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44673
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QuantBlock by @Sameed | Stardance
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Sameed
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1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T19:36:05Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "QuantBlock is an interactive web-app that allows users to create algorithmic trading strategies using drag-and-drop blocks. It utilizes a python backend called QuantLab (I hope that explains any confusion about the name and banner). Users can then backtest thier strategy on a vast amount of stock data and obtain valuable metrics like the Sharpe Ratio.", "repo": "https://github.com/Sdinn67/QuantLab", "demo": "https://quantlab-1.onrender.com/"}]...
|
[{"post_id": 51237, "ts": "202 [{"post_id": 51237, "ts": "2026-08-20T19:31:14Z", "hours": 1.7372, "text": "Added the final touches to the frontend. Added a feedback section, element explainer and a strategy explainer. I also added some premade strategies just as an example."}, {"post_id": 50544, "ts": "2026-08-19T18:54:03Z", "hours": 4.1831, "text": "I made some visual changes to the frontend. And I add the sharpe ratio which is one of the most useful financial metric for evaluating a strategy."}, {"post_id": 44639, "ts": "2026-08-10T15:21:44Z", "hours": 3.2414, "text": "DEVLOG 2: I added a section to create your own variable from the available indicators. You can create a variable by multiplying, dividing, adding, or subtracting any two indicators. This variable can then be used in the main condition. How it works in the backend is that the variable assignment is sent as a json tree to the backend. At the backend the json tree is parsed to calculate the value of the variable and the it is added to the main dataframe where it is accessible by the main condition."}, {"post_id": 42624, "ts": "2026-08-07T13:21:51Z", "hours": 8.5736, "text": "QuantBlock is a web app inspired by Scratch, built for beginners to play around with algorithmic stock trading strategies without writing any code. The web app also backtests these strategies and outputs the returns. Users can build strategies using simple drag-and-drop elements. Right now, there are 8 indicators and 2 operators, but soon more will be added. The UI is inspired by early 2000s GUIs and the Bloomberg terminal.The front-end is written using the HTML, CSS, and JavaScript stack. The front-end simply converts the user-defined strategy and sends it to a Python backend where all the processing happens. This backend then returns the final portfolio value, the percentage return, and the daily portfolio value in an array so that it can be displayed on a graph.Disclaimer: The demo is not fully functional yet.Future work:-Better Documentation-More indicators and the ability to create custom indicators-Bug Fixes"}]...
|
Title: QuantBlock by @Sameed | Stardance
Devlogs: Title: QuantBlock by @Sameed | Stardance
Devlogs:
QuantBlock is a web app inspired by Scratch, built for beginners to play around with algorithmic stock trading strategies without writing any code. The web app also backtests these strategies and outputs the returns. Users can build strategies using simple drag-and-drop elements. Right now, there are 8 indicators and 2 operators, but soon more will be added. The UI is inspired by early 2000s GUIs and the Bloomberg terminal.The front-end is written using the HTML, CSS, and JavaScript stack. The front-end simply converts the user-defined strategy and sends it to a Python backend where all the processing happens. This backend then returns the final portfolio value, the percentage return, and the daily portfolio value in an array so that it can be displayed on a graph.Disclaimer: The demo is not fully functional yet.Future work:-Better Documentation-More indicators and the ability to create custom indicators-Bug Fixes
DEVLOG 2: I added a section to create your own variable from the available indicators. You can create a variable by multiplying, dividing, adding, or subtracting any two indicators. This variable can then be used in the main condition. How it works in the backend is that the variable assignment is sent as a json tree to the backend. At the backend the json tree is parsed to calculate the value of the variable and the it is added to the main dataframe where it is accessible by the main condition.
I made some visual changes to the frontend. And I add the sharpe ratio which is one of the most useful financial metric for evaluating a strategy.
Added the final touches to the frontend. Added a feedback section, element explainer and a strategy explainer. I also added some premade strategies just as an example.
Ships:
QuantBlock is an interactive web-app that allows users to create algorithmic trading strategies using drag-and-drop blocks. It utilizes a python backend called QuantLab (I hope that explains any confusion about the name and banner). Users can then backtest thier strategy on a vast amount of stock data and obtain valuable metrics like the Sharpe Ratio....
|
1793332233.2971332
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1793418633.2971332
|
|
44676
|
Duck CEO by @vatsamalakar | Stardance
|
vatsamalakar
|
1
|
6.0
|
42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T21:03:45Z", "hours": 6.0, "multiplier": 7.3, "payout": 42, "blessing": "neutral", "text": "I made Duck CEO, a small game where your boss is a duck. He gives you tasks like drink water or go outside. If you finish them in time, he is okay with you. If you ignore them, he gets mad and can fire you. The hard part was making the game fair. At first every task had the same short timer, so easy tasks were fine but real ones were impossible. I had to give each task its own time, keep the duck still feel strict, and make sure your progress saved if you refreshed the page. I’m proud that it feels like a real boss, not just a to-do list. The duck has moods, a log of what you did, and a firing screen. The joke is clear, the rules are simple, and the whole thing fits on one page.", "repo": "https://github.com/vatsamalakar/DuckCEO", "demo": "https://duck-ceo.vercel.app/"}]...
|
[{"post_id": 44229, "ts": "202 [{"post_id": 44229, "ts": "2026-08-09T21:01:20Z", "hours": 0.805, "text": "Duck CEO is finally a small, complete product. It has one page, one boss, and one career. You clock in, the duck assigns you work, and you either complete it or disappoint him while he keeps score. The final build includes a task pool that mixes useful and ridiculous assignments, individual deadlines for each task, a patience system with moods ranging from Pleased to Terminated, a performance log, persistent progress through local storage, and a firing screen complete with a humiliating rehire button. I also kept the visual language consistent with the printed office memo aesthetic and the repository small enough to understand, build, and run without unnecessary complexity. The real goal was never to build another productivity suite. It was to make a simple system where the player actually feels judged by a fictional duck. The timers, mood changes, performance log, animations, and termination screen all exist to make that feeling stronger. If someone finishes the game feeling slightly guilty for disappointing a mallard, then the systems have done their job. For now, the duck is monitoring output, the pond is outside, and your employment is entirely dependent on whether you do what you were told."}, {"post_id": 44156, "ts": "2026-08-09T18:46:04Z", "hours": 1.1933, "text": "Devlog 9: Keeping the Game Small on PurposeSince Duck CEO is intentionally a small, focused game, I wanted the codebase to reflect that same philosophy. The project only really needs a handful of surfaces: the boss panel, assignment cards, performance log, fired notice, and the controls that connect everything together. Adding more components, packages, and styling would not make the duck any funnier. It would only make the project harder to understand, slower to install, and more difficult to maintain. This phase became an exercise in subtraction. I replaced the idea of using a large component library with a single reusable Button primitive and kept dependencies limited to what the application actually needs, including React, TanStack, Tailwind, and a few small utility packages. I also reorganized the file structure around the actual game, with files for the duck, routes, styles, and portrait instead of a collection of generic or unused components. Keeping the CSS focused was another priority so the visual style could remain lightweight while still maintaining the printed office memo aesthetic. The goal was not minimalism just for the sake of having fewer files. It was about ownership and making the project easy for someone else to understand. If a stranger opens the repository, they should be able to immediately find the parts that make Duck CEO work. After removing the unnecessary pieces, everything important still worked exactly as before. Patience still drops, tasks still expire, the duck still judges you, and the ridiculous tasks still get their appropriate deadlines. That was the proof that the extra complexity was never carrying the experience. The duck was."}, {"post_id": 43631, "ts": "2026-08-09T00:23:36Z", "hours": 1.0214, "text": "Once the core loop, boss system, and deadlines were working, the next step was giving the project a clear identity. I wanted Duck CEO to feel like a real website that someone could open, share, and take seriously for at least five seconds before realizing that their manager is a mallard. This meant treating every part of the interface as part of the experience rather than leaving behind generic framework or template content. I updated the page title and description so everything consistently identifies the project as Duck CEO. I also rewrote the Open Graph information so that when the site is shared, the preview immediately communicates the idea of a tiny productivity game where a disappointed duck keeps score. The README was rewritten to explain what the project is, how to run it, and how to build it, while the header, footer, 404 page, and error states were all given the same dry sense of humor. Even small details, such as the footer disclaimer that “This duck is not a licensed manager,” help make the world feel consistent. This was also the stage where the project became much closer to something I could actually ship. The application can be run locally with npm run dev and built for production with npm run build and npm start. The technical stack provides the delivery system, but the product itself is still Duck CEO. My final test was simple: close the editor, open the browser, and ask whether it looks like Duck CEO or just a prototype that happens to contain a duck. After this pass, it finally felt like the former."}, {"post_id": 43073, "ts": "2026-08-08T04:32:41Z", "hours": 0.7264, "text": "Playtesting revealed an important problem with the original timing system: every task was given roughly the same 45-second deadline. While this seemed simple at first, it quickly became clear that different tasks required very different amounts of time. A task like “Put your phone face down” could easily be completed within that window, while something like “Eat something that isn’t beige” could require much more time. When the timing became impossible rather than challenging, the humor started to feel frustrating instead of funny. The duck could be demanding, but he still needed to give the player a reasonable chance to succeed. To fix this, I changed tasks from simple strings into individual definitions with their own lifetimes. Quick obedience tasks receive around 30-45 seconds, desk-sized tasks receive around 60-75 seconds, tasks that require leaving the desk get around 90 seconds, and tasks that require actually going somewhere or doing something more involved can receive up to three minutes. When a task is issued, its deadline is now calculated using its specific lifetime rather than relying on one universal timer. I also updated the progress bar so that it uses each task’s total duration, making the level of urgency accurate regardless of how long the task has to be completed. This ended up being one of the most important design improvements in the project. The underlying pressure system stayed exactly the same, but the pacing became much more natural. The player can still feel the constant pressure of having a demanding boss without feeling like they are being set up to fail. It was a good reminder that even a deliberately unfair character needs fair rules underneath the joke, the duck can be unreasonable, but the game itself shouldn’t be."}, {"post_id": 43058, "ts": "2026-08-08T03:46:05Z", "hours": 0.2769, "text": "After the core structure and mechanics were working, I shifted my attention toward how the application actually feels when the duck is judging the player. I wanted the visual style to reinforce the workplace satire rather than look like a typical productivity application. I settled on a visual language built around paper textures, ink-like elements, monochrome labels, bold display headlines, and duck-yellow accents. Instead of the soft colors and polished appearance often associated with modern productivity apps, I wanted it to feel like a printed office memo that had somehow become interactive. I also gave animations a very specific purpose rather than adding motion everywhere. The duck waddles when he is idle to make him feel alive, shakes when the player ignores work to show frustration, and uses a slam-in animation when new paperwork arrives on the desk. These three animations were enough to give the interface personality without making it feel like a toy. I also added more aggressive visual styling to urgent tasks when their deadlines get close, allowing the interface to communicate increasing pressure through color and countdowns without needing additional instructions. Overall, this phase was about making the satire immediately understandable. Every visual decision needed to support the idea that the player is sitting at a desk while being watched by an increasingly impatient boss. The goal was that someone could open the application for only a few seconds and immediately understand the relationship: the duck is in charge, paperwork is coming, and ignoring it is probably a bad idea."}, {"post_id": 42832, "ts": "2026-08-07T19:32:55Z", "hours": 0.2669, "text": "At this stage of development, I wanted to make the boss feel like an actual character rather than just a system that tracks tasks. A timer or task list can tell you what needs to be done, but a boss needs a face, a personality, and a way to react to your performance. I started by making the duck the visual centerpiece of the executive panel, giving him a suit and an animated idle waddle so he still feels alive even when nothing is happening. I also added a shake animation whenever work is ignored, making the boss’s reactions much more immediate. I then connected the duck’s mood directly to the user’s patience level. As patience decreases, his titles change from Pleased and Neutral to Concerned, Disappointed, Final Warning, and eventually Terminated. I also added DONE and IGNORED counters along with a patience bar that becomes increasingly threatening as trust disappears. These elements turn what could have been simple statistics into visible signs of how the player’s relationship with the boss is changing. Finally, I redesigned the surrounding interface to feel less like a traditional productivity dashboard and more like an internal workplace memo. Assignments are presented like work slips, while the performance record reads like an increasingly concerning employee file. If the player is eventually fired, the termination screen includes an ignored-task roast, formal firing language, and an embarrassing option to reapply for the job. These changes helped establish the central joke of the project: completing tasks is no longer just about checking boxes. The duck is watching, judging, and remembering."}, {"post_id": 42316, "ts": "2026-08-06T23:49:15Z", "hours": 0.3719, "text": "One of the most important improvements I made during this stage of development was adding persistence. At first, saving data seemed like a simple technical requirement, but I quickly realized it was actually a major part of the experience. Without persistence, the application would feel like a temporary demo where users could simply refresh the page to escape their consequences. By saving progress, the world feels more continuous and the user’s actions actually matter. The implementation itself was straightforward: application state is serialized whenever changes occur, stored locally in the browser, and restored whenever the user returns. If the stored data becomes corrupted or unavailable, the system safely falls back to creating a fresh profile instead of breaking. This approach keeps the experience reliable while allowing the user’s career, patience, and ignored tasks to continue across sessions. Adding persistence also pushed me to rethink the structure of my data. I needed the state to be simple, predictable, and easy to save and restore. If a piece of data was difficult to serialize, it was usually a sign that the architecture was becoming unnecessarily complicated. The final design keeps the underlying systems clean and lets the personality of the project come from the writing, reactions, and interactions rather than overly complex code. The result is an experience that feels less like a small browser project and more like a job the user has accidentally committed to."}, {"post_id": 42193, "ts": "2026-08-06T20:07:55Z", "hours": 0.3942, "text": "After establishing the foundation of the project, I focused on creating the core loop that makes the fantasy actually work. The goal was to build a simple but effective system where every action has a consequence. On each tick, open tasks slowly move closer to their deadlines, expired tasks reduce patience, increase the ignored task count, and add disappointment messages to the activity log. Completing tasks has the opposite effect by restoring some patience and creating positive feedback through praise messages. One of the biggest design decisions was keeping the mechanics intentionally minimal. It would have been easy to add features like streaks, levels, rewards, or cosmetics, but those additions would have distracted from the main idea. The humor comes from the simple cycle of receiving work, deciding how to handle it, and being judged by the system. I also added limits to task generation so new tasks appear at a controlled pace instead of overwhelming the user with endless responsibilities. I also had to solve the challenge of maintaining progress between sessions. Since data is stored in the browser, the application needed to properly load saved state without creating conflicts between server rendering and client-side data. I added a loading state before hydration so the user’s progress could load smoothly and the experience could continue across refreshes. This process showed me that a strong experience does not always require complex mechanics, the most important part is making sure every system supports the intended feeling. If the loop creates a small amount of funny stress and makes the user want to respond, then the design is working."}, {"post_id": 42158, "ts": "2026-08-06T19:21:22Z", "hours": 0.2528, "text": "Once the writing felt solid, I translated the joke into state. The whole game lives in one object: patience, completed, ignored, open tasks, a performance log, last issue time, fired flag, start time. That object is your career. Completing a task is not “checking a box” it is surviving another review cycle. Ignoring one is not missing a reminder, it is giving the duck evidence. Early rules I wrote down before coding: Pressure should accumulate slowly, not spike randomly Success should feel cold, not celebratory Failure should feel administrative, not dramatic Getting fired should be inevitable if you treat it like a joke This phase was systems design disguised as comedy. Patience is the health bar. Tasks are tickets. The log is your permanent record. The duck is not a mascot. He is the win/lose condition."}, {"post_id": 42129, "ts": "2026-08-06T18:34:48Z", "hours": 0.4472, "text": "Duck CEO did not start as a framework decision. It started as a sentence: you work for a duck, and the duck is keeping score. I wanted a productivity game that felt like corporate satire, not a joke app with emoji and badges. The duck had to sound like middle management: understated, judgmental, slightly bureaucratic. If the writing failed, the timers and UI would not save it. So phase one was content only: Assignment copy that sits between self-care and absurdity (“Drink water.” / “Eat something that isn’t beige.” / “Do not think about the duck.”) Praise that barely approves you (“Acceptable.” / “You may keep your desk.”) Disappointment that escalates without yelling (“The duck says nothing. That’s worse.” / “The duck has scheduled a meeting. No agenda.”) This log is about locking tone before mechanics. The game is basically a delivery system for that voice. Get the voice wrong and you have a fancy todo list. Get it right and a mallard in a suit feels like HR."}]...
|
Title: Duck CEO by @vatsamalakar | Stardance
Devl Title: Duck CEO by @vatsamalakar | Stardance
Devlogs:
Duck CEO did not start as a framework decision. It started as a sentence: you work for a duck, and the duck is keeping score. I wanted a productivity game that felt like corporate satire, not a joke app with emoji and badges. The duck had to sound like middle management: understated, judgmental, slightly bureaucratic. If the writing failed, the timers and UI would not save it. So phase one was content only: Assignment copy that sits between self-care and absurdity (“Drink water.” / “Eat something that isn’t beige.” / “Do not think about the duck.”) Praise that barely approves you (“Acceptable.” / “You may keep your desk.”) Disappointment that escalates without yelling (“The duck says nothing. That’s worse.” / “The duck has scheduled a meeting. No agenda.”) This log is about locking tone before mechanics. The game is basically a delivery system for that voice. Get the voice wrong and you have a fancy todo list. Get it right and a mallard in a suit feels like HR.
Once the writing felt solid, I translated the joke into state. The whole game lives in one object: patience, completed, ignored, open tasks, a performance log, last issue time, fired flag, start time. That object is your career. Completing a task is not “checking a box” it is surviving another review cycle. Ignoring one is not missing a reminder, it is giving the duck evidence. Early rules I wrote down before coding: Pressure should accumulate slowly, not spike randomly Success should feel cold, not celebratory Failure should feel administrative, not dramatic Getting fired should be inevitable if you treat it like a joke This phase was systems design disguised as comedy. Patience is the health bar. Tasks are tickets. The log is your permanent record. The duck is not a mascot. He is the win/lose condition.
After establishing the foundation of the project, I focused on creating the core loop that makes the fantasy actually work. The goal was to build a simple but effective system where every action has a consequence. On each tick, open tasks slowly move closer to their deadlines, expired tasks reduce patience, increase the ignored task count, and add disappointment messages to the activity log. Completing tasks has the opposite effect by restoring some patience and creating positive feedback through praise messages. One of the biggest design decisions was keeping the mechanics intentionally minimal. It would have been easy to add features like streaks, levels, rewards, or cosmetics, but those additions would have distracted from the main idea. The humor comes from the simple cycle of receiving work, deciding how to handle it, and being judged by the system. I also added limits to task generation so new tasks appear at a controlled pace instead of overwhelming the user with endless responsibilities. I also had to solve the challenge of maintaining progress between sessions. Since data is stored in the browser, the application needed to properly load saved state without creating conflicts between server rendering and client-side data. I added a loading state before hydration so the user’s progress could load smoothly and the experience could continue across refreshes. This process showed me that a strong experience does not always require complex mechanics, the most important part is making sure every system supports the intended feeling. If the loop creates a small amount of funny stress and makes the user want to respond, then the design is working.
One of the most important improvements I made during this stage of development was adding persistence. At first, saving data seemed like a simple technical requirement, but I quickly realized it was actually a major part of the experience. Without persistence, the application would feel like a temporary demo where users could simply refresh the page to escape their consequences. By saving progress, the world feels more continuous and the user’s actions actually matter. The implementation itself was straightforward: application state is serialized whenever changes occur, stored locally in the browser, and restored whenever the user returns. If the stored data becomes corrupted or unavailable, the system safely falls back to creating a fresh profile instead of breaking. This approach keeps the experience reliable while allowing the user’s career, patience, and ignored tasks to continue across sessions. Adding persistence also pushed me to rethink the structure of my data. I needed the state to be simple, predictable, and easy to save and restore. If a piece of data was difficult to serialize, it was usually a sign that the architecture was becoming unnecessarily complicated. The final design keeps the underlying systems clean and lets the personality of the project come from the writing, reactions, and interactions rather than overly complex code. The result is an experience that feels less like a small browser project and more like a job the user has accidentally committed to.
At this stage of development, I wanted to make the boss feel like an actual character rather than just a system that tracks tasks. A timer or task list can tell you what needs to be done, but a boss needs a face, a personality, and a way to react to your performance. I started by making the duck the visual centerpiece of the executive panel, giving him a suit and an animated idle waddle so he still feels alive even when nothing is happening. I also added a shake animation whenever work is ignored, making the boss’s reactions much more immediate. I then connected the duck’s mood directly to the user’s patience level. As patience decreases, his titles change from Pleased and Neutral to Concerned, Disappointed, Final Warning, and eventually Terminated. I also added DONE and IGNORED counters along with a patience bar that becomes increasingly threatening as trust disappears. These elements turn what could have been simple statistics into visible signs of how the player’s relationship with the boss is changing. Finally, I redesigned the surrounding interface to feel less like a traditional productivity dashboard and more like an internal workplace memo. Assignments are presented like work slips, while the performance record reads like an increasingly concerning employee file. If the player is eventually fired, the termination screen includes an ignored-task roast, formal firing language, and an embarrassing option to reapply for the job. These changes helped establish the central joke of the project: completing tasks is no longer just about checking boxes. The duck is watching, judging, and remembering.
After the core structure and mechanics were working, I shifted my attention toward how the application actually feels when the duck is judging the player. I wanted the visual style to reinforce the workplace satire rather than look like a typical productivity application. I settled on a visual language built around paper textures, ink-like elements, monochrome labels, bold display headlines, and duck-yellow accents. Instead of the soft colors and polished appearance often associated with modern productivity apps, I wanted it to feel like a printed office memo that had somehow become interactive. I also gave animations a very specific purpose rather than adding motion everywhere. The duck waddles when he is idle to make him feel alive, shakes when the player ignores work to show frustration, and uses a slam-in animation when new paperwork arrives on the desk. These three animations were enough to give the interface personality without making it feel like a toy. I also added more aggressive visual styling to urgent tasks when their deadlines get close, allowing the interface to communicate increasing pressure through color and countdowns without needing additional instructions. Overall, this phase was about making the satire immediately understandable. Every visual decision needed to support the idea that the player is sitting at a desk while being watched by an increasingly impatient boss. The goal was that someone could open the application for only a few seconds and immediately understand the relationship: the duck is in charge, paperwork is coming, and ignoring it is probably a bad idea.
Playtesting revealed an important problem with the original timing system: every task was given roughly the same 45-second deadline. While this seemed simple at first, it quickly became clear that different tasks required very different amounts of time. A task like “Put your phone face down” could easily be completed within that window, while something like “Eat something that isn’t beige” could require much more time. When the timing became impossible rather than challenging, the humor started to feel frustrating instead of funny. The duck could be demanding, but he still needed to give the player a reasonable chance to succeed. To fix this, I changed tasks from simple strings into individual definitions with their own lifetimes. Quick obedience tasks receive around 30-45 seconds, desk-sized tasks receive around 60-75 seconds, tasks that require leaving the desk get around 90 seconds, and tasks that require actually going somewhere or doing something more involved can receive up to three minutes. When a task is issued, its deadline is now calculated using its specific lifetime rather than relying on one universal timer. I also updated the progress bar so that it uses each task’s total duration, making the level of urgency accurate regardless of how long the task has to be completed. This ended up being one of the most important design improvements in the project. The underlying pressure system stayed exactly the same, but the pacing became much more natural. The player can still feel the constant pressure of having a demanding boss without feeling like they are being set up to fail. It was a good reminder that even a deliberately unfair character needs fair rules underneath the joke, the duck can be unreasonable, but the game itself shouldn’t be.
Once the core loop, boss system, and deadlines were working, the next step was giving the project a clear identity. I wanted Duck CEO to feel like a real website that someone could open, share, and take seriously for at least five seconds before realizing that their manager is a mallard. This meant treating every part of the interface as part of the experience rather than leaving behind generic framework or template content. I updated the page title and description so everything consistently identifies the project as Duck CEO. I also rewrote the Open Graph information so that when the site is shared, the preview immediately communicates the idea of a tiny productivity game where a disappointed duck keeps score. The README was rewritten to explain what the project is, how to run it, and how to build it, while the header, footer, 404 page, and error states were all given the same dry sense of humor. Even small details, such as the footer disclaimer that “This duck is not a licensed manager,” help make the world feel consistent. This was also the stage where the project became much closer to something I could actually ship. The application can be run locally with npm run dev and built for production with npm run build and npm start. The technical stack provides the delivery system, but the product itself is still Duck CEO. My final test was simple: close the editor, open the browser, and ask whether it looks like Duck CEO or just a prototype that happens to contain a duck. After this pass, it finally felt like the former.
