learn python at a self pace using automatetheboringstuff. Com I am proud of it because it’s my first project in a cs event like hackclub....
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1793476252.642884
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1793562652.642884
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43835
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My own AI by @Stv120 | Stardance
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Stv120
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1
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29.69
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T21:50:19Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello guys! I shipped my project, first off be aware that if you are on Linux or MacOS you need to manually build it yourselves, I designed it to be compatible with those, but I cannot guarantee with maximum certitude that it will work without any flaws after building. Second, The zipped file is about 2.1gb so I attached a link to google drive to download it. Google will probably tell you they can’t scan bigger files for viruses, so if you are not sure check the codes and readme on GitHub. Third, Windows will also give you a warning when trying to run the app, same thing as before. And lastly, don’t move stuff outside the folder after downloading and unzipping to be sure that it will work as I intended. If you want to check all the components and eventually even change the code as you wish I listed everything on git!", "repo": "https://github.com/7lul7/DragoGPT", "demo": "https://github.com/7lul7/DragoGPT/releases/tag/DragoGPT"}]...
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[{"post_id": 51249, "ts": "202 [{"post_id": 51249, "ts": "2026-08-20T19:46:39Z", "hours": 0.6892, "text": "Devlog #8 I did not think this devlog was needed but apparently it is very much needed. This is mostly for the people that will rate this and the ones responsible if my projects gets thru. First off, I gotta say the reviewers are another kind of human species. If you want to rate something, actually rate it and put effort, BUT if you come here review it and conclude “heavy AI usage” from a technical menu and a thinking bubble thats part of the UI, you probably never used an app and got stuck in the 1980, where people used the console to communicate with the computer, because how do you conclude that just from UI???? Thats for my last reviewer who said I used and I quote “heavy AI”, mind you he had the other devlogs to check out, what he only did was review the UI, and 0 code, none of it was code! Okay he did underline some stuff tho that tought was AI, and guess what? It was, YES, what a surprise, a 16 year old USED AI? Well thats shocking. Seriously, do you expect a 16 year old to make a language model all by himself? Some of that stuff you do in 3rd year in university, but I guess this platform is made for only top 0.1% teen coders! This hackaton rates just the final product, rather than the effort. I could put as a project a game that competes with AAA games and there will be people leaving minimum effort ratings saying it is not good enough, probably nothing is good enough for this problem. Sadly I wish you could report reviewers who dont approve ur project from reasons that make no sense! Second, my second last reviewer said my readme was made with AI just because I used “-”. Seriously? Just because AI overuses that character does not mean everyone who uses it used AI for all of it. And guess what? I used AI for the readme too. But not at that part (because apparently using more advanced english or symbols you dont really see, its AI. No. It just means there are people who know how to use the keyboard ), I used it to write the commands for people who want to build the project on MacOS and Linux, and I am 100% not required nor its the bare minimum to make it for those 2 OS. Not even all big companies make their software for Mac or Linux, yet you expect a teen to do it? Pathetic if you ask me. And third, thats about it, the ones who keep saying “web support”, well thats very funny. Because, no, im not writing my project which i spent hours out, because u dont have the effort to download it. I swear where do yall come from? Is your birthplace the Linux kernel? Im sorry but if you code from infant age, does not mean I should deliver top quality, if you want a top quality software, you can go rate the big companies who make overpriced software. If these reviewers actually reviewed stuff that matters way more than a fun hackaton we would live in an utopia. But sure if you want to keep touching the terminal, not grass, and live ur coding life, be my guest! (All these apply for the ones who think teens should be ready for a Microsoft interview! If you dont want to rate this or dont have the energy to, just skip, it helps me and your busted brain!) PS: atp this is cyberbullying gng get a grip 🙏"}, {"post_id": 46926, "ts": "2026-08-14T14:20:47Z", "hours": 6.445, "text": "Devlog #7 Hello guys! This is probably my last devlog before releasing this project, and I want to share what happened during the last 3 days. Also, keep in mind that I previously had a version based on a Q&A-type database that I had generated using an LLM. First off, the version from the last devlog was based on a database from DailyDialog. It was very heavy for the model’s “brain”, and as a result, it wasn’t really able to communicate properly. It would sometimes respond with something completely unrelated to the question. After that, I tried training it on a Wikipedia dump. As an idea, it was good, but the amount of time it took to finish a training session with 30 epochs was LONG. And even after that, the AI still wasn’t capable of having proper conversations. After that, I asked ChatGPT for help, and I can say that ChatGPT is not only bad, it is horrible for debugging. It makes stuff up, changes things that aren’t even broken, and generally makes the debugging process harder. So I tried using Claude. Claude at least tried. It actually computed the project on its server, fixed something, but it still wasn’t enough. Then I discovered Codex. It’s not entirely new, but I didn’t know about it before! I gave Codex the project files and asked it to search for the problem. It gave me the files back, and it actually fixed the problems. When I tried the fixed version, I asked it some questions. It had been trained on both a Q&A database and a Wikipedia database, and it actually answered correctly most of the time. The problem was that when I asked something that wasn’t in the Q&A database, it retrieved information from the Wikipedia dump. That wasn’t necessarily bad, but it didn’t know how to actually make a sentence using the information. It was basically just a retrieval tool rather than a conversational AI. Since my Codex tokens expired and I can’t use it for a month, I didn’t bother continuing with that version. I went back to the version from before the last devlog, which was based on a smaller Q&A database. I improved the database, retrained the model, and now it actually responds. The problem is that if you’re not using proper grammar, it can still respond with something unrelated to the topic. And if the topic isn’t included in the database, it can make stuff up. After that, I added an Ollama version alongside my trained model. This way, if the user wants an answer that my trained AI can’t provide, they can use the Ollama model instead. I also made a UI with the help of an LLM. So now the app is functional. Both models are available. I also thought about adding a tool to my trained AI that detects when the user wants math support, but for now it would only be for math and not other topics, so I’ll see if I end up adding it. About web support I don’t think I’ll add a web version since the UI is made using PySide6, and making it web-compatible would basically mean rewriting the whole UI. Or maybe there’s an easier way to do it that I don’t know about. Linux and macOS support Linux and macOS support is possible, but I don’t have a Mac to actually test whether the program works properly on that platform. Linux should be easier since I can install a Linux distro in a VM and test it there, although I’m not completely sure yet. And that’s basically where the project is right now. If you have any suggestions leave them in the comments, thanks!"}, {"post_id": 45060, "ts": "2026-08-11T10:16:23Z", "hours": 2.4114, "text": "Devlog #6 Hello guys! Yesterday I realized what was the problem with the language model and its predicting. So basically I was testing it by typing “Hello” without punctuation and so the AI was confused and did not know how to respond, hence the unexpected responses. When I tried with the word “Hello.” with the dot it did work! And besides this problem, I also encountered another problem. The AI couldn’t recognize, even if the word was in the training.txt file, if it was spelled wrong or had capital letters or not where it should have been. For example I asked it “What is EArth?” and it returned nothing because it did not recognize “EArth”, in its vocabulary, so last night I sampled a training text in json format from DailyDialog dataset, made a converter.py file, which extracted the dialog from train.json . I ran 3 epochs because the new text contained 2660291 training examples (WHICH was WAY WAY bigger than I expected!), and it took like 1,5 hours to finish. After that I tested it and again, the model predicted the answer wrong so now I upgraded the embedding size from 32 to 64 and ran again train.py (currently it is still training!) . Anyway, if it doesn’t work again I will probably look into the configuration again, maybe upgrade the epochs from 3 to 6, since the other major components like main.py model.py and train.py are fine (probably). I attached below the training progress"}, {"post_id": 44675, "ts": "2026-08-10T16:20:02Z", "hours": 10.2253, "text": "Devlog #5 My brain is soup currently. I have made real progress, at least, at least… . Now the AI is trained on my CUDA cores from my GPU. And now it can actually make a conversation, which is WOW, but the thing is… the responses are not consistent or they do not make sense, but at least they are words that can be understood separately. I have also changed train.py, model.py and main.py multiple times, upgraded to training.txt file which now contains multiple conversation examples, but the project is far from over. I attached below how it responds currently. If it weren’t for the 10 hour devlog limit I would’ve kept going."