Devlog 9: Keeping the Game Small on PurposeSince Duck CEO is intentionally a small, focused game, I wanted the codebase to reflect that same philosophy. The project only really needs a handful of surfaces: the boss panel, assignment cards, performance log, fired notice, and the controls that connect everything together. Adding more components, packages, and styling would not make the duck any funnier. It would only make the project harder to understand, slower to install, and more difficult to maintain. This phase became an exercise in subtraction. I replaced the idea of using a large component library with a single reusable Button primitive and kept dependencies limited to what the application actually needs, including React, TanStack, Tailwind, and a few small utility packages. I also reorganized the file structure around the actual game, with files for the duck, routes, styles, and portrait instead of a collection of generic or unused components. Keeping the CSS focused was another priority so the visual style could remain lightweight while still maintaining the printed office memo aesthetic. The goal was not minimalism just for the sake of having fewer files. It was about ownership and making the project easy for someone else to understand. If a stranger opens the repository, they should be able to immediately find the parts that make Duck CEO work. After removing the unnecessary pieces, everything important still worked exactly as before. Patience still drops, tasks still expire, the duck still judges you, and the ridiculous tasks still get their appropriate deadlines. That was the proof that the extra complexity was never carrying the experience. The duck was.
Duck CEO is finally a small, complete product. It has one page, one boss, and one career. You clock in, the duck assigns you work, and you either complete it or disappoint him while he keeps score. The final build includes a task pool that mixes useful and ridiculous assignments, individual deadlines for each task, a patience system with moods ranging from Pleased to Terminated, a performance log, persistent progress through local storage, and a firing screen complete with a humiliating rehire button. I also kept the visual language consistent with the printed office memo aesthetic and the repository small enough to understand, build, and run without unnecessary complexity. The real goal was never to build another productivity suite. It was to make a simple system where the player actually feels judged by a fictional duck. The timers, mood changes, performance log, animations, and termination screen all exist to make that feeling stronger. If someone finishes the game feeling slightly guilty for disappointing a mallard, then the systems have done their job. For now, the duck is monitoring output, the pond is outside, and your employment is entirely dependent on whether you do what you were told.
Ships:
I made Duck CEO, a small game where your boss is a duck. He gives you tasks like drink water or go outside. If you finish them in time, he is okay with you. If you ignore them, he gets mad and can fire you. The hard part was making the game fair. At first every task had the same short timer, so easy tasks were fine but real ones were impossible. I had to give each task its own time, keep the duck still feel strict, and make sure your progress saved if you refreshed the page. I’m proud that it feels like a real boss, not just a to-do list. The duck has moods, a log of what you did, and a firing screen. The joke is clear, the rules are simple, and the whole thing fits on one page....
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1792882092.455499
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1793746092.455499
|
|
44677
|
[oxy.] by @oxy | Stardance
|
oxy
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T19:13:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a site for myself, i think it describes me well and i love the style i made it in, hope everyone enjoys it too. with love oxy <3", "repo": "https://github.com/oxy-2/mysite", "demo": "https://oxygenated.uk/"}]...
|
[{"post_id": 43470, "ts": "202 [{"post_id": 43470, "ts": "2026-08-08T19:12:12Z", "hours": 1.5628, "text": "soooo i made my personal site its kinda inspired by like nothings design styles and also like dot matrix and reactive backgrounds and a bunch of things i like, the base of the site was done with ai but i did the rest, maybe for the second part of this quest ill add a fix for the start animations, a blog and a bunch of other things, i hope you guys like my site and have an amazing rest of your day / night. with love oxy <3"}]...
|
Title: [oxy.] by @oxy | Stardance
Devlogs:
soooo Title: [oxy.] by @oxy | Stardance
Devlogs:
soooo i made my personal site its kinda inspired by like nothings design styles and also like dot matrix and reactive backgrounds and a bunch of things i like, the base of the site was done with ai but i did the rest, maybe for the second part of this quest ill add a fix for the start animations, a blog and a bunch of other things, i hope you guys like my site and have an amazing rest of your day / night. with love oxy <3
Ships:
i made a site for myself, i think it describes me well and i love the style i made it in, hope everyone enjoys it too. with love oxy <3...
|
1793505337.6421113
|
1793591737.6421113
|
|
44690
|
amanojaku.com by @Amanojaku | Stardance
|
Amanojaku
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T00:43:13Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Designed a website to store things about me. It includes 7 sections that you can jump to with the buttons. I designed custom css and embedded images, links, and audio.", "repo": "https://github.com/zxcvbnmzxcvbnmzxcv/amanojaku", "demo": "https://zxcvbnmzxcvbnmzxcv.github.io/amanojaku/"}]...
|
[{"post_id": 42987, "ts": "202 [{"post_id": 42987, "ts": "2026-08-08T00:17:01Z", "hours": 0.9106, "text": "Added more tuff songs and more css styling"}, {"post_id": 42418, "ts": "2026-08-07T03:32:20Z", "hours": 1.3817, "text": "Added more sections to my web page like embedded songs."}, {"post_id": 42376, "ts": "2026-08-07T02:03:24Z", "hours": 3.1128, "text": "OOps i forgot to do devlogs. My website is looking very nice and thought-out. I learned a lot from the WebOS challenge so this is much easier. My site has 7 sections so far about my interests."}]...
|
Title: amanojaku.com by @Amanojaku | Stardance
De Title: amanojaku.com by @Amanojaku | Stardance
Devlogs:
OOps i forgot to do devlogs. My website is looking very nice and thought-out. I learned a lot from the WebOS challenge so this is much easier. My site has 7 sections so far about my interests.
Added more sections to my web page like embedded songs.
Added more tuff songs and more css styling
Ships:
Designed a website to store things about me. It includes 7 sections that you can jump to with the buttons. I designed custom css and embedded images, links, and audio....
|
1793505338.768072
|
1793591738.768072
|
|
44697
|
Jarvis Graph-RAG Personal Assistant by @jaysonkuan Jarvis Graph-RAG Personal Assistant by @jaysonkuang21 | Stardance...
|
jaysonkuang21
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:02:50Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Jarvis assistant which has fully adjust RAG pipeline while using Obsidian vault as relational database and vector database for querying. The assistant is designed as a harness for any model of the user’s choice. The voice model (only available locally) uses Fish TTS to replicate Jarvis’s voice.", "repo": "https://github.com/jaysonkuang21-source/Jarvis", "demo": "https://agent15365.hackclub.app/"}]...
|
[{"post_id": 49384, "ts": "202 [{"post_id": 49384, "ts": "2026-08-18T05:30:53Z", "hours": 1.8492, "text": "Fixing frontend error on demo. Couldn’t call embedding model and kept on failing chunking. Now fixed."}, {"post_id": 48013, "ts": "2026-08-16T09:22:29Z", "hours": 1.4531, "text": "Finished uploading to frontend and some final touches. Also added details to readme."}, {"post_id": 47896, "ts": "2026-08-16T05:21:57Z", "hours": 4.3289, "text": "Tested the different chunker options, a few frontend bug fixes, quality of life improvements to view chunking quality, preparing for demo version"}, {"post_id": 45442, "ts": "2026-08-11T21:49:12Z", "hours": 11.535, "text": "Creating Demo Frontend With Rate Limiting"}, {"post_id": 42414, "ts": "2026-08-07T03:12:46Z", "hours": 1.8725, "text": "Working on prompt cleanup to prevent prompt injections!!"}]...
|
Title: Jarvis Graph-RAG Personal Assistant by @jay Title: Jarvis Graph-RAG Personal Assistant by @jaysonkuang21 | Stardance
Devlogs:
Working on prompt cleanup to prevent prompt injections!!
Creating Demo Frontend With Rate Limiting
Tested the different chunker options, a few frontend bug fixes, quality of life improvements to view chunking quality, preparing for demo version
Finished uploading to frontend and some final touches. Also added details to readme.
Fixing frontend error on demo. Couldn’t call embedding model and kept on failing chunking. Now fixed.
Ships:
I made a Jarvis assistant which has fully adjust RAG pipeline while using Obsidian vault as relational database and vector database for querying. The assistant is designed as a harness for any model of the user’s choice. The voice model (only available locally) uses Fish TTS to replicate Jarvis’s voice....
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1793332313.7759786
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1793418713.7759786
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|
44711
|
Ditto by @rehanhabbu | Stardance
|
rehanhabbu
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T23:31:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A PWA app to help friend groups figure out things to do: Includes: Real-Time Group Voting: Synchronized multi-user swiping and consensus matching powered by Supabase WebSockets. Activity Categories: Food & Restaurants, Movies (TMDB), Parks & Outdoors, and Recreation & Fun. iOS Safari PWA Engine: Standalone mobile web app installation, custom Apple Touch Icon, GeForce NOW-style iOS onboarding modal, and Chrome-to-Safari handoff guidance. QR Code System: Host QR code generator, camera-based scanning via WebRTC and jsQR, plus image upload decoding for PCs without cameras. Location Anchoring: Resilient GPS location fetching with low-accuracy iOS fallbacks, custom address/ZIP geocoding, and multi-user centroid calculation.", "repo": "", "demo": ""}]...
|
[{"post_id": 42964, "ts": "202 [{"post_id": 42964, "ts": "2026-08-07T23:22:25Z", "hours": 0.4756, "text": "Finished up basic app: Added QR code scanner, cookies acceptions, and privacy policy"}, {"post_id": 42183, "ts": "2026-08-06T19:59:53Z", "hours": 1.6208, "text": "Created base of website: Created UI Added TMDB and Geo Api’s(free teir) Added location Added Rooms Functionally works currently"}]...
|
Title: Ditto by @rehanhabbu | Stardance
Devlogs:
Title: Ditto by @rehanhabbu | Stardance
Devlogs:
Created base of website: Created UI Added TMDB and Geo Api’s(free teir) Added location Added Rooms Functionally works currently
Finished up basic app: Added QR code scanner, cookies acceptions, and privacy policy
Ships:
A PWA app to help friend groups figure out things to do: Includes: Real-Time Group Voting: Synchronized multi-user swiping and consensus matching powered by Supabase WebSockets. Activity Categories: Food & Restaurants, Movies (TMDB), Parks & Outdoors, and Recreation & Fun. iOS Safari PWA Engine: Standalone mobile web app installation, custom Apple Touch Icon, GeForce NOW-style iOS onboarding modal, and Chrome-to-Safari handoff guidance. QR Code System: Host QR code generator, camera-based scanning via WebRTC and jsQR, plus image upload decoding for PCs without cameras. Location Anchoring: Resilient GPS location fetching with low-accuracy iOS fallbacks, custom address/ZIP geocoding, and multi-user centroid calculation....
|
1793508877.1114335
|
1793595277.1114335
|
|
44713
|
thing by @plastuchino | Stardance
|
plastuchino
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T20:23:54Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "made i had great time here.", "repo": "https://github.com/prem1309p/project_hackSDR", "demo": "https://toomanyheys.com"}]...
|
[{"post_id": 42198, "ts": "202 [{"post_id": 42198, "ts": "2026-08-06T20:15:05Z", "hours": 0.2667, "text": "this is something that is cool."}]...
|
Title: thing by @plastuchino | Stardance
Devlogs: Title: thing by @plastuchino | Stardance
Devlogs:
this is something that is cool.
Ships:
made i had great time here....
|
1793508882.6289613
|
1793595282.6289613
|
|
44721
|
My-protfolio by @Praknoor | Stardance
|
Praknoor
|
1
|
7.21
|
54
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T21:38:42Z", "hours": 5.0, "multiplier": 11.25, "payout": 54, "blessing": "neutral", "text": "yoo gng so i made my portfolio…pls check it..and if u have any great project u can dm @Praknoor or contact me from the email so we can work togheter ,………", "repo": "https://github.com/GurnoorLog/portfolio", "demo": "https://www.praknoor.dev/"}]...
|
[{"post_id": 49796, "ts": "202 [{"post_id": 49796, "ts": "2026-08-18T18:50:16Z", "hours": 1.6494, "text": "improved the overal design and made it more optimized"}, {"post_id": 42778, "ts": "2026-08-07T17:37:09Z", "hours": 0.5617, "text": "gng i just updated my portfolio added my hackton results"}, {"post_id": 42215, "ts": "2026-08-06T20:39:46Z", "hours": 4.7672, "text": "yoo gng i have made this portfolio pls check it, really went all out on design 😭😭😭😭not a really good designer 😭…….. https://www.praknoor.dev/"}]...
|
Title: My-protfolio by @Praknoor | Stardance
Devl Title: My-protfolio by @Praknoor | Stardance
Devlogs:
yoo gng i have made this portfolio pls check it, really went all out on design 😭😭😭😭not a really good designer 😭…….. https://www.praknoor.dev/
gng i just updated my portfolio added my hackton results
improved the overal design and made it more optimized
Ships:
yoo gng so i made my portfolio…pls check it..and if u have any great project u can dm @Praknoor or contact me from the email so we can work togheter ,………...
|
1793508892.3181787
|
1793595292.3181787
|
|
44722
|
pricklyyy by @PRIKLY | Stardance
|
PRIKLY
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T03:34:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HERE ARE ALL THE COMMANDS!! :D • /pricklyprowler-ping - Check bot status • /pricklyprowler-help - Show available commands • /pricklyprowler-catfact - Get a cat fact • /pricklyprowler-joke - Get a random joke • /pricklyprowler-ragebait - Express your frustration", "repo": "https://github.com/PriklyParthiki/PricklyProwler", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BS5GRFFNY"}]...
|
[{"post_id": 47794, "ts": "202 [{"post_id": 47794, "ts": "2026-08-15T23:45:52Z", "hours": 0.4539, "text": "HELLO EVERYONE! I am working on my Pricklyprowler bot on slack. I have spend like an hour and a half customizing and troubleshooting with youtube videos. So far, i have 3 commands, pinging the bot, telling a cat joke, and telling a joke in general. Now all i need to do is to go and make sure my bot runs 24/7 then I’ll be DONE!!!!"}]...
|
Title: pricklyyy by @PRIKLY | Stardance
Devlogs:
Title: pricklyyy by @PRIKLY | Stardance
Devlogs:
HELLO EVERYONE! I am working on my Pricklyprowler bot on slack. I have spend like an hour and a half customizing and troubleshooting with youtube videos. So far, i have 3 commands, pinging the bot, telling a cat joke, and telling a joke in general. Now all i need to do is to go and make sure my bot runs 24/7 then I’ll be DONE!!!!
Ships:
HERE ARE ALL THE COMMANDS!! :D • /pricklyprowler-ping - Check bot status • /pricklyprowler-help - Show available commands • /pricklyprowler-catfact - Get a cat fact • /pricklyprowler-joke - Get a random joke • /pricklyprowler-ragebait - Express your frustration...
|
1793476450.142901
|
1793562850.142901
|
|
44729
|
LMIC-MC-BOT by @Nahida4479 | Stardance
|
Nahida4479
|
1
|
20.0
|
262
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T00:58:20Z", "hours": 20.0, "multiplier": 12.84, "payout": 262, "blessing": "neutral", "text": "I make a Mineflayer-based Minecraft bot integrated with an LLM API (Groq, Gemini, HackClub). General chat replies are grounded in the bot’s real inventory and surroundings, so it won’t claim to have items it doesn’t actually have The bot can Kills nearby monsters (protects the player from them) Follows the player and breaks blocks Delivers gathered resources directly to the player who requested them Auto-equips the best armor set available whenever it picks up new gear Example commands LMIC-MC-BOT collect 10 oak_log LMIC-MC-BOT attack zombie LMIC-MC-BOT give me 5 dirt LMIC-MC-BOT fight me The biggest challenge in this project for me was fine-tuning the bot’s movement. A detailed guide on how to test the bot can be found on my GitHub.", "repo": "https://github.com/Nahida4479/LMIN-MC-BOT", "demo": "https://github.com/Nahida4479/LMIC-MC-BOT/releases/tag/1.0.0"}]...
|
[{"post_id": 49971, "ts": "202 [{"post_id": 49971, "ts": "2026-08-18T23:52:38Z", "hours": 5.0206, "text": "Devlog8 New Bot no longer gets permanently stuck — it detects when it’s not moving and tries to dig through, jump, or step around the obstacle Bot walks around other players instead of freezing when blocked by them Bot pauses its current task to fight nearby hostile mobs, then goes back to what it was doing Bot auto-equips the best armor set when it picks up new gear New “give item” command (e.g. “give me 5 dirt”) Bot now delivers collected items straight to the player who asked for them AI now knows the bot’s real inventory and surroundings, so it stops making up fake answers Bot retries gathering blocks instead of giving up after one failed attempt Reconnects system wait longer Bot follows closer to the player Added MIT License Removed Old gather system that stopped completely after a single mistake Old unstick system that barely moved the bot"}, {"post_id": 48510, "ts": "2026-08-16T21:59:57Z", "hours": 2.7583, "text": "Devlog7 Update README.md Fix break block issues Add new debug system"}, {"post_id": 46021, "ts": "2026-08-12T22:18:22Z", "hours": 1.1903, "text": "Devlog6 Attempt to improve bot movement Add fight me command"}, {"post_id": 45487, "ts": "2026-08-12T00:37:15Z", "hours": 3.4675, "text": "Devlog5 New Multi-language support (EN and PL) Limit AI response length Add mineflayer-collectblock Debug system for bot inventory, position, and errors Player following system (bot stays near the player) AI response system using JSON Block-breaking system triggered when a player mentions the bot’s username in chat (video) Custom AI prompt Removed Old “look” command (replaced by the player following system)"}, {"post_id": 44927, "ts": "2026-08-11T00:18:36Z", "hours": 1.8486, "text": "Devlog4 Update README.md Add a test Minecraft server to the GitHub repository for bot testing Add mineflayer-pathfinder for bot movement/navigation Fix reconnect issues"}, {"post_id": 44322, "ts": "2026-08-10T00:16:35Z", "hours": 1.9556, "text": "Devlog3 AI improvements Connect AI system to in-game chat, so the bot responds when mentioned Add conversation history (up to 20 messages, stored in memory) Other changes Update README.md"}, {"post_id": 43569, "ts": "2026-08-08T21:57:45Z", "hours": 2.6289, "text": "Devlog2 Add new AI providers: Gemini Groq HackClub Add new AI models: gemini-2.5-flash gemini-2.5-flash-lite llama-3.3-70b-instruct llama-3.1-8b-instant gpt-oss-120b gpt-oss-20b qwen3.6-27b Other changes: Add requirements to README.md Add function to test AI model availability Create list of available AI providers"}, {"post_id": 42948, "ts": "2026-08-07T22:44:30Z", "hours": 1.4972, "text": "Devlog1 Bot join and leave systems with errors logs. MineflayerViewer system on user selected port. Add and update README.md."}]...
|
Title: LMIC-MC-BOT by @Nahida4479 | Stardance
Dev Title: LMIC-MC-BOT by @Nahida4479 | Stardance
Devlogs:
Devlog1 Bot join and leave systems with errors logs. MineflayerViewer system on user selected port. Add and update README.md.
Devlog2 Add new AI providers: Gemini Groq HackClub Add new AI models: gemini-2.5-flash gemini-2.5-flash-lite llama-3.3-70b-instruct llama-3.1-8b-instant gpt-oss-120b gpt-oss-20b qwen3.6-27b Other changes: Add requirements to README.md Add function to test AI model availability Create list of available AI providers
Devlog3 AI improvements Connect AI system to in-game chat, so the bot responds when mentioned Add conversation history (up to 20 messages, stored in memory) Other changes Update README.md
Devlog4 Update README.md Add a test Minecraft server to the GitHub repository for bot testing Add mineflayer-pathfinder for bot movement/navigation Fix reconnect issues
Devlog5 New Multi-language support (EN and PL) Limit AI response length Add mineflayer-collectblock Debug system for bot inventory, position, and errors Player following system (bot stays near the player) AI response system using JSON Block-breaking system triggered when a player mentions the bot’s username in chat (video) Custom AI prompt Removed Old “look” command (replaced by the player following system)
Devlog6 Attempt to improve bot movement Add fight me command
Devlog7 Update README.md Fix break block issues Add new debug system
Devlog8 New Bot no longer gets permanently stuck — it detects when it’s not moving and tries to dig through, jump, or step around the obstacle Bot walks around other players instead of freezing when blocked by them Bot pauses its current task to fight nearby hostile mobs, then goes back to what it was doing Bot auto-equips the best armor set when it picks up new gear New “give item” command (e.g. “give me 5 dirt”) Bot now delivers collected items straight to the player who asked for them AI now knows the bot’s real inventory and surroundings, so it stops making up fake answers Bot retries gathering blocks instead of giving up after one failed attempt Reconnects system wait longer Bot follows closer to the player Added MIT License Removed Old gather system that stopped completely after a single mistake Old unstick system that barely moved the bot
Ships:
I make a Mineflayer-based Minecraft bot integrated with an LLM API (Groq, Gemini, HackClub). General chat replies are grounded in the bot’s real inventory and surroundings, so it won’t claim to have items it doesn’t actually have The bot can Kills nearby monsters (protects the player from them) Follows the player and breaks blocks Delivers gathered resources directly to the player who requested them Auto-equips the best armor set available whenever it picks up new gear Example commands LMIC-MC-BOT collect 10 oak_log LMIC-MC-BOT attack zombie LMIC-MC-BOT give me 5 dirt LMIC-MC-BOT fight me The biggest challenge in this project for me was fine-tuning the bot’s movement. A detailed guide on how to test the bot can be found on my GitHub....
|
1793408024.4481754
|
1793494424.4481754
|
|
44732
|
y2kSearch by @paulo | Stardance
|
paulo
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T17:34:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a new tab concept using the NASA api to fetch daily articles. The style is based on old webpages from the 2000’s, this one had a little bit of AOL Netscape sprinkled on top. The biggest challenge for me is to actually write the code, I’ve switched to neovim a week ago, and I feel POWERFUL but slow…", "repo": "https://github.com/n7z/y2kSearch", "demo": "https://n7z.github.io/y2kSearch"}]...
|
[{"post_id": 43405, "ts": "202 [{"post_id": 43405, "ts": "2026-08-08T17:01:50Z", "hours": 1.6419, "text": "Got the NASA article correctly positioned at my webpage, looks almost ready to ship! Also got the search mechanism working (it uses google below the hood)."}, {"post_id": 42379, "ts": "2026-08-07T02:12:47Z", "hours": 2.1456, "text": "Working on the main new tab search container scaffold. Got the basic NASA api fetching working as well, still no structure for it to be correctly displayed."}]...
|
Title: y2kSearch by @paulo | Stardance
Devlogs:
W Title: y2kSearch by @paulo | Stardance
Devlogs:
Working on the main new tab search container scaffold. Got the basic NASA api fetching working as well, still no structure for it to be correctly displayed.
Got the NASA article correctly positioned at my webpage, looks almost ready to ship! Also got the search mechanism working (it uses google below the hood).
Ships:
I made a new tab concept using the NASA api to fetch daily articles. The style is based on old webpages from the 2000’s, this one had a little bit of AOL Netscape sprinkled on top. The biggest challenge for me is to actually write the code, I’ve switched to neovim a week ago, and I feel POWERFUL but slow…...
|
1793508894.5690954
|
1793595294.5690954
|
|
44750
|
Keystrokes by @vintage | Stardance
|
vintage
|
1
|
7.69
|
46
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T20:41:14Z", "hours": 6.0, "multiplier": 7.88, "payout": 46, "blessing": "neutral", "text": "HELLO, this is one of my old projects I made quite a while ago to solve a lasting issue in gaming, as we all know, if ur too good at a game u are automatically cheating unless you prove it, my overlay, KeyStrokes, solves that and shows that ur not cheating, this project was originally supposed to be for specifically Windows but I decided to make it for everything. If you want to try it you can download it in my Github RIGHT NOW. If you have any issues please make a new issue in my Github RIGHT NOW. And start gaming RIGHT NOW with KEYSTROKES. Happy gaming (RIGHT NOW)", "repo": "https://github.com/PieSquared/KeyStrokes", "demo": "https://github.com/PieSquared/KeyStrokes/releases"}]...
|
[{"post_id": 58549, "ts": "202 [{"post_id": 58549, "ts": "2026-08-31T00:04:43Z", "hours": 1.2369, "text": "Stupid opengl wasnt working and it took me like a billio years trying to fix it so I decided to scrap the idea of using ImGui and try and replicate the look with PyQt5 which is what I made the actual overlay out of, other than that I didnt add anything, I plan to finally ship it and make a full release after its done compiling"}, {"post_id": 55315, "ts": "2026-08-27T01:53:34Z", "hours": 0.4517, "text": "Fixed a bug where the menu wasnt showing up on windows"}, {"post_id": 54061, "ts": "2026-08-24T20:35:17Z", "hours": 1.5614, "text": "Hi guys im finally done the last part, I have added an auto fetch system that gets file from my repo if it detects that any needed files are missing, I also figured out how to compile the app with nuitka (took me like 3 hours btw 😭)and github actions. I plan to ship it in a minute because I want to see if it works properly. Thanks for reading,"}, {"post_id": 45562, "ts": "2026-08-12T04:18:30Z", "hours": 1.4264, "text": "Hello devlog #3, I was about to seperate everything into multipel scripts for organization, but realized that would be annyoing to compile (I plan to compile it with nutika which translates everything to C then compiles it), I added easier customization instead of having to have a theme file, 2 modes advaced (everything) and simple (basic colors). The advanced mode basically lets you make your own theme so i decided to add a export as .ks option. To address the “Alt+f3 is too close to Alt+f4” problem, I added a Hotkey rebinding system. I added many other features like RGB Mode, as seen in the screenshot but im too lazy to show you all of them so go check my github. OH and I also added a Readme which explains everything, I plan to update the installation part which just explains how to use the python thing. Thanks for reading!"}, {"post_id": 44220, "ts": "2026-08-09T20:44:52Z", "hours": 1.3936, "text": "helloooo welcome to devlog #2, today I made a small menue for customizing the overlay, I also made a file type called .ks which is just a zipfile with the font and the theme.json file. I plan to make a readme explaining how to make a font and I also made an example theme on the github. I got sidetracked and added a overlay size, and a thing where you can choose which elements to show. Along with that, I added the ability to hide the menu and lock the overlay with Alt+F3, I might change the keybind because its awfully close to Alt+F4 which I know most of you guys know what that does."}, {"post_id": 43605, "ts": "2026-08-08T23:28:34Z", "hours": 1.5156, "text": "Hello welcome to devlog #1, this is a project i made a year ago im pretty sure and i have decided to improve it, I added the minecraft font to it, and added a custom theme system if people wanted to change the theme!"}]...
|
Title: Keystrokes by @vintage | Stardance
Devlogs Title: Keystrokes by @vintage | Stardance
Devlogs:
Hello welcome to devlog #1, this is a project i made a year ago im pretty sure and i have decided to improve it, I added the minecraft font to it, and added a custom theme system if people wanted to change the theme!
helloooo welcome to devlog #2, today I made a small menue for customizing the overlay, I also made a file type called .ks which is just a zipfile with the font and the theme.json file. I plan to make a readme explaining how to make a font and I also made an example theme on the github. I got sidetracked and added a overlay size, and a thing where you can choose which elements to show. Along with that, I added the ability to hide the menu and lock the overlay with Alt+F3, I might change the keybind because its awfully close to Alt+F4 which I know most of you guys know what that does.
Hello devlog #3, I was about to seperate everything into multipel scripts for organization, but realized that would be annyoing to compile (I plan to compile it with nutika which translates everything to C then compiles it), I added easier customization instead of having to have a theme file, 2 modes advaced (everything) and simple (basic colors). The advanced mode basically lets you make your own theme so i decided to add a export as .ks option. To address the “Alt+f3 is too close to Alt+f4” problem, I added a Hotkey rebinding system. I added many other features like RGB Mode, as seen in the screenshot but im too lazy to show you all of them so go check my github. OH and I also added a Readme which explains everything, I plan to update the installation part which just explains how to use the python thing. Thanks for reading!
Hi guys im finally done the last part, I have added an auto fetch system that gets file from my repo if it detects that any needed files are missing, I also figured out how to compile the app with nuitka (took me like 3 hours btw 😭)and github actions. I plan to ship it in a minute because I want to see if it works properly. Thanks for reading,
Fixed a bug where the menu wasnt showing up on windows
Stupid opengl wasnt working and it took me like a billio years trying to fix it so I decided to scrap the idea of using ImGui and try and replicate the look with PyQt5 which is what I made the actual overlay out of, other than that I didnt add anything, I plan to finally ship it and make a full release after its done compiling
Ships:
HELLO, this is one of my old projects I made quite a while ago to solve a lasting issue in gaming, as we all know, if ur too good at a game u are automatically cheating unless you prove it, my overlay, KeyStrokes, solves that and shows that ur not cheating, this project was originally supposed to be for specifically Windows but I decided to make it for everything. If you want to try it you can download it in my Github RIGHT NOW. If you have any issues please make a new issue in my Github RIGHT NOW. And start gaming RIGHT NOW with KEYSTROKES. Happy gaming (RIGHT NOW)...
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1793494528.803972
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1793580928.803972
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44754
|
Portfolio by @Huseyin | Stardance
|
Huseyin
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T23:53:47Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This personal portfolio website uses HTML and CSS, with a very small touch of JS to not showcase, but to be a hub where others can access my other projects that do the showing off. This project has only one commit. But that is because it was made in one sitting. The one commit is a very big commit. The website has 4 main parts: The home, which has the sub links for every other page. The about me, which is me talking about me. The projects, which has my projects. The contact, it has my email. AI was used to remember like a CSS syntax or two. Again, this is a very simple website that represents me. I’m a simple guy.", "repo": "https://github.com/krambo345/portfolio", "demo": "https://krambo345.github.io/portfolio/contact.html"}]...
|
[{"post_id": 42315, "ts": "202 [{"post_id": 42315, "ts": "2026-08-06T23:48:59Z", "hours": 1.3497, "text": "Made the very simple portfolio website. Has some pages: About me Projects Contact Index.html(Home) This was made in one sitting. So It does not have advanced things."}]...
|
Title: Portfolio by @Huseyin | Stardance
Devlogs: Title: Portfolio by @Huseyin | Stardance
Devlogs:
Made the very simple portfolio website. Has some pages: About me Projects Contact Index.html(Home) This was made in one sitting. So It does not have advanced things.
Ships:
This personal portfolio website uses HTML and CSS, with a very small touch of JS to not showcase, but to be a hub where others can access my other projects that do the showing off. This project has only one commit. But that is because it was made in one sitting. The one commit is a very big commit. The website has 4 main parts: The home, which has the sub links for every other page. The about me, which is me talking about me. The projects, which has my projects. The contact, it has my email. AI was used to remember like a CSS syntax or two. Again, this is a very simple website that represents me. I’m a simple guy....
|
1793515799.1183946
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1793602199.1183946
|
|
44768
|
Midnight's End by @aaryan_vishnupurikar | Star Midnight's End by @aaryan_vishnupurikar | Stardance...
|
aaryan_vishnupurikar
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T01:09:24Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal portfolio site using html, css, and regular JS. It has a full screen intro, a day/night background with animated birds and shooting stars, glass style cards(i tried my best), project tabs, and a floating custom terminal popup on the bottom left. The hardest part was probably getting the css styling and smooth scrolling animations to look right on mobile without messing up the layout, plus fixing some git merge errors when pushing to GitHub. Im proud of how the visual design came out, especially the mouse following light effect and the terminal widget you can actually type in with to search the website. To test it, just scroll down to reveal the content, click the theme button in the top right, check out the spec tabs in the project section, or open the terminal in the bottom right and type commands like help, about, or projects.", "repo": "https://github.com/aaryanv-midnightcrown/website-stardance", "demo": "https://aaryanv-midnightcrown.github.io/website-stardance"}]...
|
[{"post_id": 42329, "ts": "202 [{"post_id": 42329, "ts": "2026-08-07T00:27:05Z", "hours": 0.41, "text": "cool little side project i made, will update it with more stuff soon, though. if you have any feedback on the design, contact me plz! check it out yourself: https://aaryanv-midnightcrown.github.io/website-stardance"}]...
|
Title: Midnight's End by @aaryan_vishnupurikar Title: Midnight's End by @aaryan_vishnupurikar | Stardance
Devlogs:
cool little side project i made, will update it with more stuff soon, though. if you have any feedback on the design, contact me plz! check it out yourself: https://aaryanv-midnightcrown.github.io/website-stardance
Ships:
I made my personal portfolio site using html, css, and regular JS. It has a full screen intro, a day/night background with animated birds and shooting stars, glass style cards(i tried my best), project tabs, and a floating custom terminal popup on the bottom left. The hardest part was probably getting the css styling and smooth scrolling animations to look right on mobile without messing up the layout, plus fixing some git merge errors when pushing to GitHub. Im proud of how the visual design came out, especially the mouse following light effect and the terminal widget you can actually type in with to search the website. To test it, just scroll down to reveal the content, click the theme button in the top right, check out the spec tabs in the project section, or open the terminal in the bottom right and type commands like help, about, or projects....
|
1793515817.9102182
|
1793602217.9102182
|
|
44815
|
Differential Swerve by @precon | Stardance
|
precon
|
1
|
47.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T17:53:54Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a differential swerve that is FTC legal, mainly out of 3D printed parts. The most challenging part was getting tolerances right, getting all the math correct, and getting the pod to fit in the build limit. I’m proud that it actually works. I have a working product right now and you should know that although the tuning can be a bit hard, the build is actually very easy. You can just download the files, print it out, get the parts, and build it in around a day or two", "repo": "https://github.com/Vixator/Phoenix-Force-10100-Differential-Swerve", "demo": ""}]...
|
[{"post_id": 71347, "ts": "202 [{"post_id": 71347, "ts": "2026-09-20T17:51:30Z", "hours": 4.35, "text": "Final design and print, need a bit more money for stronger filament/manufacturing, so will ship and then finish the project."}, {"post_id": 70478, "ts": "2026-09-19T08:16:24Z", "hours": 8.1925, "text": "Finished the full build and got everything assembled. It was very rough but it worked. Found a lot of problems and then started and almost finished redesigning it. I hope to print this out in a stronger material and try again to maybe have a more successful design."}, {"post_id": 70303, "ts": "2026-09-18T22:02:48Z", "hours": 14.9586, "text": "OMGGGG got first build done"}, {"post_id": 64029, "ts": "2026-09-08T04:39:06Z", "hours": 7.7411, "text": "It has been a long time working to fix all the previous issues. I think I have one of the most final versions of the model. I’ve only made very tiny tolerance revisions after the final version rebuild so I think I’m mostly stable for the CAD. I’ve been printing out everything to finally build both pods at once. I’ve compiled changes that I’ve done only on one pod or changes that should have plenty of clearance to work. Right now the final shell is printing. I’ll probably work on getting both pods disassembled tomorrow and reassembling them with brand new parts and it should all be coming together quickly. I also worked a lot on the code. I made the robot field-centric and also started using odometry to help out with the accuracy. I haven’t done anything with auto yet but I hope to do something with Pedro pathing to have an auto pathing system for my swerve. I’m pretty excited, to build the final version of my project and have a final product so this can come to a close."}, {"post_id": 63288, "ts": "2026-09-07T01:07:01Z", "hours": 12.1331, "text": "I finished doing the remodel with new parts. A lot of it was updating existing parts to fix what I noticed went wrong in the test build, which made V3. A lot of it was improving the clearances and tolerances between parts to reduce friction and increase efficiency. I also made a lot of changes to the software, which is currently uploaded to GitHub. My plans for the future are:Finish making the wheel grippier and make sure the tread doesn’t fall off.Make auto pathing software.Get a full drivetrain ready."}, {"post_id": 44981, "ts": "2026-08-11T03:18:09Z", "hours": 8.9275, "text": "After finding out about the previous issues in the last version, I finally finished version 2. This one uses different gears that avoid clipping and I changed a lot of the other tolerances. I also found a major thing that I got wrong in my design. Apparently somewhere along the line I dragged a component, which was messing up all the spacings and everything was out of line. I had to go back and fix all of that. I added a lot of convenience features for me to build this easier and made the pod shorter by a good 3 mm so I could actually add some aluminum protection on the ends to avoid the pod being damaged while driving. Overall I think there are a lot of improvements. Once I ship the mod and get the parts, I can finish building this pod and another pod to create a drive base. Hopefully I can finish programming it and hook it up soon so it works."}, {"post_id": 43735, "ts": "2026-08-09T04:35:17Z", "hours": 2.95, "text": "Just posted a devlog but forgot to publish my most recent timelapse and just wanted to give a couple updates. A lot of the tolerances for parts are highly dependent. When I’m inserting a bearing into a 3D printed part, I usually do 13.9 for a 14 mm bearing and 14.9 for the flange. Because some parts print really weirdly in a weird configuration or print vertically where the layers will collapse on each other, I had to make the outer race 15.2 mm and the inner race 14.2 mm, so 0.2 mm oversize instead of undersized. This gives proper tolerance.I also had a lot of weird print issues. I’ve been having a lot of stringing and I accidentally added supports on one of the parts so I’ve been losing a lot of material but it’s honestly taught me a lot as well.I attached a couple of pictures just to show you a difference from my last post. It’s been five minutes but it’s a slight difference. It’s just to show:- what I’ve gotten done- what I’ve assembled so far- what I’ve thrown away- what I’ve missed- okay this is an update after the 2-hour time lapse of me building an entire pod. There’s a lot of things but the biggest thing I noticed was that one of the bevel gears actually clips with the main drive ring gear, which ruins the entire model. This is the biggest issue I have to fix. Other issues I noticed were that assembling was very hard because a lot of the holes were too big and things would fall out when they were flipped over. I also didn’t have the right size screws often, which led me to have weird spacings. Mostly issues can be ironed out through CAD and now that I’ve built it once I can remember what went wrong. For the second version after I fix all these major and minor issues, I hope it’ll go much better and I can get a working pod that’s in size pretty soon for version two."}, {"post_id": 43078, "ts": "2026-08-08T04:46:01Z", "hours": 7.8169, "text": "I started recording and documenting this project halfway through the first revision. The first time lapse was me implementing the final preliminary designs, getting the encoder mounted, getting all the fittings correct, getting the bearing stacks right, and mounting everything in a way that it would technically fit in CAD. The second and third time lapses are mostly printing, getting tolerances right, and getting fits right. My first 3D build will be complete as soon as possible and I can get started on making revisions and iterations to improve the design. I think I focused a lot on trying to incorporate everything I saw. I looked at some designs online and reviewed everything that we needed to implement before hand. I think I’ve done a pretty good job of finding space for everything and putting everything in a nice compact fashion. I think after I get all the tolerances correct and finish assembling, this will be a great first iteration to improve upon. I hope this project can continue and I will get funding for my future prospects, which are getting this machined and getting higher quality parts."}]...
|
Title: Differential Swerve by @precon | Stardance
Title: Differential Swerve by @precon | Stardance
Devlogs:
I started recording and documenting this project halfway through the first revision. The first time lapse was me implementing the final preliminary designs, getting the encoder mounted, getting all the fittings correct, getting the bearing stacks right, and mounting everything in a way that it would technically fit in CAD. The second and third time lapses are mostly printing, getting tolerances right, and getting fits right. My first 3D build will be complete as soon as possible and I can get started on making revisions and iterations to improve the design. I think I focused a lot on trying to incorporate everything I saw. I looked at some designs online and reviewed everything that we needed to implement before hand. I think I’ve done a pretty good job of finding space for everything and putting everything in a nice compact fashion. I think after I get all the tolerances correct and finish assembling, this will be a great first iteration to improve upon. I hope this project can continue and I will get funding for my future prospects, which are getting this machined and getting higher quality parts.
Just posted a devlog but forgot to publish my most recent timelapse and just wanted to give a couple updates. A lot of the tolerances for parts are highly dependent. When I’m inserting a bearing into a 3D printed part, I usually do 13.9 for a 14 mm bearing and 14.9 for the flange. Because some parts print really weirdly in a weird configuration or print vertically where the layers will collapse on each other, I had to make the outer race 15.2 mm and the inner race 14.2 mm, so 0.2 mm oversize instead of undersized. This gives proper tolerance.I also had a lot of weird print issues. I’ve been having a lot of stringing and I accidentally added supports on one of the parts so I’ve been losing a lot of material but it’s honestly taught me a lot as well.I attached a couple of pictures just to show you a difference from my last post. It’s been five minutes but it’s a slight difference. It’s just to show:- what I’ve gotten done- what I’ve assembled so far- what I’ve thrown away- what I’ve missed- okay this is an update after the 2-hour time lapse of me building an entire pod. There’s a lot of things but the biggest thing I noticed was that one of the bevel gears actually clips with the main drive ring gear, which ruins the entire model. This is the biggest issue I have to fix. Other issues I noticed were that assembling was very hard because a lot of the holes were too big and things would fall out when they were flipped over. I also didn’t have the right size screws often, which led me to have weird spacings. Mostly issues can be ironed out through CAD and now that I’ve built it once I can remember what went wrong. For the second version after I fix all these major and minor issues, I hope it’ll go much better and I can get a working pod that’s in size pretty soon for version two.
After finding out about the previous issues in the last version, I finally finished version 2. This one uses different gears that avoid clipping and I changed a lot of the other tolerances. I also found a major thing that I got wrong in my design. Apparently somewhere along the line I dragged a component, which was messing up all the spacings and everything was out of line. I had to go back and fix all of that. I added a lot of convenience features for me to build this easier and made the pod shorter by a good 3 mm so I could actually add some aluminum protection on the ends to avoid the pod being damaged while driving. Overall I think there are a lot of improvements. Once I ship the mod and get the parts, I can finish building this pod and another pod to create a drive base. Hopefully I can finish programming it and hook it up soon so it works.
I finished doing the remodel with new parts. A lot of it was updating existing parts to fix what I noticed went wrong in the test build, which made V3. A lot of it was improving the clearances and tolerances between parts to reduce friction and increase efficiency. I also made a lot of changes to the software, which is currently uploaded to GitHub. My plans for the future are:Finish making the wheel grippier and make sure the tread doesn’t fall off.Make auto pathing software.Get a full drivetrain ready.
It has been a long time working to fix all the previous issues. I think I have one of the most final versions of the model. I’ve only made very tiny tolerance revisions after the final version rebuild so I think I’m mostly stable for the CAD. I’ve been printing out everything to finally build both pods at once. I’ve compiled changes that I’ve done only on one pod or changes that should have plenty of clearance to work. Right now the final shell is printing. I’ll probably work on getting both pods disassembled tomorrow and reassembling them with brand new parts and it should all be coming together quickly. I also worked a lot on the code. I made the robot field-centric and also started using odometry to help out with the accuracy. I haven’t done anything with auto yet but I hope to do something with Pedro pathing to have an auto pathing system for my swerve. I’m pretty excited, to build the final version of my project and have a final product so this can come to a close.
OMGGGG got first build done
Finished the full build and got everything assembled. It was very rough but it worked. Found a lot of problems and then started and almost finished redesigning it. I hope to print this out in a stronger material and try again to maybe have a more successful design.
Final design and print, need a bit more money for stronger filament/manufacturing, so will ship and then finish the project.
Ships:
I made a differential swerve that is FTC legal, mainly out of 3D printed parts. The most challenging part was getting tolerances right, getting all the math correct, and getting the pod to fit in the build limit. I’m proud that it actually works. I have a working product right now and you should know that although the tuning can be a bit hard, the build is actually very easy. You can just download the files, print it out, get the parts, and build it in around a day or two...
|
1793342859.466365
|
1793429259.466365
|
|
44822
|
Slop PDF by @AVD | Stardance
|
AVD
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T19:05:15Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a pdf that generates random slop within the pdf.", "repo": "https://github.com/vandorena/sloppdf", "demo": "https://slop.alexvd.dev"}]...
|
[{"post_id": 44756, "ts": "202 [{"post_id": 44756, "ts": "2026-08-10T19:04:17Z", "hours": 0.8211, "text": "Finished the site! Made it not sloppy and handwritten. So you can learn all about slop pdf."}, {"post_id": 43604, "ts": "2026-08-08T23:23:28Z", "hours": 1.9069, "text": "I made a non slop slop pdf site!"}, {"post_id": 42788, "ts": "2026-08-07T17:53:57Z", "hours": 0.3575, "text": "I slopped a frontend. Don’t review the website, review the PDF in adobe acrobat!"}, {"post_id": 42590, "ts": "2026-08-07T12:33:37Z", "hours": 1.6261, "text": "The slop works! :D"}, {"post_id": 42378, "ts": "2026-08-07T02:11:01Z", "hours": 0.9961, "text": "Just made a Proof Of Concept of sending http requests from a PDF."}]...
|
Title: Slop PDF by @AVD | Stardance
Devlogs:
Just Title: Slop PDF by @AVD | Stardance
Devlogs:
Just made a Proof Of Concept of sending http requests from a PDF.
The slop works! :D
I slopped a frontend. Don’t review the website, review the PDF in adobe acrobat!
I made a non slop slop pdf site!
Finished the site! Made it not sloppy and handwritten. So you can learn all about slop pdf.
Ships:
I made a pdf that generates random slop within the pdf....
|
1793487150.4365187
|
1793573550.4365187
|
|
44857
|
Nautilus by @MrChompDev | Stardance
|
MrChompDev
|
1
|
12.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T23:14:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Alpha 0.1 of Nautilus.", "repo": "https://github.com/MrChompDev/Nautilus", "demo": "https://github.com/MrChompDev/Nautilus/releases/tag/Beta"}]...
|
[{"post_id": 84573, "ts": "202 [{"post_id": 84573, "ts": "2026-10-29T21:21:07Z", "hours": 1.0475, "text": "Devlog #17 I have gone ahead and add run.bat and run.sh for testing they should work."}, {"post_id": 77268, "ts": "2026-10-06T11:11:18Z", "hours": 2.2886, "text": "Devlog #16 It has been a while since I last posted a Devlog but I went on a trip and I was told my wallpaper was AI even though. It was a mix of images from google. But I changed the wallpaper to a photo from my trip and I also have shipped Surfline it is basically finished still needs a tone of work done mainly on the search engine but it is out on Beta now."}, {"post_id": 64126, "ts": "2026-09-08T10:17:04Z", "hours": 0.3239, "text": "Devlog #15 I have just finished the cyber security tool box I am turning this from a normal OS to a cyber security OS. Most of these tools are simulated but I am working on real ones like port scanners and ways to scrap the internet for peoples social media with their username etc."}, {"post_id": 60171, "ts": "2026-09-02T11:54:14Z", "hours": 0.4733, "text": "Devlog #14 I have just added some more life to the home screen with app icons and a wallpaper"}, {"post_id": 59504, "ts": "2026-09-01T11:39:31Z", "hours": 0.41, "text": "Devlog #13 I have just finshed the baseline of the custom search engine for surfline it still needs to styling but it works."}, {"post_id": 52990, "ts": "2026-08-23T11:32:57Z", "hours": 0.3261, "text": "Devlog #12 I am working on a custom search engine I just started coding it don’t, mind the errors. I just want to log something for today."}, {"post_id": 51498, "ts": "2026-08-21T07:48:46Z", "hours": 0.3794, "text": "#Devlog 11 I have now added a homepage that loads when you launch Surfline"}, {"post_id": 50923, "ts": "2026-08-20T12:06:50Z", "hours": 1.0217, "text": "#Devlog 10 I got the start of the Surfline Browser working to launch google on startup no just have to add the GUI and build a custom search engine and have a home screen."}, {"post_id": 50888, "ts": "2026-08-20T11:01:49Z", "hours": 0.3103, "text": "#Devlog 9 Added a dock bar to the bottom of the screen with the apps planning to add more and due to the new code it is really easy to add them."}, {"post_id": 50827, "ts": "2026-08-20T08:18:08Z", "hours": 0.4289, "text": "Devlog #8 I just fixed a few bugs the clock and a nice little title for the top bar now shows. Next I am going to work on building Surfline Browser and Logbook working and adding them to a application bar."}, {"post_id": 50245, "ts": "2026-08-19T12:06:26Z", "hours": 0.8042, "text": "#Devlog 7 I made the decision to restart the whole project and code it all my self and also the files where getting way to messy so this is what I have after about 40 minutes."}, {"post_id": 50208, "ts": "2026-08-19T10:49:47Z", "hours": 0.8303, "text": "#Devlog 6 Update Megalodon model configuration and weights- Increased vocabulary size from 1024 to 4096 and block size from 256 to 512 in config.json.- Enhanced model parameters from 1,214,720 to 35,931,136, updated training profile to “full”, and adjusted training steps and tokens in model.json.- Updated weights.npz to reflect changes in model architecture.- Modified main.py to change the script’s purpose from building a Flappy Bird game to creating a simple GUI test script.- Added a new story.md file detailing a narrative about “Write Me A Story”. This is for tests with the AI model.- Ran a training session that went for 5-6 hours with opencode training all 4 models 83 minutes each use data collected from hugging face website. All models seem to work on an average model working on optimising each model to be more personal. The models seem to be working but I am changing the colour coded and the whole ui to custom ones that I am creating so the code doesn’t launch correctly as of now due to some parts still wanting the old colour codes."}, {"post_id": 49480, "ts": "2026-08-18T10:54:46Z", "hours": 0.2781, "text": "#Devlog 5 I am working training the models after a tone of research I was able to gather a series of websites that documents and data for me to train the 4 models on. I was able to get the models working and printing out basic test items in plain English after getting a error making them speak gibberish."}, {"post_id": 48798, "ts": "2026-08-17T10:35:41Z", "hours": 0.3542, "text": "#Devlog 4 I have started build out the AI application that will come with the operating system. It has four models each made to run a different type of task. Kraken - Is a fully local Ai that runs on the system built and trained for coding. Leviathan - Is again a custom local AI but this one is built to right documentation. Charybdis - Is again a custom local AI but this is built to give you image and video generation. Megalodon - Is again a custom local AI but this one is by far one of the most important ones along side kraken this is a pentesting AI for your code so it runs your website or app with your permission and finds possible vulnerabilities with in your code which could lead to you getting hacked if not fixed. What I am doing next? I will be working on training the models to improve them and make them better. Working the UI/UX side of the app to make it fit more of claude or chatgpt desktop. I would be making a CLI version to run in your termnial."}, {"post_id": 47892, "ts": "2026-08-16T04:55:28Z", "hours": 0.565, "text": "#Devlog 3 I have just finished a full remodel of all the UI for the home and lock screen with full custom logos and wallpapers (I used comfy UI for it). I have just published it on github so you can see all the code and files their now. I am currently working on making a AI for it called Kraken it has 4 models each built for certain things. 1st model a coding model, 2nd model and writing model for documents, 3rd model a image/video model and 4th a pentesting check for any errors in my codes that would lead to attacks."}, {"post_id": 46281, "ts": "2026-08-13T12:31:04Z", "hours": 0.2619, "text": "#Devlog 2 I got the source code pushed onto github now you can all go check it out beware this is like early early stages so please report any bugs to my email [email protected]"}, {"post_id": 46209, "ts": "2026-08-13T08:49:39Z", "hours": 2.6117, "text": "#Devlog 1 Welcome to Nautilus, you are probably wondering what it is well I was watching a interview with Linus the creator of Linux and he said if they are crazier and they have the knowledge someone else can build the own Operating System so I took that and I am building a 8GB Ram operating system with fully working browser code editor music player all built in python."}]...
|
Title: Nautilus by @MrChompDev | Stardance
Devlog Title: Nautilus by @MrChompDev | Stardance
Devlogs:
#Devlog 1 Welcome to Nautilus, you are probably wondering what it is well I was watching a interview with Linus the creator of Linux and he said if they are crazier and they have the knowledge someone else can build the own Operating System so I took that and I am building a 8GB Ram operating system with fully working browser code editor music player all built in python.