}, {"post_id": 42121, "ts": "2026-08-06T18:14:08Z", "hours": 5.3847, "text": "Devlog #4 Hello guys! • I finally rebuilt the 3 biggest components of my AI, those being main.py, model.py and train.py, completing a solid foundation which can be upgraded from now on without the need of deleting the current code completely. • Anyway, currently the text sample which it is being trained on is not too big, so it can’t “learn” much, and the context right now is just “Hello wo”, and it predicts the next character right as intended, using the last 8 characters • The first changes I obviously need to make are changing the context from that to the input of the user and making the training sample bigger, then we can move to upgrade the epoch number from 100 to lets say more and the context size from 8 to more characters. I will announce my plans for the future upgrades in the upcoming devlogs. • Here are some previews of the code and some notes I took: (if they all load correctly hopefully)"}, {"post_id": 40952, "ts": "2026-08-04T20:17:34Z", "hours": 2.2158, "text": "Devlog #3 Hello guys! I am working so the program will be based on an 8 character architecture, meaning that it will now predict the next character using the last 8 characters, not just the last one, meaning its brain gets upgraded! I am still learning how to do an AI at home with the help of YouTube tutorials and AI so it will take many hours to finish, but my expectations for the final product are high!"}, {"post_id": 40858, "ts": "2026-08-04T17:28:49Z", "hours": 1.3222, "text": "Devlog #2 Hello guys! I have updated main.py which tests the AI, train.py, model.py and tokenizer.py and I reached a milestone since the AI now predicts what letter comes next. Right now it is being trained by a pretty simple text file but I’m planning to upgrade that too! Here’s a quick preview:"}, {"post_id": 40741, "ts": "2026-08-04T13:51:56Z", "hours": 0.6956, "text": "Devlog #1 Hello guys today I am working on a project with the goal with building my own AI, yes, you heard that right! The goal is to train it locally and that it works 100% offline Here’s what I did up until now: I set up the project in python Built my first neural network with the help of AI that contains one neuron and which was used to understand weights, loss, prediction and more Did my first AI training which the AI discovered the multiplying by 2 rule Dataset loader Tokenizer Custom vocabulary Encoder/Decoder and a few other stuff"}]...
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Title: My own AI by @Stv120 | Stardance
Devlogs:
Title: My own AI by @Stv120 | Stardance
Devlogs:
Devlog #1 Hello guys today I am working on a project with the goal with building my own AI, yes, you heard that right! The goal is to train it locally and that it works 100% offline Here’s what I did up until now: I set up the project in python Built my first neural network with the help of AI that contains one neuron and which was used to understand weights, loss, prediction and more Did my first AI training which the AI discovered the multiplying by 2 rule Dataset loader Tokenizer Custom vocabulary Encoder/Decoder and a few other stuff
Devlog #2 Hello guys! I have updated main.py which tests the AI, train.py, model.py and tokenizer.py and I reached a milestone since the AI now predicts what letter comes next. Right now it is being trained by a pretty simple text file but I’m planning to upgrade that too! Here’s a quick preview:
Devlog #3 Hello guys! I am working so the program will be based on an 8 character architecture, meaning that it will now predict the next character using the last 8 characters, not just the last one, meaning its brain gets upgraded! I am still learning how to do an AI at home with the help of YouTube tutorials and AI so it will take many hours to finish, but my expectations for the final product are high!
Devlog #4 Hello guys! • I finally rebuilt the 3 biggest components of my AI, those being main.py, model.py and train.py, completing a solid foundation which can be upgraded from now on without the need of deleting the current code completely. • Anyway, currently the text sample which it is being trained on is not too big, so it can’t “learn” much, and the context right now is just “Hello wo”, and it predicts the next character right as intended, using the last 8 characters • The first changes I obviously need to make are changing the context from that to the input of the user and making the training sample bigger, then we can move to upgrade the epoch number from 100 to lets say more and the context size from 8 to more characters. I will announce my plans for the future upgrades in the upcoming devlogs. • Here are some previews of the code and some notes I took: (if they all load correctly hopefully)
Devlog #5 My brain is soup currently. I have made real progress, at least, at least… . Now the AI is trained on my CUDA cores from my GPU. And now it can actually make a conversation, which is WOW, but the thing is… the responses are not consistent or they do not make sense, but at least they are words that can be understood separately. I have also changed train.py, model.py and main.py multiple times, upgraded to training.txt file which now contains multiple conversation examples, but the project is far from over. I attached below how it responds currently. If it weren’t for the 10 hour devlog limit I would’ve kept going.