#Devlog 2 I got the source code pushed onto github now you can all go check it out beware this is like early early stages so please report any bugs to my email [email protected]
#Devlog 3 I have just finished a full remodel of all the UI for the home and lock screen with full custom logos and wallpapers (I used comfy UI for it). I have just published it on github so you can see all the code and files their now. I am currently working on making a AI for it called Kraken it has 4 models each built for certain things. 1st model a coding model, 2nd model and writing model for documents, 3rd model a image/video model and 4th a pentesting check for any errors in my codes that would lead to attacks.
#Devlog 4 I have started build out the AI application that will come with the operating system. It has four models each made to run a different type of task. Kraken - Is a fully local Ai that runs on the system built and trained for coding. Leviathan - Is again a custom local AI but this one is built to right documentation. Charybdis - Is again a custom local AI but this is built to give you image and video generation. Megalodon - Is again a custom local AI but this one is by far one of the most important ones along side kraken this is a pentesting AI for your code so it runs your website or app with your permission and finds possible vulnerabilities with in your code which could lead to you getting hacked if not fixed. What I am doing next? I will be working on training the models to improve them and make them better. Working the UI/UX side of the app to make it fit more of claude or chatgpt desktop. I would be making a CLI version to run in your termnial.
#Devlog 5 I am working training the models after a tone of research I was able to gather a series of websites that documents and data for me to train the 4 models on. I was able to get the models working and printing out basic test items in plain English after getting a error making them speak gibberish.
#Devlog 6 Update Megalodon model configuration and weights- Increased vocabulary size from 1024 to 4096 and block size from 256 to 512 in config.json.- Enhanced model parameters from 1,214,720 to 35,931,136, updated training profile to “full”, and adjusted training steps and tokens in model.json.- Updated weights.npz to reflect changes in model architecture.- Modified main.py to change the script’s purpose from building a Flappy Bird game to creating a simple GUI test script.- Added a new story.md file detailing a narrative about “Write Me A Story”. This is for tests with the AI model.- Ran a training session that went for 5-6 hours with opencode training all 4 models 83 minutes each use data collected from hugging face website. All models seem to work on an average model working on optimising each model to be more personal. The models seem to be working but I am changing the colour coded and the whole ui to custom ones that I am creating so the code doesn’t launch correctly as of now due to some parts still wanting the old colour codes.
#Devlog 7 I made the decision to restart the whole project and code it all my self and also the files where getting way to messy so this is what I have after about 40 minutes.
Devlog #8 I just fixed a few bugs the clock and a nice little title for the top bar now shows. Next I am going to work on building Surfline Browser and Logbook working and adding them to a application bar.
#Devlog 9 Added a dock bar to the bottom of the screen with the apps planning to add more and due to the new code it is really easy to add them.
#Devlog 10 I got the start of the Surfline Browser working to launch google on startup no just have to add the GUI and build a custom search engine and have a home screen.
#Devlog 11 I have now added a homepage that loads when you launch Surfline
Devlog #12 I am working on a custom search engine I just started coding it don’t, mind the errors. I just want to log something for today.
Devlog #13 I have just finshed the baseline of the custom search engine for surfline it still needs to styling but it works.
Devlog #14 I have just added some more life to the home screen with app icons and a wallpaper
Devlog #15 I have just finished the cyber security tool box I am turning this from a normal OS to a cyber security OS. Most of these tools are simulated but I am working on real ones like port scanners and ways to scrap the internet for peoples social media with their username etc.
Devlog #16 It has been a while since I last posted a Devlog but I went on a trip and I was told my wallpaper was AI even though. It was a mix of images from google. But I changed the wallpaper to a photo from my trip and I also have shipped Surfline it is basically finished still needs a tone of work done mainly on the search engine but it is out on Beta now.
Devlog #17 I have gone ahead and add run.bat and run.sh for testing they should work.
Ships:
This is Alpha 0.1 of Nautilus....
|
1793447317.9120681
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1793533717.9120681
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44858
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First Website/Portfolio by @Vishy | Stardance
|
Vishy
|
1
|
6.0
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T22:34:41Z", "hours": 6.0, "multiplier": 4.94, "payout": 28, "blessing": "neutral", "text": "I created my first website/portfolio. Hello everyone this is one of my first websites I have created, the first one I have created was following a tutorial so I never learned anything from it. I always wanted to learn html and css but it was so CONFUSING, and no one made it easy for me to understand, but thats when I stumbled across this video yesterday on how to understand it, they explained the structure and how to put images and links but I wanted to create more, then I found this blog created by my sister and it explained all the extra features and this helped me create this website. With the right resources I was able to code this website, the theme is blue because its about me and im fish or vishy or fishy and its kinda my favorite color. It includes about me, with me created in figma because I did not feel comfortable including my face in the image. Also it has all my games so you guys can feel free to try the games included. Thank you!", "repo": "https://github.com/justvishy12/First-Portfolio", "demo": "https://justvishy12.github.io/First-Portfolio/"}]...
|
[{"post_id": 43578, "ts": "202 [{"post_id": 43578, "ts": "2026-08-08T22:10:31Z", "hours": 0.8639, "text": "Media Query’s Hey everyone this is going to be the last devlog before I ship and I have done mainly fixing items for different devices. So mainly in the style.css code we do @media (max-width: 768px) { so then in this code we set width of the different containers, the 768 px is the size of the different devices. So for this size I do 600px for the different containers. And for the header and footer there was a bug well not really a bug since I coded it but even after it being on different device the page was massive, so the problem was I was making them 8000 pixels long so that the whole header background is full. But I realized that was wrong and I had to do width: 100%; for the width. This gets the screen size and makes the width that size. I mainly had to do that but I implemented in many spots. But when I was changing the media query size, I also had to change the font size, because on a computer you can see big, but if you keep that big font size it will look massive on a small device, also it cuts off. So I had to add that and then I finished . I didnt realized to upload to github pages takes like 5 minutes even after every commit, but I kept testing and finished my first portfolio. Bye guys!"}, {"post_id": 43398, "ts": "2026-08-08T16:50:38Z", "hours": 2.9972, "text": "Day 2 Hey everyone, I have done so much in the past day and my understanding for html and css is now so big. Before I started this project I had no idea how to even make a website, now I can build containers with backgrounds and borders using the div element in html. What I have done You might be wondering what I have create a navagation bar which when you press on the link it takes you to the appropriate seciton. One cool thing I added in the css was making the scroll-behavior of the overall html to smooth so that this made the page look like it was scrolling when you pressed the nav link! I saw te sidequest for the personal website needed 3 seperate sections so I have added a landing section, and about me, projects, links and a footer. The landing section is the first thing people see when they enter the page, so I wanted it to be very welcoming with a profile picture. I used flex layouts. I used the flex layouts for multiple div containers. I used it as rows and columns to make different items align in different ways. Next the about me talks a little bit about who I am and what I like doing, and I am going to add a photo of me. I have a game section for all the games I have made and it uses so many containers each row is one container then all those 3 rows are put in another container, and those are put in one full container used to make like the box/background. In the game section I learned how to make the user click over a certain area to go to a link. Then in the last/or second to last section I included links. The links is basically the same thing as the games I used the hover feature. Then I had to set the width in the code so all of them are the same, both the boxes and the images. Lastly is the footer. It is the exact same as the navigation bar which is header but just footer. I was surprised for a lot of things like I didnt expect that the color property would be for text I thought it was for like the color for everything. Then I kept trying to type corner radius because in figma that is what it is. But it is actually border radius 😭. So there were many surprising things and I learned so much, I have some things to fix then I will be shipping!"}, {"post_id": 42592, "ts": "2026-08-07T12:38:02Z", "hours": 1.7658, "text": "Website Start Hello everyone, I am just starting to learn html and css, I have always wanted to do it but thought it was too complicated so today is the day I actualy start putting the time in it. So so far I have learned how to add custom fonts images, padding, gaps, margins, bold, and italics. I am still confused on spacings between like images and text. But as you can see in the screen shot provided I have the links to the games, and at the bottom it says other projects. This is not going to be the final look as it is going to be scrollable. So later on I will include more items like about me, my mission. Anyways thank you guys, lets hope my first webdiste goes well."}]...
|
Title: First Website/Portfolio by @Vishy | Stardan Title: First Website/Portfolio by @Vishy | Stardance
Devlogs:
Website Start Hello everyone, I am just starting to learn html and css, I have always wanted to do it but thought it was too complicated so today is the day I actualy start putting the time in it. So so far I have learned how to add custom fonts images, padding, gaps, margins, bold, and italics. I am still confused on spacings between like images and text. But as you can see in the screen shot provided I have the links to the games, and at the bottom it says other projects. This is not going to be the final look as it is going to be scrollable. So later on I will include more items like about me, my mission. Anyways thank you guys, lets hope my first webdiste goes well.
Day 2 Hey everyone, I have done so much in the past day and my understanding for html and css is now so big. Before I started this project I had no idea how to even make a website, now I can build containers with backgrounds and borders using the div element in html. What I have done You might be wondering what I have create a navagation bar which when you press on the link it takes you to the appropriate seciton. One cool thing I added in the css was making the scroll-behavior of the overall html to smooth so that this made the page look like it was scrolling when you pressed the nav link! I saw te sidequest for the personal website needed 3 seperate sections so I have added a landing section, and about me, projects, links and a footer. The landing section is the first thing people see when they enter the page, so I wanted it to be very welcoming with a profile picture. I used flex layouts. I used the flex layouts for multiple div containers. I used it as rows and columns to make different items align in different ways. Next the about me talks a little bit about who I am and what I like doing, and I am going to add a photo of me. I have a game section for all the games I have made and it uses so many containers each row is one container then all those 3 rows are put in another container, and those are put in one full container used to make like the box/background. In the game section I learned how to make the user click over a certain area to go to a link. Then in the last/or second to last section I included links. The links is basically the same thing as the games I used the hover feature. Then I had to set the width in the code so all of them are the same, both the boxes and the images. Lastly is the footer. It is the exact same as the navigation bar which is header but just footer. I was surprised for a lot of things like I didnt expect that the color property would be for text I thought it was for like the color for everything. Then I kept trying to type corner radius because in figma that is what it is. But it is actually border radius 😭. So there were many surprising things and I learned so much, I have some things to fix then I will be shipping!
Media Query’s Hey everyone this is going to be the last devlog before I ship and I have done mainly fixing items for different devices. So mainly in the style.css code we do @media (max-width: 768px) { so then in this code we set width of the different containers, the 768 px is the size of the different devices. So for this size I do 600px for the different containers. And for the header and footer there was a bug well not really a bug since I coded it but even after it being on different device the page was massive, so the problem was I was making them 8000 pixels long so that the whole header background is full. But I realized that was wrong and I had to do width: 100%; for the width. This gets the screen size and makes the width that size. I mainly had to do that but I implemented in many spots. But when I was changing the media query size, I also had to change the font size, because on a computer you can see big, but if you keep that big font size it will look massive on a small device, also it cuts off. So I had to add that and then I finished . I didnt realized to upload to github pages takes like 5 minutes even after every commit, but I kept testing and finished my first portfolio. Bye guys!
Ships:
I created my first website/portfolio. Hello everyone this is one of my first websites I have created, the first one I have created was following a tutorial so I never learned anything from it. I always wanted to learn html and css but it was so CONFUSING, and no one made it easy for me to understand, but thats when I stumbled across this video yesterday on how to understand it, they explained the structure and how to put images and links but I wanted to create more, then I found this blog created by my sister and it explained all the extra features and this helped me create this website. With the right resources I was able to code this website, the theme is blue because its about me and im fish or vishy or fishy and its kinda my favorite color. It includes about me, with me created in figma because I did not feel comfortable including my face in the image. Also it has all my games so you guys can feel free to try the games included. Thank you!...
|
1793523206.4377277
|
1793609606.4377277
|
|
44872
|
JefreyTheWebsite by @JefreyTheSquirrl | Stardance
|
JefreyTheSquirrl
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T03:14:46Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my Home Page, with all my projects on there, it has parts about me, my cats and my hobbies. The most challenging part was for sure the CSS, because I always have problems with it. I’m really happy with the final product, because I have never built a site that can adjust to screen sizes!", "repo": "https://github.com/JefreyTheSquirrl/JefreyTheWebsite", "demo": "https://jefreythesquirrl.github.io/JefreyTheWebsite/"}]...
|
[{"post_id": 43033, "ts": "202 [{"post_id": 43033, "ts": "2026-08-08T02:44:45Z", "hours": 1.7161, "text": "I have revamped the color scheme after me sister told my it looks ugly, and made the cat part smaller(only the images). On top of that I made the entire second page and made it also scale to the size of the screen"}, {"post_id": 42529, "ts": "2026-08-07T10:13:22Z", "hours": 1.9475, "text": "Finished the first page, you can check it out on the demo link! I started on the CSS, and did all that is necessary. Also made it adapt to the pages size"}, {"post_id": 42434, "ts": "2026-08-07T04:34:12Z", "hours": 0.5731, "text": "I made a bunch of the basic structure for my Website, and got some pictures of my cats, I now need to do the structure for the Projects, and then I think I am ready to move on to CSS"}]...
|
Title: JefreyTheWebsite by @JefreyTheSquirrl | Sta Title: JefreyTheWebsite by @JefreyTheSquirrl | Stardance
Devlogs:
I made a bunch of the basic structure for my Website, and got some pictures of my cats, I now need to do the structure for the Projects, and then I think I am ready to move on to CSS
Finished the first page, you can check it out on the demo link! I started on the CSS, and did all that is necessary. Also made it adapt to the pages size
I have revamped the color scheme after me sister told my it looks ugly, and made the cat part smaller(only the images). On top of that I made the entire second page and made it also scale to the size of the screen
Ships:
I made my Home Page, with all my projects on there, it has parts about me, my cats and my hobbies. The most challenging part was for sure the CSS, because I always have problems with it. I’m really happy with the final product, because I have never built a site that can adjust to screen sizes!...
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1793523210.1083245
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1793609610.1083245
|
|
44887
|
ESP32 Game Console PCB Design by @weakestcatguy | ESP32 Game Console PCB Design by @weakestcatguy | Stardance...
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weakestcatguy
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T13:28:41Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first printed circuit board with no knowledge on how to use kicad, just learnt my way through.. i know my pcb is very flawed ( i didnt pay too close attention to erc and design rules) but i am happy with whatever i made , the pcb is for a game console using esp32 wrover chip and a 2.8 tft touch display.. , i had a hard time learning how to manually route since i didnt know u could switch layers lol.. but i had fun making it.", "repo": "https://github.com/weakestcatguy/gameconsolepcb", "demo": ""}]...
|
[{"post_id": 46888, "ts": "202 [{"post_id": 46888, "ts": "2026-08-14T13:05:47Z", "hours": 0.5, "text": "My first ever pcb design ..!! i know this has many real world problems but m happy with what i made!! ill try to improve as i make more pcbs taking note of the design and erc rules closely!!"}, {"post_id": 43855, "ts": "2026-08-09T09:19:42Z", "hours": 1.9542, "text": "First time doing this haha kind of a big mess.. lets see how things progress , done with the schamatic now the pcb editor"}, {"post_id": 42457, "ts": "2026-08-07T06:29:25Z", "hours": 1.135, "text": "Finished my first kicad shcamatic"}, {"post_id": 42439, "ts": "2026-08-07T04:57:04Z", "hours": 0.3167, "text": "Wokring on a handheld game console powerd by an esp32"}]...
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Title: ESP32 Game Console PCB Design by @weakestca Title: ESP32 Game Console PCB Design by @weakestcatguy | Stardance
Devlogs:
Wokring on a handheld game console powerd by an esp32
Finished my first kicad shcamatic
First time doing this haha kind of a big mess.. lets see how things progress , done with the schamatic now the pcb editor
My first ever pcb design ..!! i know this has many real world problems but m happy with what i made!! ill try to improve as i make more pcbs taking note of the design and erc rules closely!!
Ships:
I made my first printed circuit board with no knowledge on how to use kicad, just learnt my way through.. i know my pcb is very flawed ( i didnt pay too close attention to erc and design rules) but i am happy with whatever i made , the pcb is for a game console using esp32 wrover chip and a 2.8 tft touch display.. , i had a hard time learning how to manually route since i didnt know u could switch layers lol.. but i had fun making it....
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1793494418.53705
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1793580818.53705
|
|
44892
|
dungeon platformer by @Kien | Stardance
|
Kien
|
1
|
9.0
|
129
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T06:35:22Z", "hours": 9.0, "multiplier": 14.66, "payout": 129, "blessing": "neutral", "text": "A 2d platforming game I make I think is very cool! This is my first ever experience at game making so I am super proud of what i make. It is also super fun to find out about the game engine and play around with it. I hope y’all enjoy it as much as I do! Sorry if there was bugs.", "repo": "https://github.com/Kien-hachtrung/Dungeon-Platfomer", "demo": "https://hach-trung-kien.itch.io/dungeon-platformer"}]...
|
[{"post_id": 43745, "ts": "202 [{"post_id": 43745, "ts": "2026-08-09T05:09:16Z", "hours": 2.3342, "text": "all 5 level and coin finished, will ship soon! (I would like to make more level but I ran out of ideas lol)"}, {"post_id": 43304, "ts": "2026-08-08T14:26:50Z", "hours": 5.0386, "text": "Devlog 2: Began making multiple level and a level selection screen, plus spikes and enemy. As a total beginner to game development, this teaches me alot about game design. I still have ideas to work on such as a score system. But it’s going pretty well :)"}, {"post_id": 42484, "ts": "2026-08-07T07:55:18Z", "hours": 1.3942, "text": "making a simple dialog system"}]...
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Title: dungeon platformer by @Kien | Stardance
De Title: dungeon platformer by @Kien | Stardance
Devlogs:
making a simple dialog system
Devlog 2: Began making multiple level and a level selection screen, plus spikes and enemy. As a total beginner to game development, this teaches me alot about game design. I still have ideas to work on such as a score system. But it’s going pretty well :)
all 5 level and coin finished, will ship soon! (I would like to make more level but I ran out of ideas lol)
Ships:
A 2d platforming game I make I think is very cool! This is my first ever experience at game making so I am super proud of what i make. It is also super fun to find out about the game engine and play around with it. I hope y’all enjoy it as much as I do! Sorry if there was bugs....
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1793523220.6845253
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1793609620.6845253
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44945
|
Short Frog Game by @jl1 | Stardance
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jl1
|
1
|
10.0
|
44
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T11:57:08Z", "hours": 10.0, "multiplier": 4.51, "payout": 44, "blessing": "neutral", "text": "Finally finished my short platformer game about a frog who collets stars through sticking its tongue and swinging.", "repo": "https://github.com/psalmsfr/Short-Frog-Game", "demo": "https://sirvant.itch.io/short-frog-game"}]...
|
[{"post_id": 52915, "ts": "202 [{"post_id": 52915, "ts": "2026-08-23T09:17:41Z", "hours": 9.68, "text": "Just finished my game!"}]...
|
Title: Short Frog Game by @jl1 | Stardance
Devlog Title: Short Frog Game by @jl1 | Stardance
Devlogs:
Just finished my game!
Ships:
Finally finished my short platformer game about a frog who collets stars through sticking its tongue and swinging....
|
1793458270.8959603
|
1793544670.8959603
|
|
44948
|
welcome page by @connie_19 | Stardance
|
connie_19
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T10:31:17Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a new tab welcome page using NASA’s API, my page includes animations and a functional search bar as well as a daily galaxy image.", "repo": "https://github.com/conniepocky/new-tab-welcome-page", "demo": "https://conniepocky.github.io/new-tab-welcome-page/"}]...
|
[{"post_id": 42533, "ts": "202 [{"post_id": 42533, "ts": "2026-08-07T10:29:01Z", "hours": 0.3736, "text": "Devlog 3 Overview: Added search bar and a README to the project, search bar helps bring it together and actually feel like a ‘new tab’ page. What’s New: Search bar Minor CSS adjustments"}, {"post_id": 42521, "ts": "2026-08-07T10:03:59Z", "hours": 0.6464, "text": "Devlog 2 Overview: Now the styling is starting to come together a bit more, I added a star animation effect around the cursor to emphasise the galaxy appearance, as well as adding a scroll snap view to make it smoother to navigate. What’s New: Star animation Snap scrolling Next Steps: More CSS improvements and final touches!"}, {"post_id": 42500, "ts": "2026-08-07T08:50:34Z", "hours": 0.6794, "text": "Devlog 1 Overview: So far I’ve done the basic setup of the project, loading the NASA API and displaying the relevant image and text, as well as showing the current time. What’s New: Initial CSS NASA image API Hover animation for image Next Steps: Improve CSS to make website cleaner and smoother to use."}]...
|
Title: welcome page by @connie_19 | Stardance
Dev Title: welcome page by @connie_19 | Stardance
Devlogs:
Devlog 1 Overview: So far I’ve done the basic setup of the project, loading the NASA API and displaying the relevant image and text, as well as showing the current time. What’s New: Initial CSS NASA image API Hover animation for image Next Steps: Improve CSS to make website cleaner and smoother to use.
Devlog 2 Overview: Now the styling is starting to come together a bit more, I added a star animation effect around the cursor to emphasise the galaxy appearance, as well as adding a scroll snap view to make it smoother to navigate. What’s New: Star animation Snap scrolling Next Steps: More CSS improvements and final touches!
Devlog 3 Overview: Added search bar and a README to the project, search bar helps bring it together and actually feel like a ‘new tab’ page. What’s New: Search bar Minor CSS adjustments
Ships:
I made a new tab welcome page using NASA’s API, my page includes animations and a functional search bar as well as a daily galaxy image....
|
1793526447.0636885
|
1793612847.0636885
|
|
44959
|
registration by @Nafy | Stardance
|
Nafy
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T07:42:27Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a registration website that can be modified by anyone easy i made this bcs we had a program in school and we were near the date of the program ", "repo": "https://github.com/Muhammed-Nafy-KK/registration", "demo": "https://registration-theta-cyan.vercel.app"}]...
|
[{"post_id": 52864, "ts": "202 [{"post_id": 52864, "ts": "2026-08-23T07:23:21Z", "hours": 1.9236, "text": "i am working on a registration site that can be edited by any one to any use of any one as a template"}]...
|
Title: registration by @Nafy | Stardance
Devlogs: Title: registration by @Nafy | Stardance
Devlogs:
i am working on a registration site that can be edited by any one to any use of any one as a template
Ships:
i made a registration website that can be modified by anyone easy i made this bcs we had a program in school and we were near the date of the program ...
|
1793465467.4490154
|
1793551867.4490154
|
|
44960
|
Gab's mojo dojo by @Gabriel_Exb | Stardance
|
Gabriel_Exb
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T06:14:41Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website as a gateway to coding that also permitted me to present myself and my passions to the Hack Club community. I struggled making the sidebars and all the JavaScript work, but it was worth it in the end.", "repo": "https://github.com/dzd4878/Personal-website-for-stardance", "demo": "https://dzd4878.github.io/Personal-website-for-stardance/index.html"}]...
|
[{"post_id": 43106, "ts": "202 [{"post_id": 43106, "ts": "2026-08-08T06:07:50Z", "hours": 1.2789, "text": "I finished the website , but I couldnt get a few things right (i.e.: the music is only loading but doesnt play and the image in a project isnt properly inserted) but I am kinda proud of it"}, {"post_id": 43007, "ts": "2026-08-08T01:14:09Z", "hours": 1.5972, "text": "The dessign is somewhat finalized and the movie are neatly arranged but I cannot figure out how to make the media player work. and also the contact form"}, {"post_id": 42956, "ts": "2026-08-07T22:52:54Z", "hours": 2.585, "text": "I mostly finished my personal website but i need to add the movie posters and songs , and verify that the contact me actually works. I reused a CSS file that i had spent month doing last year so pretty cool"}]...
|
Title: Gab's mojo dojo by @Gabriel_Exb | Stard Title: Gab's mojo dojo by @Gabriel_Exb | Stardance
Devlogs:
I mostly finished my personal website but i need to add the movie posters and songs , and verify that the contact me actually works. I reused a CSS file that i had spent month doing last year so pretty cool
The dessign is somewhat finalized and the movie are neatly arranged but I cannot figure out how to make the media player work. and also the contact form
I finished the website , but I couldnt get a few things right (i.e.: the music is only loading but doesnt play and the image in a project isnt properly inserted) but I am kinda proud of it
Ships:
I made a personal website as a gateway to coding that also permitted me to present myself and my passions to the Hack Club community. I struggled making the sidebars and all the JavaScript work, but it was worth it in the end....
|
1793533958.5977714
|
1793620358.5977714
|
|
44966
|
Darling in the Slack by @skyFonix | Stardance
|
skyFonix
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T12:41:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I wrote a slack bot, that sends you images and quotes from Darling in the FranXX Commands: /darling_in_the_slack-ping: ping message /darling_in_the_slack-selfie: sends a random image of a squad 13 member /darling_in_the_slack-quote: spits out a random quote from a squad 13 member", "repo": "https://github.com/FonixPython/darling-in-the-slack", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 42522, "ts": "202 [{"post_id": 42522, "ts": "2026-08-07T10:06:07Z", "hours": 1.0119, "text": "Finished the bot, now I just need to deploy it to Nest. and do a bit of branding."}]...
|
Title: Darling in the Slack by @skyFonix | Stardan Title: Darling in the Slack by @skyFonix | Stardance
Devlogs:
Finished the bot, now I just need to deploy it to Nest. and do a bit of branding.
Ships:
I wrote a slack bot, that sends you images and quotes from Darling in the FranXX Commands: /darling_in_the_slack-ping: ping message /darling_in_the_slack-selfie: sends a random image of a squad 13 member /darling_in_the_slack-quote: spits out a random quote from a squad 13 member...
|
1793533984.2849312
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1793620384.2849312
|
|
44971
|
Pixel Chaser by @aliraza | Stardance
|
aliraza
|
1
|
5.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T15:47:05Z", "hours": 5.0, "multiplier": 1.59, "payout": 8, "blessing": "neutral", "text": "I made a 2D retro game for players who enjoy 90s vibe. It has a retro soundpack along with a high score system. I made it using my pure skills and some help from online tutorials was taken. The most challenging part was building collision algorithms between player and coin and player and enemy. That was the only part where I took all the help I could get online. In short, I learned a lot in this project about JS, and creating beautiful games like this and I might continue to do this in the future", "repo": "https://github.com/aliraza-glitch/Pixel-Chaser", "demo": "https://aliraza-glitch.github.io/Pixel-Chaser/"}]...
|
[{"post_id": 45671, "ts": "202 [{"post_id": 45671, "ts": "2026-08-12T09:46:01Z", "hours": 0.5403, "text": "I added a high score system that stores the highscore in a local storage and also displays it side by side of the game and on the Game Over screen. I also changed the colors of text on Game Over screen"}, {"post_id": 45348, "ts": "2026-08-11T18:54:38Z", "hours": 0.8917, "text": "I made a start screen for my game using Java Script so that game doesn’t just start automatically. I also updated the Game Over screen since alert was pretty annoying and not aesthetic at all."}, {"post_id": 45204, "ts": "2026-08-11T15:02:27Z", "hours": 0.9125, "text": "I improved the game further by making the coin circular so that it isn’t confusing. I also changed the color pallete because previous one wasn’t engaging at all. I also changed the color of player’s square to electric purple and enemy square."}, {"post_id": 43970, "ts": "2026-08-09T13:19:44Z", "hours": 0.7692, "text": "I added the sound effects to Pixel Chaser which got pretty weird because I wasted a lot of time because of a single spacebar in pickupCoin.wav However I did succeed in adding the Game Over and Coin collected sound effect"}, {"post_id": 42576, "ts": "2026-08-07T12:16:34Z", "hours": 2.0944, "text": "I am making a game “Pixel Chaser” in which player (purple square) must dodge the enemy (red square) and collect the coins (golden square) spawning at random positions using only HTML, CSS and JS"}]...
|
Title: Pixel Chaser by @aliraza | Stardance
Devlo Title: Pixel Chaser by @aliraza | Stardance
Devlogs:
I am making a game “Pixel Chaser” in which player (purple square) must dodge the enemy (red square) and collect the coins (golden square) spawning at random positions using only HTML, CSS and JS
I added the sound effects to Pixel Chaser which got pretty weird because I wasted a lot of time because of a single spacebar in pickupCoin.wav However I did succeed in adding the Game Over and Coin collected sound effect
I improved the game further by making the coin circular so that it isn’t confusing. I also changed the color pallete because previous one wasn’t engaging at all. I also changed the color of player’s square to electric purple and enemy square.
I made a start screen for my game using Java Script so that game doesn’t just start automatically. I also updated the Game Over screen since alert was pretty annoying and not aesthetic at all.
I added a high score system that stores the highscore in a local storage and also displays it side by side of the game and on the Game Over screen. I also changed the colors of text on Game Over screen
Ships:
I made a 2D retro game for players who enjoy 90s vibe. It has a retro soundpack along with a high score system. I made it using my pure skills and some help from online tutorials was taken. The most challenging part was building collision algorithms between player and coin and player and enemy. That was the only part where I took all the help I could get online. In short, I learned a lot in this project about JS, and creating beautiful games like this and I might continue to do this in the future...
|
1793505383.5695276
|
1793591783.5695276
|
|
44973
|
Tunexa by @rounaknayak17649 | Stardance
|
rounaknayak17649
|
1
|
18.24
|
71
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T16:33:50Z", "hours": 14.0, "multiplier": 5.46, "payout": 71, "blessing": "neutral", "text": "I have make a music player named tunexa in which we can play songs this is my first music project and I enjoyed a lot in making this. Now the challenges which I faced while making this was the design it was so challenging to think of a good design and make it as it is but I did it. I am very proud of it also I learned so many things in making this project. Now I am hoping everything goes well I have given good amount of efforts to this project hoping to get the best results.", "repo": "https://github.com/crazyboy118/Tunexa", "demo": "https://tunexa-psi.vercel.app"}]...
|
[{"post_id": 55576, "ts": "202 [{"post_id": 55576, "ts": "2026-08-27T14:49:10Z", "hours": 4.2442, "text": "changing/building the backend"}, {"post_id": 48206, "ts": "2026-08-16T14:33:35Z", "hours": 2.9494, "text": "working on backend"}, {"post_id": 45712, "ts": "2026-08-12T11:48:38Z", "hours": 11.1622, "text": "working on frontend"}]...
|
Title: Tunexa by @rounaknayak17649 | Stardance
De Title: Tunexa by @rounaknayak17649 | Stardance
Devlogs:
working on frontend
working on backend
changing/building the backend
Ships:
I have make a music player named tunexa in which we can play songs this is my first music project and I enjoyed a lot in making this. Now the challenges which I faced while making this was the design it was so challenging to think of a good design and make it as it is but I did it. I am very proud of it also I learned so many things in making this project. Now I am hoping everything goes well I have given good amount of efforts to this project hoping to get the best results....
|
1793505391.7475963
|
1793591791.7475963
|
|
45012
|
Cosmic ISS Tracker by @Fyffes | Stardance
|
Fyffes
|
1
|
38.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T22:54:37Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship 1 Hi everyone, this is the final release of the project. All the information about the project and how to try it out can be found in the README.md and the GitHub repository. Here’s a quick guide anyway: Go to the website: Cosmic ISS Tracker and scroll down to the field where you can enter your town. To do this, use the navigation menu and click on ISS Tracker Now simply type in your town, in the field and that’s it. The passes will be calculated straight away , and it’ll show you when the next one is. Enjoy!", "repo": "https://github.com/Fyffes/Cosmic-ISS-Tracker", "demo": "https://cosmic-iss-tracker.netlify.app"}]...
|
[{"post_id": 83153, "ts": "202 [{"post_id": 83153, "ts": "2026-10-27T02:04:40Z", "hours": 4.5756, "text": "Devlog 6 Intro Hi, everyone. This is the last devlog before I finally release this project. I’ve worked really hard again to add a few more things that I absolutely wanted to include in the project. What’s New Enough talk—let’s get to the updates: We have a new, slightly different font There is now a small ISS gallery with pictures of the ISS. Of course, you can click on them to take a closer look. They are held in place by little stars, just like on a pinboard Below the pictures, there are links to NASA’s official website, where you can find even more pictures or a live stream from the ISS There’s a small Contact section at the very bottom Now you can also access the individual sections from the navigation menu at the very top of the website I’ve also hidden a little secret somewhere on the website I tidied up the code a bit using ESLint and Prettier I’ve created a detailed README.md The entire website is now permanently online , since I’ve uploaded it to a hosting service Final Words I think that’s it. I really had fun. It was a great time, and I’m already looking forward to next year. Have fun, everyone still here coding or building!"}, {"post_id": 81881, "ts": "2026-10-22T20:44:24Z", "hours": 7.1847, "text": "Devlog 5 Hey guys, it’s been a long time since the last devlog. To be exact, a whole month. Unfortunately, I’ve been a little busy with other things this past month, but I’m back to finish the project. To say this up front: this is a follow-up post to the last one. But now let’s move on to the updates: I’ve improved the accuracy of where the ISS rises and sets on the horizon. I’ve edited the favicons for every browser size so that they display correctly on any device. There is now a realistic replica of the ISS with interactive points where you can click on the actual modules, and they then tell their story —who built them and when they were added. (Photo 1 and Photo 2) A few improvements to the alignment and positioning of objects on the website. I’ll finish this project, this week and next week so it’ll be ready in time. I’d love to hear your thoughts, and see you in the next devlog."}, {"post_id": 69746, "ts": "2026-09-17T18:28:18Z", "hours": 10.1342, "text": "Devlog 4 In this devlog, I’ve taken a closer look at all the internal functions. I’ve tweaked the Ground Tracker a bit and added real-world locations so that it displays the exact country and city when the ISS flies over them. Another feature I’ve been working on for a long time is ensuring the correct direction and position of the ISS as it passes by. If you look at the sighting schedules and read all the information—or, unfortunately, don’t know how to interpret it—you might miss the ISS just because you didn’t quite understand it. You can now see this clearly with the image that’s attached. There, when you click on your desired date , you can see where you are, as well as from where, when, and in which direction the ISS will be visible, and for how long. This makes it possible for everyone to see the ISS in the night sky. I hope you like it, and I’m already looking forward to the future with the tracker :D"}, {"post_id": 53390, "ts": "2026-08-23T22:25:10Z", "hours": 5.8483, "text": "A quick look at this devlog. I’ve now made it possible to specify a particular location and then find out the corresponding ISS sighting times for that location, as well as the direction you need to look. I’m trying to make these details as accurate as possible so that they match actual sightings 100%. I’m trying to calculate these in advance as much as possible so I’ll know when upcoming flyovers are happening. I hope you like it. I’d love to hear your thoughts on it."}, {"post_id": 50583, "ts": "2026-08-19T19:46:38Z", "hours": 7.4881, "text": "In this devlog, I’ve made a few changes and added some new features: I’ve now integrated the tracker and the ISS visualization onto a real-world map, where the white dot represents the ISS’s current position, and this dot moves smoothly and pulses. Below that are the current longitude and latitude coordinates of its location. Another feature is that the tracker shows the ISS’s current trajectory and pre-calculates the new trajectory, plotting it on the map just like the current one. One final detail for this devlog is the date and time displayed at the top in GMT, which I’ll probably change later so that it shows the correct time and date for everyone. P.S. Of course, it’s a world map at night, so it fits better with the starry sky."}, {"post_id": 47410, "ts": "2026-08-15T10:23:31Z", "hours": 3.0936, "text": "I created this design for the tracker’s background. There are various stars that vary in brightness and also twinkle differently. Shooting stars fly across the night sky in the background at random intervals. They are all different and have random timings, as well as different locations where they appear. They also fly across the sky in different directions. The image I’ve attached shows a small section of the background. I hope you can see it, in the picture."}]...
|
Title: Cosmic ISS Tracker by @Fyffes | Stardance
Title: Cosmic ISS Tracker by @Fyffes | Stardance
Devlogs:
I created this design for the tracker’s background. There are various stars that vary in brightness and also twinkle differently. Shooting stars fly across the night sky in the background at random intervals. They are all different and have random timings, as well as different locations where they appear. They also fly across the sky in different directions. The image I’ve attached shows a small section of the background. I hope you can see it, in the picture.
In this devlog, I’ve made a few changes and added some new features: I’ve now integrated the tracker and the ISS visualization onto a real-world map, where the white dot represents the ISS’s current position, and this dot moves smoothly and pulses. Below that are the current longitude and latitude coordinates of its location. Another feature is that the tracker shows the ISS’s current trajectory and pre-calculates the new trajectory, plotting it on the map just like the current one. One final detail for this devlog is the date and time displayed at the top in GMT, which I’ll probably change later so that it shows the correct time and date for everyone. P.S. Of course, it’s a world map at night, so it fits better with the starry sky.
A quick look at this devlog. I’ve now made it possible to specify a particular location and then find out the corresponding ISS sighting times for that location, as well as the direction you need to look. I’m trying to make these details as accurate as possible so that they match actual sightings 100%. I’m trying to calculate these in advance as much as possible so I’ll know when upcoming flyovers are happening. I hope you like it. I’d love to hear your thoughts on it.
Devlog 4 In this devlog, I’ve taken a closer look at all the internal functions. I’ve tweaked the Ground Tracker a bit and added real-world locations so that it displays the exact country and city when the ISS flies over them. Another feature I’ve been working on for a long time is ensuring the correct direction and position of the ISS as it passes by. If you look at the sighting schedules and read all the information—or, unfortunately, don’t know how to interpret it—you might miss the ISS just because you didn’t quite understand it. You can now see this clearly with the image that’s attached. There, when you click on your desired date , you can see where you are, as well as from where, when, and in which direction the ISS will be visible, and for how long. This makes it possible for everyone to see the ISS in the night sky. I hope you like it, and I’m already looking forward to the future with the tracker :D
Devlog 5 Hey guys, it’s been a long time since the last devlog. To be exact, a whole month. Unfortunately, I’ve been a little busy with other things this past month, but I’m back to finish the project. To say this up front: this is a follow-up post to the last one. But now let’s move on to the updates: I’ve improved the accuracy of where the ISS rises and sets on the horizon. I’ve edited the favicons for every browser size so that they display correctly on any device. There is now a realistic replica of the ISS with interactive points where you can click on the actual modules, and they then tell their story —who built them and when they were added. (Photo 1 and Photo 2) A few improvements to the alignment and positioning of objects on the website. I’ll finish this project, this week and next week so it’ll be ready in time. I’d love to hear your thoughts, and see you in the next devlog.
Devlog 6 Intro Hi, everyone. This is the last devlog before I finally release this project. I’ve worked really hard again to add a few more things that I absolutely wanted to include in the project. What’s New Enough talk—let’s get to the updates: We have a new, slightly different font There is now a small ISS gallery with pictures of the ISS. Of course, you can click on them to take a closer look. They are held in place by little stars, just like on a pinboard Below the pictures, there are links to NASA’s official website, where you can find even more pictures or a live stream from the ISS There’s a small Contact section at the very bottom Now you can also access the individual sections from the navigation menu at the very top of the website I’ve also hidden a little secret somewhere on the website I tidied up the code a bit using ESLint and Prettier I’ve created a detailed README.md The entire website is now permanently online , since I’ve uploaded it to a hosting service Final Words I think that’s it. I really had fun. It was a great time, and I’m already looking forward to next year. Have fun, everyone still here coding or building!
Ships:
Ship 1 Hi everyone, this is the final release of the project. All the information about the project and how to try it out can be found in the README.md and the GitHub repository. Here’s a quick guide anyway: Go to the website: Cosmic ISS Tracker and scroll down to the field where you can enter your town. To do this, use the navigation menu and click on ISS Tracker Now simply type in your town, in the field and that’s it. The passes will be calculated straight away , and it’ll show you when the next one is. Enjoy!...
|
1793541317.2158968
|
1794405317.2158968
|
|
45014
|
🚀 Shaheer's Space Tab by @shaheer | Stardance
|
shaheer
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T20:54:04Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚀 SpaceTab < A simple space-themed new-tab page powered by NASA’s Astronomy Picture of the Day API. => 🌐 Live Demo https://shaheerbro.github.io/SpaceTab/ =>✨ Features 🌌 NASA Astronomy Picture of the Day 🎨 Custom space-themed design ⚡ JavaScript functionality 📱 Responsive layout => 🛠️ Built With: HTML, CSS, JavaScript, NASA API, GitHub Pages => 🚀 Make Your Own Download or clone this repository. Open the folder in VS Code. Edit index.html for the page structure. Edit style.css for the design. Edit script.js for the functionality. Open index.html in your browser by right clicking it and click open in browser. Made by shaheer for Hack Club Stardance. Thanks for checking out SpaceTab! 🚀 :)", "repo": "https://github.com/shaheerbro/SpaceTab", "demo": "https://shaheerbro.github.io/SpaceTab/"}]...
|
[{"post_id": 42610, "ts": "202 [{"post_id": 42610, "ts": "2026-08-07T13:01:35Z", "hours": 0.2625, "text": "This is my first prototype of SpaceTab, and I’ve been working on it for quite a while. At the beginning, I didn’t know that you could track your time while working on projects. Later, I found out about Hackatime, created my account, and connected it to VS Code. After setting everything up, I spent about 15 minutes working on and improving my SpaceTab project while tracking my time. This is my first project on Stardance, and I’m really happy with how it turned out. I’m hoping to earn some Stardust so I can start making more projects and eventually get some cool materials to build even more things. I really like Stardance because it’s a great place to make projects, learn new things, and get help from other people in the community. Thanks, Stardance! 🚀✨"}]...
|
Title: 🚀 Shaheer's Space Tab by @shaheer | Sta Title: 🚀 Shaheer's Space Tab by @shaheer | Stardance
Devlogs:
This is my first prototype of SpaceTab, and I’ve been working on it for quite a while. At the beginning, I didn’t know that you could track your time while working on projects. Later, I found out about Hackatime, created my account, and connected it to VS Code. After setting everything up, I spent about 15 minutes working on and improving my SpaceTab project while tracking my time. This is my first project on Stardance, and I’m really happy with how it turned out. I’m hoping to earn some Stardust so I can start making more projects and eventually get some cool materials to build even more things. I really like Stardance because it’s a great place to make projects, learn new things, and get help from other people in the community. Thanks, Stardance! 🚀✨
Ships:
🚀 SpaceTab < A simple space-themed new-tab page powered by NASA’s Astronomy Picture of the Day API. => 🌐 Live Demo https://shaheerbro.github.io/SpaceTab/ =>✨ Features 🌌 NASA Astronomy Picture of the Day 🎨 Custom space-themed design ⚡ JavaScript functionality 📱 Responsive layout => 🛠️ Built With: HTML, CSS, JavaScript, NASA API, GitHub Pages => 🚀 Make Your Own Download or clone this repository. Open the folder in VS Code. Edit index.html for the page structure. Edit style.css for the design. Edit script.js for the functionality. Open index.html in your browser by right clicking it and click open in browser. Made by shaheer for Hack Club Stardance. Thanks for checking out SpaceTab! 🚀 :)...
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1793540992.1682453
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1793627392.1682453
|
|
45018
|
Personal side by @tobias_pacal | Stardance
|
tobias_pacal
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T14:07:15Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal webside its about me and has a lot of easter eggs. (hope you find all) try checking it its on https://tobias.boteda429.workers.dev/ ty :3", "repo": "https://github.com/tobiawspac/my-website", "demo": "https://tobias.boteda429.workers.dev/"}]...
|
[{"post_id": 46330, "ts": "202 [{"post_id": 46330, "ts": "2026-08-13T14:04:59Z", "hours": 1.3164, "text": "finaly done"}, {"post_id": 43198, "ts": "2026-08-08T10:14:42Z", "hours": 4.4647, "text": "So close to finishing"}, {"post_id": 42912, "ts": "2026-08-07T21:22:55Z", "hours": 0.4439, "text": "fixed all the security thingies"}, {"post_id": 42881, "ts": "2026-08-07T20:42:58Z", "hours": 0.4622, "text": "it is kinda finished"}]...
|
Title: Personal side by @tobias_pacal | Stardance
Title: Personal side by @tobias_pacal | Stardance
Devlogs:
it is kinda finished
fixed all the security thingies
So close to finishing
finaly done
Ships:
I made my personal webside its about me and has a lot of easter eggs. (hope you find all) try checking it its on https://tobias.boteda429.workers.dev/ ty :3...
|
1792882066.2488816
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1793746066.2488816
|
|
45027
|
Slack-bot by @Zeti_1223 | Stardance
|
Zeti_1223
|
1
|
1.34
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T13:36:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot that is like a Tamagotchi. It’s a turtle that you need to feed and pet.", "repo": "https://github.com/zeti1223/Slack-bot/", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BNGJF4Y6T"}]...
|
[{"post_id": 44150, "ts": "202 [{"post_id": 44150, "ts": "2026-08-09T18:32:09Z", "hours": 0.345, "text": "Fixed races"}, {"post_id": 42811, "ts": "2026-08-07T18:37:12Z", "hours": 0.8156, "text": "Created a turtle slack bot (It’s like a tamagotchi)"}]...
|
Title: Slack-bot by @Zeti_1223 | Stardance
Devlog Title: Slack-bot by @Zeti_1223 | Stardance
Devlogs:
Created a turtle slack bot (It’s like a tamagotchi)
Fixed races
Ships:
I made a Slack bot that is like a Tamagotchi. It’s a turtle that you need to feed and pet....
|
1793541017.980298
|
1793627417.980298
|
|
45036
|
Space is cool. by @sarahzoghly | Stardance
|
sarahzoghly
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T21:17:49Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Most of the stuff in this project was new to me but alhamdulillah I finished it and I am happy with how it looks. I wanted to add anything new but didn’t have ideas so I tried to style it a little, I may still add some stuff to it later.", "repo": "https://github.com/sarahzoghly/NASA-daily-image", "demo": "https://sarahzoghly.github.io/NASA-daily-image/"}]...
|
[{"post_id": 42904, "ts": "202 [{"post_id": 42904, "ts": "2026-08-07T21:12:03Z", "hours": 0.4311, "text": "Fixed the deployed website; the GIF wasn’t loading and the text was too small but now everything looks good."}, {"post_id": 42849, "ts": "2026-08-07T19:48:50Z", "hours": 1.8072, "text": "Done! That was fun. I kept thinking of anything new to add but I didn’t have any ideas so I just added the datepicker and a cat gif when it is loading."}, {"post_id": 42756, "ts": "2026-08-07T17:06:17Z", "hours": 1.3853, "text": "Made it work. Still have to style it and add some stuff"}]...
|
Title: Space is cool. by @sarahzoghly | Stardance
Title: Space is cool. by @sarahzoghly | Stardance
Devlogs:
Made it work. Still have to style it and add some stuff
Done! That was fun. I kept thinking of anything new to add but I didn’t have any ideas so I just added the datepicker and a cat gif when it is loading.