Devlog #6 Hello guys! Yesterday I realized what was the problem with the language model and its predicting. So basically I was testing it by typing “Hello” without punctuation and so the AI was confused and did not know how to respond, hence the unexpected responses. When I tried with the word “Hello.” with the dot it did work! And besides this problem, I also encountered another problem. The AI couldn’t recognize, even if the word was in the training.txt file, if it was spelled wrong or had capital letters or not where it should have been. For example I asked it “What is EArth?” and it returned nothing because it did not recognize “EArth”, in its vocabulary, so last night I sampled a training text in json format from DailyDialog dataset, made a converter.py file, which extracted the dialog from train.json . I ran 3 epochs because the new text contained 2660291 training examples (WHICH was WAY WAY bigger than I expected!), and it took like 1,5 hours to finish. After that I tested it and again, the model predicted the answer wrong so now I upgraded the embedding size from 32 to 64 and ran again train.py (currently it is still training!) . Anyway, if it doesn’t work again I will probably look into the configuration again, maybe upgrade the epochs from 3 to 6, since the other major components like main.py model.py and train.py are fine (probably). I attached below the training progress
Devlog #7 Hello guys! This is probably my last devlog before releasing this project, and I want to share what happened during the last 3 days. Also, keep in mind that I previously had a version based on a Q&A-type database that I had generated using an LLM. First off, the version from the last devlog was based on a database from DailyDialog. It was very heavy for the model’s “brain”, and as a result, it wasn’t really able to communicate properly. It would sometimes respond with something completely unrelated to the question. After that, I tried training it on a Wikipedia dump. As an idea, it was good, but the amount of time it took to finish a training session with 30 epochs was LONG. And even after that, the AI still wasn’t capable of having proper conversations. After that, I asked ChatGPT for help, and I can say that ChatGPT is not only bad, it is horrible for debugging. It makes stuff up, changes things that aren’t even broken, and generally makes the debugging process harder. So I tried using Claude. Claude at least tried. It actually computed the project on its server, fixed something, but it still wasn’t enough. Then I discovered Codex. It’s not entirely new, but I didn’t know about it before! I gave Codex the project files and asked it to search for the problem. It gave me the files back, and it actually fixed the problems. When I tried the fixed version, I asked it some questions. It had been trained on both a Q&A database and a Wikipedia database, and it actually answered correctly most of the time. The problem was that when I asked something that wasn’t in the Q&A database, it retrieved information from the Wikipedia dump. That wasn’t necessarily bad, but it didn’t know how to actually make a sentence using the information. It was basically just a retrieval tool rather than a conversational AI. Since my Codex tokens expired and I can’t use it for a month, I didn’t bother continuing with that version. I went back to the version from before the last devlog, which was based on a smaller Q&A database. I improved the database, retrained the model, and now it actually responds. The problem is that if you’re not using proper grammar, it can still respond with something unrelated to the topic. And if the topic isn’t included in the database, it can make stuff up. After that, I added an Ollama version alongside my trained model. This way, if the user wants an answer that my trained AI can’t provide, they can use the Ollama model instead. I also made a UI with the help of an LLM. So now the app is functional. Both models are available. I also thought about adding a tool to my trained AI that detects when the user wants math support, but for now it would only be for math and not other topics, so I’ll see if I end up adding it. About web support I don’t think I’ll add a web version since the UI is made using PySide6, and making it web-compatible would basically mean rewriting the whole UI. Or maybe there’s an easier way to do it that I don’t know about. Linux and macOS support Linux and macOS support is possible, but I don’t have a Mac to actually test whether the program works properly on that platform. Linux should be easier since I can install a Linux distro in a VM and test it there, although I’m not completely sure yet. And that’s basically where the project is right now. If you have any suggestions leave them in the comments, thanks!
Devlog #8 I did not think this devlog was needed but apparently it is very much needed. This is mostly for the people that will rate this and the ones responsible if my projects gets thru. First off, I gotta say the reviewers are another kind of human species. If you want to rate something, actually rate it and put effort, BUT if you come here review it and conclude “heavy AI usage” from a technical menu and a thinking bubble thats part of the UI, you probably never used an app and got stuck in the 1980, where people used the console to communicate with the computer, because how do you conclude that just from UI???? Thats for my last reviewer who said I used and I quote “heavy AI”, mind you he had the other devlogs to check out, what he only did was review the UI, and 0 code, none of it was code! Okay he did underline some stuff tho that tought was AI, and guess what? It was, YES, what a surprise, a 16 year old USED AI? Well thats shocking. Seriously, do you expect a 16 year old to make a language model all by himself? Some of that stuff you do in 3rd year in university, but I guess this platform is made for only top 0.1% teen coders! This hackaton rates just the final product, rather than the effort. I could put as a project a game that competes with AAA games and there will be people leaving minimum effort ratings saying it is not good enough, probably nothing is good enough for this problem. Sadly I wish you could report reviewers who dont approve ur project from reasons that make no sense! Second, my second last reviewer said my readme was made with AI just because I used “-”. Seriously? Just because AI overuses that