Fixed the deployed website; the GIF wasn’t loading and the text was too small but now everything looks good.
Ships:
Most of the stuff in this project was new to me but alhamdulillah I finished it and I am happy with how it looks. I wanted to add anything new but didn’t have ideas so I tried to style it a little, I may still add some stuff to it later....
|
1793541023.671694
|
1793627423.671694
|
|
45072
|
ASTOR 3000 by @AmanAV | Stardance
|
AmanAV
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T12:46:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a model of a room arrangement. This is just the starting, there will be further more to it…", "repo": "https://github.com/amanav127/ASTOR-3000", "demo": "https://cad.onshape.com/documents/1f9e5b8d4ef4a789216cfe3e/w/84466cca263f68d04777ab5e/e/1b0f67fa338e9111dadab1f6?renderMode=0&uiState=6a82ffd92e83706789f14b3a"}]...
|
[{"post_id": 48858, "ts": "202 [{"post_id": 48858, "ts": "2026-08-17T12:44:27Z", "hours": 1.2125, "text": "Hi everyone I have now added a electronics table to my design, where you can do hardware projects. I have made a bit of an effort making that place look cool while also giving it some stuctural integrity…"}, {"post_id": 48086, "ts": "2026-08-16T11:37:02Z", "hours": 7.1933, "text": "Hello everyone, So I got a bit side tracked and saw some fatal flaws in my project. Also during this time, I realized it would be better for a whole room to be organised rather than only the table. So, I have named it ASTOR 3000. ASTOR is the abbreviation for ‘A Sophisticated Tidly Ordered Room’ (and the ‘3000’ is the reference from Tony Stark in Endgame). It shows a room which is a 3m x 4m room with minimum height of 2m. I have only started on the writing table and computer table, but am packing many surprises on the way, so follow for more…"}, {"post_id": 42643, "ts": "2026-08-07T14:06:47Z", "hours": 0.9431, "text": "Hi I am making a table’s model, which helps to keep everything orderly (so that you wouldn’t have to listen to your parents grudging about your clumsy arrangement)… I have already made part of the base design…"}]...
|
Title: ASTOR 3000 by @AmanAV | Stardance
Devlogs: Title: ASTOR 3000 by @AmanAV | Stardance
Devlogs:
Hi I am making a table’s model, which helps to keep everything orderly (so that you wouldn’t have to listen to your parents grudging about your clumsy arrangement)… I have already made part of the base design…
Hello everyone, So I got a bit side tracked and saw some fatal flaws in my project. Also during this time, I realized it would be better for a whole room to be organised rather than only the table. So, I have named it ASTOR 3000. ASTOR is the abbreviation for ‘A Sophisticated Tidly Ordered Room’ (and the ‘3000’ is the reference from Tony Stark in Endgame). It shows a room which is a 3m x 4m room with minimum height of 2m. I have only started on the writing table and computer table, but am packing many surprises on the way, so follow for more…
Hi everyone I have now added a electronics table to my design, where you can do hardware projects. I have made a bit of an effort making that place look cool while also giving it some stuctural integrity…
Ships:
I have made a model of a room arrangement. This is just the starting, there will be further more to it…...
|
1793472634.2410152
|
1793559034.2410152
|
|
45073
|
UwUConverter-Slack by @CherryMG | Stardance
|
CherryMG
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T17:08:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project connects the CLI from my main UwUConverter project directly to Slack, letting users run file conversion, compression, archive, and batch-related commands without needing to use the terminal themselves. The bot is written in Python using Slack Bolt and communicates with the already installed UwUConverter CLI on the host machine. Instead of rebuilding the conversion system inside the bot, it acts as a lightweight interface around the existing tool, downloads files from Slack, runs the requested CLI command, and then sends the resulting file back into the channel. I also set it up on a Debian machine provide by the platform over SSH so the bot can stay online 24/7 independently of my PC. It ended up being a fairly small project, around 2 hours of actual work, but it was a really useful way to learn more about Python, Slack bots, handling files through an API, running subprocesses safely, and deploying something to a remote Linux machine without any access to nice ui:). It also gave me a nice example of taking an existing command-line project and making it accessible through a completely different interface without duplicating the underlying functionality. try using /uwu to check the bot functionality!", "repo": "https://github.com/CherryMakesGames/UwUConverter---Slack", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BQFEHJJE6?skip_today=1"}]...
|
[{"post_id": 47030, "ts": "202 [{"post_id": 47030, "ts": "2026-08-14T16:59:52Z", "hours": 0.4019, "text": "I have completed the system for conversion. I unfortunately do not have too much to say about the project as it was like a 2 hour build, the code just makes requests to the installed cli of my other project UwUConverter."}, {"post_id": 46495, "ts": "2026-08-13T19:00:57Z", "hours": 0.8306, "text": "I have got the base conversion working inside of the slack feed:)"}, {"post_id": 45740, "ts": "2026-08-12T12:58:56Z", "hours": 0.9983, "text": "Why not learn something new and implement a cli version of the tool into a slack bot? I’m not following the guide exact, I have used it to help myself set up the basics however I want to use this whole event as a chance to learn python properly so I used python instead."}]...
|
Title: UwUConverter-Slack by @CherryMG | Stardance Title: UwUConverter-Slack by @CherryMG | Stardance
Devlogs:
Why not learn something new and implement a cli version of the tool into a slack bot? I’m not following the guide exact, I have used it to help myself set up the basics however I want to use this whole event as a chance to learn python properly so I used python instead.
I have got the base conversion working inside of the slack feed:)
I have completed the system for conversion. I unfortunately do not have too much to say about the project as it was like a 2 hour build, the code just makes requests to the installed cli of my other project UwUConverter.
Ships:
This project connects the CLI from my main UwUConverter project directly to Slack, letting users run file conversion, compression, archive, and batch-related commands without needing to use the terminal themselves. The bot is written in Python using Slack Bolt and communicates with the already installed UwUConverter CLI on the host machine. Instead of rebuilding the conversion system inside the bot, it acts as a lightweight interface around the existing tool, downloads files from Slack, runs the requested CLI command, and then sends the resulting file back into the channel. I also set it up on a Debian machine provide by the platform over SSH so the bot can stay online 24/7 independently of my PC. It ended up being a fairly small project, around 2 hours of actual work, but it was a really useful way to learn more about Python, Slack bots, handling files through an API, running subprocesses safely, and deploying something to a remote Linux machine without any access to nice ui:). It also gave me a nice example of taking an existing command-line project and making it accessible through a completely different interface without duplicating the underlying functionality. try using /uwu to check the bot functionality!...
|
1792878771.4919727
|
1793742771.4919727
|
|
45075
|
MATH-Warefare by @Lalith | Stardance
|
Lalith
|
1
|
8.77
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T16:52:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a speed math game for speed and pratice for exams", "repo": "https://github.com/Hustlenix/math-warfare", "demo": "https://hustlenix.github.io/math-warfare/"}]...
|
[{"post_id": 78717, "ts": "202 [{"post_id": 78717, "ts": "2026-10-11T12:05:43Z", "hours": 5.7681, "text": "I got a feedback saying that this game is not gat good and stuff. so as you guys know that i recently bought few itch.io assets from itch.io obviosly. with that i used them to make 100s of characters in minutes effort lessly, and to elivate the whole game and flip it, i game few great changes in these 5-6 hours, like adding my fav heisengurg in the game+ adding 100s of characters+ added many villagers and more!"}, {"post_id": 43387, "ts": "2026-08-08T16:21:23Z", "hours": 1.0556, "text": "I know that this project and idea is not good………… as they are mostly about basic math and calucluations , I tried to make it more interactive and fun by adding more tougher questions and memes in middle to cool you down, let me know if you have some suggestions GNG, and do check out my website"}, {"post_id": 43246, "ts": "2026-08-08T12:17:18Z", "hours": 1.6953, "text": "After pushing all of the code to github i got some help from a LLM and tried deploying it by myself but it is harder that it looks, and i accidantally push the .env file too for no reason🐬🐬😭. Stay hard gng"}, {"post_id": 42686, "ts": "2026-08-07T15:20:20Z", "hours": 0.4631, "text": "While studying for my exams, I realized something frustrating - even though I can now prove if triangles are similar or not, I still forget simple basic math during exams and tests. This is eating up a lot of time since I have to calculate everything from scratch.So I decided to build a speed math thing based on grade level and difficulty, plus the methods we’re going to practice. I know this might sound boring for exam prep, but my goal here is to make it as fun as I can and share it with you guys.For now, I’ve created the basics of the game - it still needs improvement and it’s only about 20 minutes long."}]...
|
Title: MATH-Warefare by @Lalith | Stardance
Devlo Title: MATH-Warefare by @Lalith | Stardance
Devlogs:
While studying for my exams, I realized something frustrating - even though I can now prove if triangles are similar or not, I still forget simple basic math during exams and tests. This is eating up a lot of time since I have to calculate everything from scratch.So I decided to build a speed math thing based on grade level and difficulty, plus the methods we’re going to practice. I know this might sound boring for exam prep, but my goal here is to make it as fun as I can and share it with you guys.For now, I’ve created the basics of the game - it still needs improvement and it’s only about 20 minutes long.
After pushing all of the code to github i got some help from a LLM and tried deploying it by myself but it is harder that it looks, and i accidantally push the .env file too for no reason🐬🐬😭. Stay hard gng
I know that this project and idea is not good………… as they are mostly about basic math and calucluations , I tried to make it more interactive and fun by adding more tougher questions and memes in middle to cool you down, let me know if you have some suggestions GNG, and do check out my website
I got a feedback saying that this game is not gat good and stuff. so as you guys know that i recently bought few itch.io assets from itch.io obviosly. with that i used them to make 100s of characters in minutes effort lessly, and to elivate the whole game and flip it, i game few great changes in these 5-6 hours, like adding my fav heisengurg in the game+ adding 100s of characters+ added many villagers and more!
Ships:
Made a speed math game for speed and pratice for exams...
|
1793541169.0951557
|
1793627569.0951557
|
|
45078
|
MediaGraph by @Pikacnu | Stardance
|
Pikacnu
|
1
|
102.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T16:22:13Z", "hours": 102.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Create a node-based graph to simplify GStreamer pipeline construction, and provide a demo CLI to make it accessible. (Use inside docker image or you will need to install gstreamer) Also you can try to use gstreamer to create video / audio to test inside docker image.", "repo": "https://github.com/Pikacnu/media-graph", "demo": "https://github.com/Pikacnu/media-graph/releases/tag/v0.1.0-demo"}]...
|
[{"post_id": 84383, "ts": "202 [{"post_id": 84383, "ts": "2026-10-29T15:59:57Z", "hours": 0.9614, "text": "Add Readme and fix release"}, {"post_id": 84343, "ts": "2026-10-29T14:21:53Z", "hours": 5.2514, "text": "Added a CLI demo for the media graph. The CLI includes commands for inspecting nodes, validating and applying graphs, running a persistent graph, viewing live snapshots, and previewing the output in a browser. These commands demonstrate the basic functionality of the media graph system."}, {"post_id": 84146, "ts": "2026-10-29T05:33:29Z", "hours": 8.615, "text": "Still implementing the graph system . (added GST bus messages and track discovery events emitted by one of those nodes) Also added new nodes. Trying to at least have a showcase ready. I don’t think I can finish the full product in time, so I will try to make a simple CLI to showcase the basic idea and show how the system works. (you can build a graph into a gst.pipeline, change it by updating, and search node types in the CLI tool)."}, {"post_id": 81520, "ts": "2026-10-21T15:44:55Z", "hours": 8.1031, "text": "Not planned, but… AI found lots of bugs and issues. They aren’t fixed or implemented yet (I didn’t even know that). So… still fixing them and building the Graph System."}, {"post_id": 79739, "ts": "2026-10-15T08:17:11Z", "hours": 11.6878, "text": "Still finishing graph layer to gst. Frontend not start yet."}, {"post_id": 77492, "ts": "2026-10-07T07:13:59Z", "hours": 11.975, "text": "Finished implementing the basic function for parseNode. Still need to update the graph to add more capabilities directly to the node system (such as removing pads from nodes, which is not yet implemented)."}, {"post_id": 73084, "ts": "2026-09-24T10:46:11Z", "hours": 9.0183, "text": "The node rewrite is almost complete, with only a few nodes left to migrate to the new type. Once all tests pass and the migrations are finished, I can start working on the stream (making sure it can push and verify first using the test pipeline built on top of the node system). After that, I’ll move on to building the frontend."}, {"post_id": 70152, "ts": "2026-09-18T15:57:35Z", "hours": 10.1275, "text": "I am rewriting the node system(which allows frontend nodes to be transformed into backend nodes,and then builds a gst.pipeline to process them), Which is still incomplete. My goal is to let you create a pipeline with minimal media processing knowledge, while still being able to control most things and understand the process (just simpler)."}, {"post_id": 65455, "ts": "2026-09-10T16:26:09Z", "hours": 9.1967, "text": "Designing Nodes (GStreamer) Wrap GStreamer components into nodes (like a box) and sync with the frontend. But with the features GStreamer has, I need to check the differences between the frontend and backend graphs and apply them to the GStreamer pipeline. Which is difficult, and I haven’t come up with a good idea yet. If anyone can give me some advice, that would be great."}, {"post_id": 51369, "ts": "2026-08-21T00:32:15Z", "hours": 8.7414, "text": "Add a simple frontend using SvelteFlow (This is my first time using Svelte) Wrap GStreamer into node-like abstractions (This will sync with the frontend) Note: This workflow is just to get started with SvelteFlow; it’s not the final result. Note: The GStreamer component is still a work in progress (WIP)."}, {"post_id": 47875, "ts": "2026-08-16T04:14:56Z", "hours": 8.3892, "text": "Figuring out how to parse video and mux it into the target format (FLV). Asked AI to understand how GStreamer works and how to build a proper pipeline. Also tried to start SRT and WHIP listeners. *WHIP doesn’t work for this use case because it can’t handle multiple audio tracks."}, {"post_id": 45894, "ts": "2026-08-12T17:15:12Z", "hours": 10.3536, "text": "Try to use gst to encode / decode video (from file now) Use 2 mpv to play video and audio(autoaudio/video won’t work and i have no idea.) Also platfrom’s chat room fetcher (not complete yet) There is it’s pipeline: filesrc → matroskademux ──(video/x-av1)→ av1parse → av1dec → videoconvert → x264enc → queue → appsink ─→ mpv #1 (H.264) └──(audio/x-opus)→ opusdec → queue → audioconvert → wavenc → appsink ─→ mpv #2 (WAV)"}]...
|
Title: MediaGraph by @Pikacnu | Stardance
Devlogs Title: MediaGraph by @Pikacnu | Stardance
Devlogs:
Try to use gst to encode / decode video (from file now) Use 2 mpv to play video and audio(autoaudio/video won’t work and i have no idea.) Also platfrom’s chat room fetcher (not complete yet) There is it’s pipeline: filesrc → matroskademux ──(video/x-av1)→ av1parse → av1dec → videoconvert → x264enc → queue → appsink ─→ mpv #1 (H.264) └──(audio/x-opus)→ opusdec → queue → audioconvert → wavenc → appsink ─→ mpv #2 (WAV)
Figuring out how to parse video and mux it into the target format (FLV). Asked AI to understand how GStreamer works and how to build a proper pipeline. Also tried to start SRT and WHIP listeners. *WHIP doesn’t work for this use case because it can’t handle multiple audio tracks.
Add a simple frontend using SvelteFlow (This is my first time using Svelte) Wrap GStreamer into node-like abstractions (This will sync with the frontend) Note: This workflow is just to get started with SvelteFlow; it’s not the final result. Note: The GStreamer component is still a work in progress (WIP).
Designing Nodes (GStreamer) Wrap GStreamer components into nodes (like a box) and sync with the frontend. But with the features GStreamer has, I need to check the differences between the frontend and backend graphs and apply them to the GStreamer pipeline. Which is difficult, and I haven’t come up with a good idea yet. If anyone can give me some advice, that would be great.
I am rewriting the node system(which allows frontend nodes to be transformed into backend nodes,and then builds a gst.pipeline to process them), Which is still incomplete. My goal is to let you create a pipeline with minimal media processing knowledge, while still being able to control most things and understand the process (just simpler).
The node rewrite is almost complete, with only a few nodes left to migrate to the new type. Once all tests pass and the migrations are finished, I can start working on the stream (making sure it can push and verify first using the test pipeline built on top of the node system). After that, I’ll move on to building the frontend.
Finished implementing the basic function for parseNode. Still need to update the graph to add more capabilities directly to the node system (such as removing pads from nodes, which is not yet implemented).
Still finishing graph layer to gst. Frontend not start yet.
Not planned, but… AI found lots of bugs and issues. They aren’t fixed or implemented yet (I didn’t even know that). So… still fixing them and building the Graph System.
Still implementing the graph system . (added GST bus messages and track discovery events emitted by one of those nodes) Also added new nodes. Trying to at least have a showcase ready. I don’t think I can finish the full product in time, so I will try to make a simple CLI to showcase the basic idea and show how the system works. (you can build a graph into a gst.pipeline, change it by updating, and search node types in the CLI tool).
Added a CLI demo for the media graph. The CLI includes commands for inspecting nodes, validating and applying graphs, running a persistent graph, viewing live snapshots, and previewing the output in a browser. These commands demonstrate the basic functionality of the media graph system.
Add Readme and fix release
Ships:
Create a node-based graph to simplify GStreamer pipeline construction, and provide a demo CLI to make it accessible. (Use inside docker image or you will need to install gstreamer) Also you can try to use gstreamer to create video / audio to test inside docker image....
|
1793551695.6067228
|
1793638095.6067228
|
|
45082
|
Testinggg by @Amcoo | Stardance
|
Amcoo
|
1
|
61.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T13:39:41Z", "hours": 61.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I AM JUST TESTINGG SOFTWARE THAT I DONT WANT TO PUT HERE BUT I WILL LATER AND I NEED HOURS LOGGED SO THAT IS WHY I SHIP THIS :)", "repo": "https://github.com/Amertos/playground", "demo": "https://amerbiberovic-portfolio.netlify.app/"}]...
|
[{"post_id": 42630, "ts": "202 [{"post_id": 42630, "ts": "2026-08-07T13:36:30Z", "hours": 61.1244, "text": "TESTING SOMETHING DONT CHECK THIS I HAVE TO KEEP MY HOURSE LOOGED"}]...
|
Title: Testinggg by @Amcoo | Stardance
Devlogs:
T Title: Testinggg by @Amcoo | Stardance
Devlogs:
TESTING SOMETHING DONT CHECK THIS I HAVE TO KEEP MY HOURSE LOOGED
Ships:
I AM JUST TESTINGG SOFTWARE THAT I DONT WANT TO PUT HERE BUT I WILL LATER AND I NEED HOURS LOGGED SO THAT IS WHY I SHIP THIS :)...
|
1793541172.6923811
|
1793627572.6923811
|
|
45083
|
Breakitt by @akshara | Stardance
|
akshara
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T16:15:40Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a dumb site where you just smash plates, cups, etc. I made it with the idea of a stress-relief website in mind. I built it as an experiment to learn about Matter.js — it’s not up to the mark, but I learned a lot while building it. The hardest part was definitely creating the shard shapes, and also lining up the objects to the shelf. The thing I’m most proud of is the sound — it’s completely generated live with the Web Audio API and sounds pretty realistic. To test it, just swipe or drag through any item.", "repo": "https://github.com/akshara200829-lgtm/Breakitt", "demo": "https://akshara200829-lgtm.github.io/Breakitt/"}]...
|
[{"post_id": 53876, "ts": "202 [{"post_id": 53876, "ts": "2026-08-24T16:08:15Z", "hours": 0.4339, "text": "Finally completed building Breakitt!!I made it to learn Matter.js and mess around with physics — it was so much fun to build. It’s not up to the mark, but I learned a lot doing it"}, {"post_id": 43430, "ts": "2026-08-08T17:47:36Z", "hours": 2.7619, "text": "Started building a plate-breaking simulation. This is my first time trying Matter.js, so I’ve been experimenting with physics, collisions, and procedural shattering. Till now , I’ve set up the physics using Matter.js, added a plate that stays in place until it’s hit, responsive canvas resizing, a simple sound using the Web Audio API, and a procedural shatter system that breaks the plate into random shards with physics. I’ve also added screen shake and drag-based interactions to make the impact feel more satisfying. I plan on improving the plate shading and shatter visuals to make the breaking look more realistic, along with adding a few more features. Would love some suggestions or tips!!"}]...
|
Title: Breakitt by @akshara | Stardance
Devlogs:
Title: Breakitt by @akshara | Stardance
Devlogs:
Started building a plate-breaking simulation. This is my first time trying Matter.js, so I’ve been experimenting with physics, collisions, and procedural shattering. Till now , I’ve set up the physics using Matter.js, added a plate that stays in place until it’s hit, responsive canvas resizing, a simple sound using the Web Audio API, and a procedural shatter system that breaks the plate into random shards with physics. I’ve also added screen shake and drag-based interactions to make the impact feel more satisfying. I plan on improving the plate shading and shatter visuals to make the breaking look more realistic, along with adding a few more features. Would love some suggestions or tips!!
Finally completed building Breakitt!!I made it to learn Matter.js and mess around with physics — it was so much fun to build. It’s not up to the mark, but I learned a lot doing it
Ships:
I made a dumb site where you just smash plates, cups, etc. I made it with the idea of a stress-relief website in mind. I built it as an experiment to learn about Matter.js — it’s not up to the mark, but I learned a lot while building it. The hardest part was definitely creating the shard shapes, and also lining up the objects to the shelf. The thing I’m most proud of is the sound — it’s completely generated live with the Web Audio API and sounds pretty realistic. To test it, just swipe or drag through any item....
|
1793519334.0421438
|
1793605734.0421438
|
|
45121
|
Terminal Velocity by @TheMadPixel | Stardance
|
TheMadPixel
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T14:39:56Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Terminal velocity is a top-down pixel art puzzle game. The main mechanic is a countndown timer, which you have to perform tasks (minigames/puzzles) within or lose the game. My main issue was the layering, due to the artstyle and perspective, which would cause some visual errors. I’m really proud of the level of polish I managed to achieve, especially in a short timespan.", "repo": "https://github.com/TheMadPixel/Terminal_Velocity", "demo": "https://themadpixel.itch.io/terminal-velocity"}]...
|
[{"post_id": 60247, "ts": "202 [{"post_id": 60247, "ts": "2026-09-02T14:33:32Z", "hours": 4.6897, "text": "Finishing touches: polished the game, general bug fixes and implementation of the ending"}, {"post_id": 50697, "ts": "2026-08-20T00:53:18Z", "hours": 15.4739, "text": "Made some props and set up some unique rooms for each of the different themed minigames"}, {"post_id": 47012, "ts": "2026-08-14T16:21:00Z", "hours": 1.6531, "text": "Working on some minigames"}]...
|
Title: Terminal Velocity by @TheMadPixel | Stardan Title: Terminal Velocity by @TheMadPixel | Stardance
Devlogs:
Working on some minigames
Made some props and set up some unique rooms for each of the different themed minigames
Finishing touches: polished the game, general bug fixes and implementation of the ending
Ships:
Terminal velocity is a top-down pixel art puzzle game. The main mechanic is a countndown timer, which you have to perform tasks (minigames/puzzles) within or lose the game. My main issue was the layering, due to the artstyle and perspective, which would cause some visual errors. I’m really proud of the level of polish I managed to achieve, especially in a short timespan....
|
1792878680.465426
|
1793742680.465426
|
|
45162
|
to-do list by @Mohamed_Hamza | Stardance
|
Mohamed_Hamza
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T16:22:02Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "a to-do list", "repo": "https://github.com/hamzafhf2022-byte/To-do-list", "demo": "https://hamzafhf2022-byte.github.io/To-do-list/"}]...
|
[{"post_id": 42727, "ts": "202 [{"post_id": 42727, "ts": "2026-08-07T16:20:17Z", "hours": 0.4503, "text": "A to-do list"}]...
|
Title: to-do list by @Mohamed_Hamza | Stardance
D Title: to-do list by @Mohamed_Hamza | Stardance
Devlogs:
A to-do list
Ships:
a to-do list...
|
1793562761.4888468
|
1793649161.4888468
|
|
45175
|
My own site! by @Anishhh | Stardance
|
Anishhh
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T16:18:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I felt like it wasn’t possible and that i couldn’t make any website by myself but i finally did it. i made my portfolio and learnt so many things. Although i faced some issues like i wasn’t able to find what my mistakes were and that’s where i used chatgpt and try to learn it. It was fun making something like such :D", "repo": "https://github.com/damn-anish/portfolio/", "demo": "https://damn-anish.github.io/portfolio/"}]...
|
[{"post_id": 46420, "ts": "202 [{"post_id": 46420, "ts": "2026-08-13T16:44:32Z", "hours": 2.8592, "text": "This is my first proper web project, and honestly, I built most of it while figuring things out along the way. I started with the basics of HTML and CSS, then slowly added other little things that made the site feel more like mine.I wanted the website to have a bit of a coding/terminal vibe because that’s what I’m interested in. I played around with the design, colors instead of just making a basic page with some text on it.I’m still pretty new to web development, so there are probably a lot of things I could do better. But that’s what makes this project interesting to me. It’s basically a starting point that I can keep improving as I learn more about programming and development.I’m currently studying CSE with a focus on AI & ML, so I’ll prolly end up adding some actual AI and machine learning projects here as I build them. For now, this website is just a small record of where I started :) hope you like it."}]...
|
Title: My own site! by @Anishhh | Stardance
Devlo Title: My own site! by @Anishhh | Stardance
Devlogs:
This is my first proper web project, and honestly, I built most of it while figuring things out along the way. I started with the basics of HTML and CSS, then slowly added other little things that made the site feel more like mine.I wanted the website to have a bit of a coding/terminal vibe because that’s what I’m interested in. I played around with the design, colors instead of just making a basic page with some text on it.I’m still pretty new to web development, so there are probably a lot of things I could do better. But that’s what makes this project interesting to me. It’s basically a starting point that I can keep improving as I learn more about programming and development.I’m currently studying CSE with a focus on AI & ML, so I’ll prolly end up adding some actual AI and machine learning projects here as I build them. For now, this website is just a small record of where I started :) hope you like it.