character does not mean everyone who uses it used AI for all of it. And guess what? I used AI for the readme too. But not at that part (because apparently using more advanced english or symbols you dont really see, its AI. No. It just means there are people who know how to use the keyboard ), I used it to write the commands for people who want to build the project on MacOS and Linux, and I am 100% not required nor its the bare minimum to make it for those 2 OS. Not even all big companies make their software for Mac or Linux, yet you expect a teen to do it? Pathetic if you ask me. And third, thats about it, the ones who keep saying “web support”, well thats very funny. Because, no, im not writing my project which i spent hours out, because u dont have the effort to download it. I swear where do yall come from? Is your birthplace the Linux kernel? Im sorry but if you code from infant age, does not mean I should deliver top quality, if you want a top quality software, you can go rate the big companies who make overpriced software. If these reviewers actually reviewed stuff that matters way more than a fun hackaton we would live in an utopia. But sure if you want to keep touching the terminal, not grass, and live ur coding life, be my guest! (All these apply for the ones who think teens should be ready for a Microsoft interview! If you dont want to rate this or dont have the energy to, just skip, it helps me and your busted brain!) PS: atp this is cyberbullying gng get a grip 🙏
Ships:
Hello guys! I shipped my project, first off be aware that if you are on Linux or MacOS you need to manually build it yourselves, I designed it to be compatible with those, but I cannot guarantee with maximum certitude that it will work without any flaws after building. Second, The zipped file is about 2.1gb so I attached a link to google drive to download it. Google will probably tell you they can’t scan bigger files for viruses, so if you are not sure check the codes and readme on GitHub. Third, Windows will also give you a warning when trying to run the app, same thing as before. And lastly, don’t move stuff outside the folder after downloading and unzipping to be sure that it will work as I intended. If you want to check all the components and eventually even change the code as you wish I listed everything on git!...
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1793490481.4838185
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1793576881.4838185
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43839
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Tap to Play Arcade Game by @hridhaanjaitly | Stard Tap to Play Arcade Game by @hridhaanjaitly | Stardance...
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hridhaanjaitly
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T16:09:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I basically made a mini neon Arcade themed game, while this wasn’t really the goal, what I wanted to do was see what level my skills are at and constantly imporve it while making anything, a website, app or game. So that is how this small project came to life. I myself know a good amount of HTML and for rest I used help from various coding websites like w3 schools and ofcourse google. I also had this nfc keycard of a hotel, which on exploring I realised I can put a link or info of anything on it and customize it. So after making my game, I shortened the link in terms of storage size and put in in the card, making it a tap-to-play game too. It is not much special as the actual project was to test my coding skills, and learn coding and different languages. It turned out good so I decided to ship it out as a project. I didn’t face much challanges as HTML and C++ is rather easy, yes but as I don’t have a laptop and made it on my tablet on github itself, it would lag, and ofcourse the code would get messed up. Some debugging was required too and yeah that is all. That being said please do rate or like or something so I get some stardust. I am in a grave need of a laptop😅😭. In terms of what should you know to better understand, I guess all this is enough but in technical terms all the info is on GitHub and in my READMe for the game. Thank You !", "repo": "https://github.com/HridhaanDaCoder/Hridhaan-s-Arcade", "demo": ""}]...
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[{"post_id": 41283, "ts": "202 [{"post_id": 41283, "ts": "2026-08-05T12:18:45Z", "hours": 0.6097, "text": "A little arcade game which can be played by my public URL or using a NFC card, I have made the game and all now only integrating it into a NFC is left. That will be in the second part!"}]...
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Title: Tap to Play Arcade Game by @hridhaanjaitly Title: Tap to Play Arcade Game by @hridhaanjaitly | Stardance
Devlogs:
A little arcade game which can be played by my public URL or using a NFC card, I have made the game and all now only integrating it into a NFC is left. That will be in the second part!
Ships:
I basically made a mini neon Arcade themed game, while this wasn’t really the goal, what I wanted to do was see what level my skills are at and constantly imporve it while making anything, a website, app or game. So that is how this small project came to life. I myself know a good amount of HTML and for rest I used help from various coding websites like w3 schools and ofcourse google. I also had this nfc keycard of a hotel, which on exploring I realised I can put a link or info of anything on it and customize it. So after making my game, I shortened the link in terms of storage size and put in in the card, making it a tap-to-play game too. It is not much special as the actual project was to test my coding skills, and learn coding and different languages. It turned out good so I decided to ship it out as a project. I didn’t face much challanges as HTML and C++ is rather easy, yes but as I don’t have a laptop and made it on my tablet on github itself, it would lag, and ofcourse the code would get messed up. Some debugging was required too and yeah that is all. That being said please do rate or like or something so I get some stardust. I am in a grave need of a laptop😅😭. In terms of what should you know to better understand, I guess all this is enough but in technical terms all the info is on GitHub and in my READMe for the game. Thank You !...
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