Ships:
I felt like it wasn’t possible and that i couldn’t make any website by myself but i finally did it. i made my portfolio and learnt so many things. Although i faced some issues like i wasn’t able to find what my mistakes were and that’s where i used chatgpt and try to learn it. It was fun making something like such :D...
|
1793523316.882104
|
1793609716.882104
|
|
45179
|
aurek by @Erox | Stardance
|
Erox
|
1
|
7.0
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T13:01:25Z", "hours": 7.0, "multiplier": 17.6, "payout": 126, "blessing": "neutral", "text": "aurek is a rust security wrapper for yay that adds a security check before installing aur packages. aur packages are community maintained and their pkgbuild files can execute arbitrary commands, so aurek fetches and scans the pkgbuild before allowing yay to continue. it uses heuristic and regex based detection for things like remote script execution, suspicious sudo usage, dangerous commands, obfuscation, downloads, permission changes and systemd or cron modifications. starting from v2.0.0, aurek can also use a local gemma model through llama.cpp for context-aware analysis, while keeping the whole process on the users machine with no external api required ,gemma (2b) is easy to run why waste money. v2.1.2 focused on making the workflow easier to use with scan-by-default, /etc/aurek.conf , better llm output, colored terminal output and on v2.1.4 more yay commands including package removal with -R. the project went through several iterations and a few very stupid bugs along the way, including multiple crates.io naming issues(it was really stupid) and a version reporting bug, but those were fixed and v2.1.4 is now published. aurek is not meant to guarantee that a package is safe, but to give users another layer of protection before trusting an aur pkgbuild. the project is open source and still has a roadmap for more detection methods, dependency scanning, additional llm models and support for other package managers. Also i wd like to add github support also , i am genuinely asking myself if i shld i add paru too , but i believe in yay supremacy , so no.", "repo": "https://github.com/Erox-02/aurek", "demo": "https://crates.io/crates/aurek"}]...
|
[{"post_id": 45130, "ts": "202 [{"post_id": 45130, "ts": "2026-08-11T12:53:44Z", "hours": 0.3506, "text": "after the version hell , i added -R feature just like yay , now it looks better and to be honest the llm is unpredictable i genuinely advise to use the fallback model its fine for most cases ."}, {"post_id": 45105, "ts": "2026-08-11T11:45:07Z", "hours": 3.1, "text": "I have successfully built aurek 2.1.3 , after treating some hillarious bugs , its finally here. try it now on “ https://crates.io/crates/aurek ” i found i literally did the same mistake(as v1) ,naming on crates(cargo) requires README.md and on stardance readme.md , i have decided to keep both from now also there were some other bug fix and qol , after the major v2 , for last 3 hrs i have added llm response , a config file on /etc/aurek.conf (yeah here i accidentally added my /home/erox/.config) so main change , added some more bugs to fix later , sank you"}, {"post_id": 43998, "ts": "2026-08-09T14:15:16Z", "hours": 3.6928, "text": "Aurek v2.0.0 is probably the biggest change the project has had so far. aurek started as a small security wrapper for yay that checks aur packages before installation, mainly using heuristics to look for things like remote script execution, suspicious sudo usage, dangerous commands, chmod 777, base64, eval and other patterns that could be risky inside a pkgbuild. The problem with heuristics is that they only really see patterns, they don’t understand much context, so v2.0.0 adds optional local LLM analysis using Gemma through llama.cpp. Everything runs locally, no external API or internet connection is needed, and aurek handles starting llama-server, waiting for it, running the analysis and shutting it down afterwards. The LLM is meant to be another layer on top of the heuristics, not a replacement for them. v2.0.0 also added Git fallback when the aur API isn’t available and improved some of the package handling. Colored terminal output isn’t actually part of v2.0.0, that’s being worked on for v2.1.0 along with some other improvements. After publishing v2.0.0, a small packaging issue was noticed where the README was named readme.md instead of README.md, which meant crates.io didn’t display it properly. Because of that v2.0.0 was yanked and v2.0.1 was released with the filename fixed, with no actual code or functionality changes. The project itself has been moving along for a while before Stardance too. The v1 devlog couldn’t be published because I wasn’t registered on Stardance(my aadhar was on queue ) at the time, but development kept going and Hackatime picked up on the continued work. So instead of leaving that part undocumented, all three stages are being put together here — v1, v2.0.0 and the small v2.0.1 fix. The next plans are more LLM models, better heuristics, recursive dependency scanning and eventually support for package managers beyond the aur. aurek is still meant to be a security layer, not a guarantee that every package is safe, but the goal is to make checking aur packages a bit less of a just trust this pkgbuild and pray situation."}]...
|
Title: aurek by @Erox | Stardance
Devlogs:
Aurek Title: aurek by @Erox | Stardance
Devlogs:
Aurek v2.0.0 is probably the biggest change the project has had so far. aurek started as a small security wrapper for yay that checks aur packages before installation, mainly using heuristics to look for things like remote script execution, suspicious sudo usage, dangerous commands, chmod 777, base64, eval and other patterns that could be risky inside a pkgbuild. The problem with heuristics is that they only really see patterns, they don’t understand much context, so v2.0.0 adds optional local LLM analysis using Gemma through llama.cpp. Everything runs locally, no external API or internet connection is needed, and aurek handles starting llama-server, waiting for it, running the analysis and shutting it down afterwards. The LLM is meant to be another layer on top of the heuristics, not a replacement for them. v2.0.0 also added Git fallback when the aur API isn’t available and improved some of the package handling. Colored terminal output isn’t actually part of v2.0.0, that’s being worked on for v2.1.0 along with some other improvements. After publishing v2.0.0, a small packaging issue was noticed where the README was named readme.md instead of README.md, which meant crates.io didn’t display it properly. Because of that v2.0.0 was yanked and v2.0.1 was released with the filename fixed, with no actual code or functionality changes. The project itself has been moving along for a while before Stardance too. The v1 devlog couldn’t be published because I wasn’t registered on Stardance(my aadhar was on queue ) at the time, but development kept going and Hackatime picked up on the continued work. So instead of leaving that part undocumented, all three stages are being put together here — v1, v2.0.0 and the small v2.0.1 fix. The next plans are more LLM models, better heuristics, recursive dependency scanning and eventually support for package managers beyond the aur. aurek is still meant to be a security layer, not a guarantee that every package is safe, but the goal is to make checking aur packages a bit less of a just trust this pkgbuild and pray situation.
I have successfully built aurek 2.1.3 , after treating some hillarious bugs , its finally here. try it now on “ https://crates.io/crates/aurek ” i found i literally did the same mistake(as v1) ,naming on crates(cargo) requires README.md and on stardance readme.md , i have decided to keep both from now also there were some other bug fix and qol , after the major v2 , for last 3 hrs i have added llm response , a config file on /etc/aurek.conf (yeah here i accidentally added my /home/erox/.config) so main change , added some more bugs to fix later , sank you
after the version hell , i added -R feature just like yay , now it looks better and to be honest the llm is unpredictable i genuinely advise to use the fallback model its fine for most cases .
Ships:
aurek is a rust security wrapper for yay that adds a security check before installing aur packages. aur packages are community maintained and their pkgbuild files can execute arbitrary commands, so aurek fetches and scans the pkgbuild before allowing yay to continue. it uses heuristic and regex based detection for things like remote script execution, suspicious sudo usage, dangerous commands, obfuscation, downloads, permission changes and systemd or cron modifications. starting from v2.0.0, aurek can also use a local gemma model through llama.cpp for context-aware analysis, while keeping the whole process on the users machine with no external api required ,gemma (2b) is easy to run why waste money. v2.1.2 focused on making the workflow easier to use with scan-by-default, /etc/aurek.conf , better llm output, colored terminal output and on v2.1.4 more yay commands including package removal with -R. the project went through several iterations and a few very stupid bugs along the way, including multiple crates.io naming issues(it was really stupid) and a version reporting bug, but those were fixed and v2.1.4 is now published. aurek is not meant to guarantee that a package is safe, but to give users another layer of protection before trusting an aur pkgbuild. the project is open source and still has a roadmap for more detection methods, dependency scanning, additional llm models and support for other package managers. Also i wd like to add github support also , i am genuinely asking myself if i shld i add paru too , but i believe in yay supremacy , so no....
|
1793523320.1979616
|
1793609720.1979616
|
|
45193
|
File For File by @wiiuavi | Stardance
|
wiiuavi
|
1
|
20.0
|
314
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T22:37:46Z", "hours": 20.0, "multiplier": 12.9, "payout": 314, "blessing": "neutral", "text": "I made a local python based WINDOWS ONLY file converter! QoL improvement and problem being solved -> dont have to upload docs to sketch websites i dont trust. It can run in the background, in system tray, can be used from file explorer, can bulk convert, stores history, can choose where to export, runs in your browser of choice, so can act like a tab if u wanna drag+drop like the sites (although sketch, they are convinient) VIDEO DEMO INCL IN THE GITHUB RELEASE/DEMO LINK", "repo": "https://github.com/wiiuavi/FileForFile", "demo": "https://github.com/wiiuavi/FileForFile/releases/tag/v1"}]...
|
[{"post_id": 51702, "ts": "202 [{"post_id": 51702, "ts": "2026-08-21T15:12:04Z", "hours": 7.0897, "text": "i worked for a while on an “image tool”, basically an ms paint recreation, but wasnt able to create what i wanted, and felt the tool wasnt appropriate for the project. Also tried making diff UIs (e.g. one in sc, but it didnt use up all the space) made it so you can add/remove multpiple files (had it beofre but could only add at once, and remove whole list), added a history where you could open the files directly or del from history and wrote all the descriptions for the files I think im ready to ship! now js have to think abt how to ship"}, {"post_id": 50522, "ts": "2026-08-19T18:24:48Z", "hours": 9.2058, "text": "Lots of work done! now i can activate the script and convert right in file explorer, got a tray icon too when its active! the settings page now shows where converted files go to, toggle keeping the script running, light/dark mode and to remove/add this file explorer integration! when you use this with a file, that file is automatically selected, ready to convert! file descriptions and image editing tools up next!"}, {"post_id": 45725, "ts": "2026-08-12T12:17:30Z", "hours": 2.2733, "text": "nearly done with the convert page. i dont remember what i did last devlog, but i added drag and drop functionality, removed it thinking that loading large files to browser memory isnt a good idea, readded it after thinking about how often ill use it for small files like images. getting basics down for now"}, {"post_id": 42755, "ts": "2026-08-07T17:06:12Z", "hours": 1.7211, "text": "Made a good-for-now conversion table list and basic funtions for them (no actual conversions yet). Sc shows the browser frontend, however i wanted it to act like a browser tab for convinience (can bookmark and switch/drag over files). However the python script wld have to be running all the time (not ideal) since the page cant start the script itself :("}]...
|
Title: File For File by @wiiuavi | Stardance
Devl Title: File For File by @wiiuavi | Stardance
Devlogs:
Made a good-for-now conversion table list and basic funtions for them (no actual conversions yet). Sc shows the browser frontend, however i wanted it to act like a browser tab for convinience (can bookmark and switch/drag over files). However the python script wld have to be running all the time (not ideal) since the page cant start the script itself :(
nearly done with the convert page. i dont remember what i did last devlog, but i added drag and drop functionality, removed it thinking that loading large files to browser memory isnt a good idea, readded it after thinking about how often ill use it for small files like images. getting basics down for now
Lots of work done! now i can activate the script and convert right in file explorer, got a tray icon too when its active! the settings page now shows where converted files go to, toggle keeping the script running, light/dark mode and to remove/add this file explorer integration! when you use this with a file, that file is automatically selected, ready to convert! file descriptions and image editing tools up next!
i worked for a while on an “image tool”, basically an ms paint recreation, but wasnt able to create what i wanted, and felt the tool wasnt appropriate for the project. Also tried making diff UIs (e.g. one in sc, but it didnt use up all the space) made it so you can add/remove multpiple files (had it beofre but could only add at once, and remove whole list), added a history where you could open the files directly or del from history and wrote all the descriptions for the files I think im ready to ship! now js have to think abt how to ship
Ships:
I made a local python based WINDOWS ONLY file converter! QoL improvement and problem being solved -> dont have to upload docs to sketch websites i dont trust. It can run in the background, in system tray, can be used from file explorer, can bulk convert, stores history, can choose where to export, runs in your browser of choice, so can act like a tab if u wanna drag+drop like the sites (although sketch, they are convinient) VIDEO DEMO INCL IN THE GITHUB RELEASE/DEMO LINK...
|
1792878457.7592974
|
1793742457.7592974
|
|
45204
|
My own site! by @nathany100 | Stardance
|
nathany100
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T21:11:43Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My 1st formal website! This is probably my most worked-on project, and i’m very proud of it :> Building the background was tricky (first time doing design on a website), especially animating the waves and stars. The hardest part of the project tho was the music player because it was very, very difficult to code in js as well as positioning all the elements to look good. The carousel in the hobbies section was not that hard to code but looks and works great. So, after a lot of effort, i’m happy to present to you my first website! its deployed on github pages, so you can go check out my small corner of the internet without installing anything :D (also, this website will be updated frequently with more songs, images, text or other stuff!)", "repo": "https://github.com/nathany213/aboutme", "demo": "https://nathany213.github.io/aboutme/"}]...
|
[{"post_id": 69338, "ts": "202 [{"post_id": 69338, "ts": "2026-09-16T20:44:47Z", "hours": 0.6158, "text": "Devlog #7! (this was a while ago, i just forgot to devlog it) Since it was my first time hosting in github, i asked ai to direct me and also help upload a large folder to github, and that did NOT go well (aka i nearly lost all my commits and reverted my code to a previous version) :("}, {"post_id": 64990, "ts": "2026-09-09T19:20:18Z", "hours": 2.4039, "text": "Devlog #6! Added carousel + images and it looks great! I’m not sure what else to add except maybe a little more text, so i think im nearly ready to ship"}, {"post_id": 59526, "ts": "2026-09-01T12:11:26Z", "hours": 2.3739, "text": "Devlog #5! (not that much stuff changed) Ok so I updated the github repo and added more text to my page, i’m thinking of putting a carousel and adding some images because text on its own looks a bit bland"}, {"post_id": 58173, "ts": "2026-08-30T15:09:48Z", "hours": 5.9375, "text": "Devlog 4! Sorry that i haven’t updated for a while, I was stuck on some code and forgot to devlog… Anyways i got the music player mostly working, and im working on making it look good now. (text hidden to make it easier to see)"}, {"post_id": 53808, "ts": "2026-08-24T14:43:39Z", "hours": 2.6353, "text": "Devlog #3 :> Ok so i absolutely locked in and it looks much better now! (it is animated btw) This took sooooo long but was definitely worth it. Now I’m probably going to add some actual text to read, but i think it would be cool to add in some bgm or like a music player for my website"}, {"post_id": 52939, "ts": "2026-08-23T09:54:53Z", "hours": 1.8328, "text": "2nd devlog :D Ok so as you can see it still looks meh (the space image is a placeholder) but soo much better than before. Also, I added a particle system in the background, after 10 google searches, 3 yt tutorials and a lot of failing. (anything you see here might change still cuz im just seeing what looks good as of now)"}, {"post_id": 51598, "ts": "2026-08-21T11:24:42Z", "hours": 2.1614, "text": "1st devlog!!!!!!!!!!!!! okok so i just finished the base of the project, and I know it looks very bad right now, but trust me it’s going to look better (this is my 1st attempt). 2nd devlog hopefully soon"}]...
|
Title: My own site! by @nathany100 | Stardance
De Title: My own site! by @nathany100 | Stardance
Devlogs:
1st devlog!!!!!!!!!!!!! okok so i just finished the base of the project, and I know it looks very bad right now, but trust me it’s going to look better (this is my 1st attempt). 2nd devlog hopefully soon
2nd devlog :D Ok so as you can see it still looks meh (the space image is a placeholder) but soo much better than before. Also, I added a particle system in the background, after 10 google searches, 3 yt tutorials and a lot of failing. (anything you see here might change still cuz im just seeing what looks good as of now)
Devlog #3 :> Ok so i absolutely locked in and it looks much better now! (it is animated btw) This took sooooo long but was definitely worth it. Now I’m probably going to add some actual text to read, but i think it would be cool to add in some bgm or like a music player for my website
Devlog 4! Sorry that i haven’t updated for a while, I was stuck on some code and forgot to devlog… Anyways i got the music player mostly working, and im working on making it look good now. (text hidden to make it easier to see)
Devlog #5! (not that much stuff changed) Ok so I updated the github repo and added more text to my page, i’m thinking of putting a carousel and adding some images because text on its own looks a bit bland
Devlog #6! Added carousel + images and it looks great! I’m not sure what else to add except maybe a little more text, so i think im nearly ready to ship
Devlog #7! (this was a while ago, i just forgot to devlog it) Since it was my first time hosting in github, i asked ai to direct me and also help upload a large folder to github, and that did NOT go well (aka i nearly lost all my commits and reverted my code to a previous version) :(
Ships:
My 1st formal website! This is probably my most worked-on project, and i’m very proud of it :> Building the background was tricky (first time doing design on a website), especially animating the waves and stars. The hardest part of the project tho was the music player because it was very, very difficult to code in js as well as positioning all the elements to look good. The carousel in the hobbies section was not that hard to code but looks and works great. So, after a lot of effort, i’m happy to present to you my first website! its deployed on github pages, so you can go check out my small corner of the internet without installing anything :D (also, this website will be updated frequently with more songs, images, text or other stuff!)...
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1793346464.9214149
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1793432864.9214149
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|
45206
|
My first slack bot! by @Oreoyeet36 | Stardance
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Oreoyeet36
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T23:55:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a slackbot named Orbit that has 6 different slash commands.", "repo": "https://github.com/oreoyeet36/Orbit", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 44909, "ts": "202 [{"post_id": 44909, "ts": "2026-08-10T23:38:42Z", "hours": 0.2658, "text": "Orbit now runs 24/7"}, {"post_id": 44345, "ts": "2026-08-10T01:24:09Z", "hours": 0.6358, "text": "I have made a slack bot that can be used with / commands, right now i am waiting on a nest container in order to make it run 24/7."}]...
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Title: My first slack bot! by @Oreoyeet36 | Starda Title: My first slack bot! by @Oreoyeet36 | Stardance
Devlogs:
I have made a slack bot that can be used with / commands, right now i am waiting on a nest container in order to make it run 24/7.
Orbit now runs 24/7
Ships:
I have made a slackbot named Orbit that has 6 different slash commands....
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1793526552.3275747
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1793612952.3275747
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45226
|
shoot by @espees | Stardance
|
espees
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T01:46:10Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Shoot, a browser-based FPS aim trainer with five modes (classic, precision, speed, reaction, and tracking), all running on plain HTML, CSS, and vanilla JS with no backend. The hardest part was keeping the game state, mode config, and UI in sync. A small typo in one config object won’t crash anything, it just quietly breaks a mode, like reaction mode never ending after fifteen hits. I’m proud that everything runs client-side with zero dependencies, including sound, which is synthesized live through the Web Audio API instead of loaded from files. To test it, just open index.html in a browser and try switching between modes. Personally the most fun is the tracking mode, so I would suggest you to try that out first!", "repo": "https://github.com/sarthak-pant/Shoot", "demo": "https://sarthak-pant.github.io/Shoot/"}]...
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[{"post_id": 50011, "ts": "202 [{"post_id": 50011, "ts": "2026-08-19T01:16:44Z", "hours": 9.0619, "text": "Finished up the project today! The game now fully works as intended with the 5 different gamemodes. PB scores are also locally kept track of, and the settings + pause menus work now as well. The hardest part about building this was definitely keeping the game loop UI and mode config ALL in sync. Specifically, I completely dropped the rounds value for the reaction mode in the mode config, which made the reaction gamemode never end. It took me a few days to fix this on its own. Everything considered, this was a very fun project to build. I learnt a lot, had fun, and Im looking forward to hearing everyone’s opinions!"}, {"post_id": 45890, "ts": "2026-08-12T17:10:34Z", "hours": 4.7767, "text": "SHOOT is an aim trainer game. So far, I have programmed the HTML and styled the CSS for all components besides the game screen, so I am basically done the UI! My idea for the game is to have 5 modes: Classic: A regular aim trainer with single targets randomly spawning around the screen Precision: The targets get smaller to train accuracy better Speed: Targets spawn rapidly and randomly all around the screen, you have to be fast! Reaction: A total of 15 targets spawn one by one and you have to hit them as fast as you can. The end score is your average reaction time. Tracking: Targets move! This provides realistic practice for in game movements. I have attached what the UI looks like so far. Super excited to finish styling the game canvas + targets and actually make the game script to make it functional!"}]...
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Title: shoot by @espees | Stardance
Devlogs:
SHOO Title: shoot by @espees | Stardance
Devlogs:
SHOOT is an aim trainer game. So far, I have programmed the HTML and styled the CSS for all components besides the game screen, so I am basically done the UI! My idea for the game is to have 5 modes: Classic: A regular aim trainer with single targets randomly spawning around the screen Precision: The targets get smaller to train accuracy better Speed: Targets spawn rapidly and randomly all around the screen, you have to be fast! Reaction: A total of 15 targets spawn one by one and you have to hit them as fast as you can. The end score is your average reaction time. Tracking: Targets move! This provides realistic practice for in game movements. I have attached what the UI looks like so far. Super excited to finish styling the game canvas + targets and actually make the game script to make it functional!
Finished up the project today! The game now fully works as intended with the 5 different gamemodes. PB scores are also locally kept track of, and the settings + pause menus work now as well. The hardest part about building this was definitely keeping the game loop UI and mode config ALL in sync. Specifically, I completely dropped the rounds value for the reaction mode in the mode config, which made the reaction gamemode never end. It took me a few days to fix this on its own. Everything considered, this was a very fun project to build. I learnt a lot, had fun, and Im looking forward to hearing everyone’s opinions!
Ships:
I built Shoot, a browser-based FPS aim trainer with five modes (classic, precision, speed, reaction, and tracking), all running on plain HTML, CSS, and vanilla JS with no backend. The hardest part was keeping the game state, mode config, and UI in sync. A small typo in one config object won’t crash anything, it just quietly breaks a mode, like reaction mode never ending after fifteen hits. I’m proud that everything runs client-side with zero dependencies, including sound, which is synthesized live through the Web Audio API instead of loaded from files. To test it, just open index.html in a browser and try switching between modes. Personally the most fun is the tracking mode, so I would suggest you to try that out first!...
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1793490530.6969864
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1793576930.6969864
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45227
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XUtil by @XeroDay | Stardance
|
XeroDay
|
1
|
25.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T10:31:42Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "XUtil is a Minecraft utility mod for version 26.2, written in Java on the Fabric loader. It adds small quality of life features that the base game is missing, all behind a clickable in game GUI!! THE ULTIMATE MINECRAFT AUTOMATION MOD - FOR THE PROS! A ClickGUI opened with the DEL (configurable from keybinds settings) key. Draggable windows, a search bar, and every module gets its own keybind you set from the menu. A macro system. You chain tasks like attack, use, wait, walk, jump and loops, and gate them behind conditions like “health below 20” or “hunger below full”. Macros run on a key, on a toggle, or every tick. I use it for an auto eat macro that eats whenever the hunger bar drops (quite useful hehe). A recorder that captures movement, look, hotbar, held keys and module toggles, saves them as a small JSON file, and plays them back. It resets to the start position every loop and can be dropped into a macro as a replay task. Plus a world info HUD, auto tool, sprint, fullbright, zoom, break indicator and target highlight. The game also has API for addons, so you don’t have to edit the source, but you can make a separate mod, add this mod as requirement, and you can add custom modules/macros !! Future Updates: I am working on Biomes Locator, I am still researching on it, the Minecraft Biomes are based on World Climates, so we can basically track down the estimated biome location without the world seed if we can locate the climate change parameter!!! (There’s no mod for this currently, so if I make this happen, it might be world changing xD). Though, perlin noise is pretty random for climate parameters, but I am sure I can estimate based on nearby biomes and eventually come up with a proper method!! Stay Tuned ! </3 Everything is configurable from the in game GUI or the JSON files in the config folder. Repo: https://github.com/X3r0Day/XUtil", "repo": "https://github.com/X3r0Day/XUtil", "demo": "https://github.com/X3r0Day/XUtil/releases"}]...
|
[{"post_id": 62085, "ts": "202 [{"post_id": 62085, "ts": "2026-09-05T10:23:40Z", "hours": 0.3064, "text": "#XUtil Demo!! XUtil is a Minecraft utility mod for version 26.2, written in Java on the Fabric loader. It adds small quality of life features that the base game is missing, all behind a clickable in game GUI There’s a Macro system to automate Tasks like a Pro You can also record your own actions and then either replay it, or add it in your macro (yes you can actually add replay inside macro too!! :0) The mod is very easy to customize, you can create your own Addons too!! What’s even cooler than that? It have it’s own API handler that can handle multiple addons so you don’t need to edit the source code just make a new mod and use this mod as it’s requirement Repo: https://github.com/X3r0Day/XUtil"}, {"post_id": 62071, "ts": "2026-09-05T09:44:51Z", "hours": 0.5503, "text": "XUtil is Done! XUtil is an Minecraft Fabric 26.2 mod that provides you the best automation capability for single & multiplayer servers! With this, you can easily dominate repeated tasks, create custom macros, create custom recordings which you can then replay There’s also Quality of Life features like AutoTools, Break Indicators, and more! I still have to do few optimizations But it supports Addons!! You can create your own Addons easily and add custom categories and modules !!"}, {"post_id": 62040, "ts": "2026-09-05T08:09:57Z", "hours": 5.5144, "text": "Recording Module - Minecraft Finally, I am done with adding a recording module, that records all the user action and then repeat them, making it very useful for the automation! It records everything you do in game. Movement, the way you look around, which hotbar slot you had out, when you held jump or attack. Then it plays it back exactly. Bind a record key, press it to start, press it again to stop. The recording saves automatically and shows up in the Recorder menu, ready to play with a second key. There’s a loop toggle, and every recording has its own mouse lock so your input won’t affect the play !!"}, {"post_id": 58305, "ts": "2026-08-30T17:58:24Z", "hours": 19.0897, "text": "XUtil #1 Hi guys! I have been working on XUtil since very long now without a devlog, so I decided to why not make a devlog The whole reason XUtil exists is macros. I wanted to build a macro engine for Minecraft 26.2 that could chain actions together, react to conditions, and run while I do something else. The first macro I actually finished is the one in the video above: hold any food, drain your hunger, and it eats automatically the moment the bar drops, then stops when you’re full. Enjoy the background song"}]...
|
Title: XUtil by @XeroDay | Stardance
Devlogs:
XUt Title: XUtil by @XeroDay | Stardance
Devlogs:
XUtil #1 Hi guys! I have been working on XUtil since very long now without a devlog, so I decided to why not make a devlog The whole reason XUtil exists is macros. I wanted to build a macro engine for Minecraft 26.2 that could chain actions together, react to conditions, and run while I do something else. The first macro I actually finished is the one in the video above: hold any food, drain your hunger, and it eats automatically the moment the bar drops, then stops when you’re full. Enjoy the background song
Recording Module - Minecraft Finally, I am done with adding a recording module, that records all the user action and then repeat them, making it very useful for the automation! It records everything you do in game. Movement, the way you look around, which hotbar slot you had out, when you held jump or attack. Then it plays it back exactly. Bind a record key, press it to start, press it again to stop. The recording saves automatically and shows up in the Recorder menu, ready to play with a second key. There’s a loop toggle, and every recording has its own mouse lock so your input won’t affect the play !!
XUtil is Done! XUtil is an Minecraft Fabric 26.2 mod that provides you the best automation capability for single & multiplayer servers! With this, you can easily dominate repeated tasks, create custom macros, create custom recordings which you can then replay There’s also Quality of Life features like AutoTools, Break Indicators, and more! I still have to do few optimizations But it supports Addons!! You can create your own Addons easily and add custom categories and modules !!
#XUtil Demo!! XUtil is a Minecraft utility mod for version 26.2, written in Java on the Fabric loader. It adds small quality of life features that the base game is missing, all behind a clickable in game GUI There’s a Macro system to automate Tasks like a Pro You can also record your own actions and then either replay it, or add it in your macro (yes you can actually add replay inside macro too!! :0) The mod is very easy to customize, you can create your own Addons too!! What’s even cooler than that? It have it’s own API handler that can handle multiple addons so you don’t need to edit the source code just make a new mod and use this mod as it’s requirement Repo: https://github.com/X3r0Day/XUtil
Ships:
XUtil is a Minecraft utility mod for version 26.2, written in Java on the Fabric loader. It adds small quality of life features that the base game is missing, all behind a clickable in game GUI!! THE ULTIMATE MINECRAFT AUTOMATION MOD - FOR THE PROS! A ClickGUI opened with the DEL (configurable from keybinds settings) key. Draggable windows, a search bar, and every module gets its own keybind you set from the menu. A macro system. You chain tasks like attack, use, wait, walk, jump and loops, and gate them behind conditions like “health below 20” or “hunger below full”. Macros run on a key, on a toggle, or every tick. I use it for an auto eat macro that eats whenever the hunger bar drops (quite useful hehe). A recorder that captures movement, look, hotbar, held keys and module toggles, saves them as a small JSON file, and plays them back. It resets to the start position every loop and can be dropped into a macro as a replay task. Plus a world info HUD, auto tool, sprint, fullbright, zoom, break indicator and target highlight. The game also has API for addons, so you don’t have to edit the source, but you can make a separate mod, add this mod as requirement, and you can add custom modules/macros !! Future Updates: I am working on Biomes Locator, I am still researching on it, the Minecraft Biomes are based on World Climates, so we can basically track down the estimated biome location without the world seed if we can locate the climate change parameter!!! (There’s no mod for this currently, so if I make this happen, it might be world changing xD). Though, perlin noise is pretty random for climate parameters, but I am sure I can estimate based on nearby biomes and eventually come up with a proper method!! Stay Tuned ! </3 Everything is configurable from the in game GUI or the JSON files in the config folder. Repo: https://github.com/X3r0Day/XUtil...
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1793325173.3894854
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1793411573.3894854
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45233
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friday by @dineshkarthik | Stardance
|
dineshkarthik
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T06:52:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made Friday, a Slack assistant bot built using Node.js and the Slack Bolt framework. It acts as a collection of small utilities that brings useful tools directly into Slack instead of requiring users to visit different websites. Friday handles eleven slash commands that connect to public APIs for weather, GitHub, jokes, quotes, facts, cat facts, web searching, coding assistance, etc. /friday-help /friday-ping /friday-cat /friday-joke /friday-quote /friday-dev /friday-code /friday-web /friday-fact /friday-git /friday-weather What was challenging? The first hurdle was getting my bot to be acknowledged by Slack. I had to configure the Slack app, enable Socket Mode, set permissions, get the bot and app tokens, and make sure my slash commands would not conflict with other bots in the Hack Club workspace. Then came the classic developer question: “Why is my bot not working?” I eventually found an authentication error, fixed it, and Friday responded: 🏓 Friday is Online! Latency: xx ms That was the moment everything started feeling real. The next challenge was deploying Friday so it could run 24/7. Running node index.js on my laptop meant the bot depended on my laptop staying on. I learned SSH, connected to my Debian server on Hack Club Nest, cloned my GitHub repository, installed Node.js and npm, configured my environment variables, tested the bot, and used PM2 as a 24/7 process manager. I then disconnected my laptop and tested /friday-ping. Friday still responded. That was the cherry on top. I also had a minor but very annoying battle with Windows and SSH because apparently a backslash and a dot are not synonyms, despite what Windows seemed to suggest. What are you proud of? I’m proud that I took the idea from “I want to make a Slack bot” to an actually deployed application. I stitched together: JavaScript Slack Bolt Slack Socket Mode Public APIs GitHub Linux/SSH Hack Club Nest PM2 24/7 hosting The biggest thing I learned is that my laptop doesn’t have to be the computer hosting my applications. Friday now runs on my Hack Club Nest server, while I can remotely manage it through SSH. What should people know so they can test your project? Friday runs on Hack Club Nest, so it doesn’t depend on my laptop being turned on. In the Slack demo channel, try: /friday-help to see all commands. Then try: /friday-ping to check if Friday is online. You can also try: /friday-weather for the current weather in Tirupati, /friday-git octocat for GitHub profile information, or: /friday-joke for a random joke. The code is available on GitHub, while the bot can be tested directly in the demo channel. The main thing I’d like people to know is that Friday isn’t just a list of commands sitting in a GitHub repository. It is a real Slack application connected to various APIs, deployed on a Linux server, and running even when my laptop is completely shut down.", "repo": "https://github.com/Karthik-854321/friday-slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 43115, "ts": "202 [{"post_id": 43115, "ts": "2026-08-08T06:25:28Z", "hours": 0.6217, "text": "Friday - Slack Assistant Bot Overview Yesterday I started my project, and I wanted to make a slack bot with some custom slash commands. Today my bot named Friday is running 24/7 on my Hack Club Nest. First thing first I had to name my bot, Friday I created a slack app and linked it to my workspace, turned on the Socket Mode so my bot wouldn’t require a public url and I created custom slash commands that would be “/friday-” so commands would not be overriden by other apps. My bot was created with Node.js and JavaScript using slack’s bolt framework. I created the “/friday-ping” command first to make sure my bot was working properly. After that I created and added 11 other commands to my bot for assistance, jokes, quotes, coding help, facts, web searching, github, and the weather. To make my commands functional I used public rest apis with Axios I also added error handling so my bot wouldn’t crash when a certain api was down. After that I learned about the ack() and respond() functions within my slack app. To make my credential keys secure I created a “.env” file and a “.gitignore” file so those files wouldn’t be pushed to my github. Next I published my project to my github and pushed all my work there. After that I applied for a Hack Club Nest container where my bot would be hosted 24/7, and I learned how to connect to my server via SSH. To connect to my Debian server from my Windows PC I created an SSH key, I installed Git, Node, and NPM to my server, cloned my GitHub repository to my server, and added my production “.env”. Finally, I used PM2 to make sure my bot was running on my server, and I detached my laptop from my server. I used my “/friday-ping” command one last time to make sure everything was working fine, and if it was my bot was live and running on my Hack Club Nest!"}]...
|
Title: friday by @dineshkarthik | Stardance
Devlo Title: friday by @dineshkarthik | Stardance
Devlogs:
Friday - Slack Assistant Bot Overview Yesterday I started my project, and I wanted to make a slack bot with some custom slash commands. Today my bot named Friday is running 24/7 on my Hack Club Nest. First thing first I had to name my bot, Friday I created a slack app and linked it to my workspace, turned on the Socket Mode so my bot wouldn’t require a public url and I created custom slash commands that would be “/friday-” so commands would not be overriden by other apps. My bot was created with Node.js and JavaScript using slack’s bolt framework. I created the “/friday-ping” command first to make sure my bot was working properly. After that I created and added 11 other commands to my bot for assistance, jokes, quotes, coding help, facts, web searching, github, and the weather. To make my commands functional I used public rest apis with Axios I also added error handling so my bot wouldn’t crash when a certain api was down. After that I learned about the ack() and respond() functions within my slack app. To make my credential keys secure I created a “.env” file and a “.gitignore” file so those files wouldn’t be pushed to my github. Next I published my project to my github and pushed all my work there. After that I applied for a Hack Club Nest container where my bot would be hosted 24/7, and I learned how to connect to my server via SSH. To connect to my Debian server from my Windows PC I created an SSH key, I installed Git, Node, and NPM to my server, cloned my GitHub repository to my server, and added my production “.env”. Finally, I used PM2 to make sure my bot was running on my server, and I detached my laptop from my server. I used my “/friday-ping” command one last time to make sure everything was working fine, and if it was my bot was live and running on my Hack Club Nest!
Ships:
What did you make? I made Friday, a Slack assistant bot built using Node.js and the Slack Bolt framework. It acts as a collection of small utilities that brings useful tools directly into Slack instead of requiring users to visit different websites. Friday handles eleven slash commands that connect to public APIs for weather, GitHub, jokes, quotes, facts, cat facts, web searching, coding assistance, etc. /friday-help /friday-ping /friday-cat /friday-joke /friday-quote /friday-dev /friday-code /friday-web /friday-fact /friday-git /friday-weather What was challenging? The first hurdle was getting my bot to be acknowledged by Slack. I had to configure the Slack app, enable Socket Mode, set permissions, get the bot and app tokens, and make sure my slash commands would not conflict with other bots in the Hack Club workspace. Then came the classic developer question: “Why is my bot not working?” I eventually found an authentication error, fixed it, and Friday responded: 🏓 Friday is Online! Latency: xx ms That was the moment everything started feeling real. The next challenge was deploying Friday so it could run 24/7. Running node index.js on my laptop meant the bot depended on my laptop staying on. I learned SSH, connected to my Debian server on Hack Club Nest, cloned my GitHub repository, installed Node.js and npm, configured my environment variables, tested the bot, and used PM2 as a 24/7 process manager. I then disconnected my laptop and tested /friday-ping. Friday still responded. That was the cherry on top. I also had a minor but very annoying battle with Windows and SSH because apparently a backslash and a dot are not synonyms, despite what Windows seemed to suggest. What are you proud of? I’m proud that I took the idea from “I want to make a Slack bot” to an actually deployed application. I stitched together: JavaScript Slack Bolt Slack Socket Mode Public APIs GitHub Linux/SSH Hack Club Nest PM2 24/7 hosting The biggest thing I learned is that my laptop doesn’t have to be the computer hosting my applications. Friday now runs on my Hack Club Nest server, while I can remotely manage it through SSH. What should people know so they can test your project? Friday runs on Hack Club Nest, so it doesn’t depend on my laptop being turned on. In the Slack demo channel, try: /friday-help to see all commands. Then try: /friday-ping to check if Friday is online. You can also try: /friday-weather for the current weather in Tirupati, /friday-git octocat for GitHub profile information, or: /friday-joke for a random joke. The code is available on GitHub, while the bot can be tested directly in the demo channel. The main thing I’d like people to know is that Friday isn’t just a list of commands sitting in a GitHub repository. It is a real Slack application connected to various APIs, deployed on a Linux server, and running even when my laptop is completely shut down....
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Guitar Game by @Nele | Stardance
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Nele
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121.59
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T20:54:19Z", "hours": 121.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hellooo, I finally finished!!!! This is my ship! It’s a 2D jump and run game you play using Guitar. Because I know not everyone has a guitar or can play it (I’m also not that skilled) I also implemented arrow control, so you can play on your pc or laptop or wherever you have a keyboard. It also works on phone but there is no keyboard so you can only use guitar. Before you start to play you have to choose how you want to play (guitar or keyboard(arrows)), I’ve added a note so you get remembered when you first play the game. The main problem I had to fight was of course the note detection. It was very difficult to filter out the right notes, but it works!! Nah not perfectly, but if you play loud enough in a quiet room it will work! I worked a lot at note detection and changed very much so it looks like a mess. I’m already very sorry… A next problem was or still is the animation. My howl game is running on frontend, which means directly on your device, which could slow the process. For example I tested the game on my phone and the loading screen lasted way longer. So if the game loads long, please don’t give up. I used a loading screen because I noticed that, the images were loading while playing and that was really annoing. Okay, so the problem with the animation is, that it sticks with longer levels. It still sticks now a bit but before it was even worse, so I changed how the animation is calculated and rendered only the visible obstacles. That made it way bette, but it’s still not perfekt of course. So if you play the game, you will notice some levels are locked and you can unlock them by finishing the previous ones. Somethimes there is also a little note in the corner of the startscreen. There you can see chords you need to play in the level. Yeahh, before I let you go, I want to say that some levels are very difficult, and even I have not finished them, because as I already mentiond I’m not a great guitar player, but I hope there is someone out there, who would enyoy playing and could help me improving my game. And for everyone else (including me) I’ve implemented the keyboard control Thank you, if you read all this (: Best regards Nele", "repo": "https://github.com/nelebohn07012010-ship-it/Guitar-Run-Game", "demo": "https://nelebohn07012010-ship-it.github.io/Guitar-Run-Game/"}]...
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[{"post_id": 84379, "ts": "202 [{"post_id": 84379, "ts": "2026-10-29T15:58:07Z", "hours": 0.5892, "text": "Hellooo, I shiped my project on Monday and then went on a youth trip. I got a review and they reminded me to make a own readme, because mine was still AI written. But the problem was my laptop is still at home and I will return home after deathline. A very very good friend of mine saved me: I wrote the readme in my notice app and sened it to him and he copied it on my laptop and in my projects readme. I called him so he can add all the tags I wanted, where I wanted them. I really love him! He sended my this screenshot as a part of the new readme I wrote myself:"}, {"post_id": 83081, "ts": "2026-10-26T20:28:13Z", "hours": 1.4794, "text": "Heyyy, I added coins to all levels and created a difficulty ranking to each level. I also changed to note catalog style on phone. I think I’m finished now and I will do my ship yayyyyy (:"}, {"post_id": 83060, "ts": "2026-10-26T18:34:45Z", "hours": 2.5767, "text": "Heyoooo, I finished snow level 2 and 5 (: But now my eyes really hurt, because of these many little numbers"}, {"post_id": 82799, "ts": "2026-10-25T21:01:14Z", "hours": 3.1669, "text": "Heyy I finished snow levels 1,2,4 and still have to do 3 and 4 tomorrow anddd I have to add coins the my levels. But in general I would say I’m nearly finished. Good Night, I have to sleep now (:"}, {"post_id": 82596, "ts": "2026-10-25T11:00:41Z", "hours": 4.2206, "text": "Helloooo, I finished the first snow level with all necesarry notes you need and created a falling snow animation. I also locked some levels you have to unlock by finishing the previous ones"}, {"post_id": 81992, "ts": "2026-10-23T11:13:13Z", "hours": 1.8436, "text": "I finished the country road levels yayyyyy!! Next I want to do the Snow riff, but I’m already sure my game can not handle the speed. But I can not handle the speed too so i don’t think it would be a problem if it’s a bit slower. Here is the last country road level on the preview screen:"}, {"post_id": 81965, "ts": "2026-10-23T07:22:50Z", "hours": 1.9692, "text": "Heyyy I created a chord catalog where you can see the chords you need in each level. I drew the chords myselfs but it looks poorly so I’m doing it more professional"}, {"post_id": 80477, "ts": "2026-10-17T19:43:21Z", "hours": 2.3531, "text": "I finished level 1 to 3 with the 7 Nation Army riff and of course redisined level 1 to 3 so that the obstacles match the rithm of seven Nation Army. I also started with a level with chrods, but first I want to make a chord catalog where you can look how to play each chord you need for the level or, respectively the song. Here is one of the levels preview (it’s level 3) :"}, {"post_id": 79988, "ts": "2026-10-15T19:17:55Z", "hours": 2.3706, "text": "Heyooo, as I promised or said I created three levels for a riff to a real song. It’s the well known seven nation army riff (: The first level has just the notes you need for the riff, already in the correct order, but you have muchhh time to play them, so you get familar to where they are on your guitar. I have already plans to desing level two and three, but I have to sleep. So I will do it tomorrow or another day. I am very exited to do this and later show it to you! Here is the array with the obstacles for level one, you can see which frets and strings I used for the riff:"}, {"post_id": 79635, "ts": "2026-10-14T19:28:10Z", "hours": 0.8972, "text": "Hello I changed the size so it is more playable on phone and made a preview to every level which is personal designed for each level… or it will be. I also testet a lot and made preview screenshots. Then I had the idea to use popular guitar riffs for my levels, so that you can actually play a song in the end, which I think would be muchhhh cooler than just some notes. I hope this will work!!!!! I don’t know what to show so here is one of the preview screenshots"}, {"post_id": 79398, "ts": "2026-10-13T20:07:34Z", "hours": 2.5567, "text": "I worked on the desert theme an nearly finished it, but I wantet to change how the game displays the notes and did it. But at first I ran into many issues. I desided to show one here. I first completely destroyed my layout and had to figure out what hapend and how to fix it. In the end I did it and also designed level 4! So here my broken layout…"}, {"post_id": 79132, "ts": "2026-10-12T19:40:18Z", "hours": 1.6378, "text": "I got the design showing up and it looks okay for now. Tomorrow I will try to get cleaner animations. I also aranged level 2 and 3. And did a looottt of testing"}, {"post_id": 78830, "ts": "2026-10-11T18:23:50Z", "hours": 1.2314, "text": "I’m designing my levels at the moment and rearanged level 1. Then I wanted to add different themes… I started with a desert theme. I implemented it just like my arcade theme but it did not really work and I can’t tell why… But I guess I will figure it out"}, {"post_id": 78278, "ts": "2026-10-10T08:18:20Z", "hours": 3.1233, "text": "I finished the chord detection!!! But I’m not satisfied because it does not work as good as I want it. You have to play the chords very clear and loud so you need to use an amplifier if you play on electric guitar. I wanted the detection also to detect quiet chords, but I just don’t get it so I added this information at the beginning. At least it does work :)"}, {"post_id": 77149, "ts": "2026-10-05T19:43:31Z", "hours": 1.2861, "text": "Began to implement a chord detection, to extend my existing note detection, but ran in tooo many problems so I will continue tomorrow. And I designed one level (level 11) that means I rearanged the obstacles."}, {"post_id": 76795, "ts": "2026-10-04T16:11:22Z", "hours": 4.2256, "text": "Stardance has extended, so I took the time to build some small features, like a loading screen, which is displayed when starting the game so thath the images can load before and not while playing. I also added a function which brings the game on full screen when starting and flips the screen if youre playing on phone (works with google on my phone). Annddd I added a note which only pops up, if you open the game for the first time (you can see it in the screenshot). I also cleaned the code, it’s the worst work and nobody really notices…"}, {"post_id": 75336, "ts": "2026-09-29T19:33:00Z", "hours": 9.4228, "text": "I made my game ready to ship. It is now fully playable!! I’ve added some basic funktions… You can take a look at the full game in this video!!! I will add some levels to round it up and then finally ship it"}, {"post_id": 74429, "ts": "2026-09-27T11:21:34Z", "hours": 8.7761, "text": "Hellooooo, I created a pause and a startscreen menu (: I also build the first level!"}, {"post_id": 73575, "ts": "2026-09-25T12:45:01Z", "hours": 9.9753, "text": "I tinkered a bit with th enote detection, but is hasn’t really improved much. The most visible result is probalby that I’ve improved - or at least changed - the design. I’m currently working on a pause menu and have laid the groundwork to create a tutorial soon. I definitely need to lock in over the next few days because I still have so many ideas - even though I have a math exam in four days and haven’t done a thing for it yet. But come on, it’s only math."}, {"post_id": 68754, "ts": "2026-09-15T17:54:56Z", "hours": 2.9547, "text": "I’ve tidied up my code a bit - adding comments and organizing it into logical sections. I still habe a lot of work ahead of me there, but once that’s done, I’ll ve albe to continue working effectively."}, {"post_id": 67615, "ts": "2026-09-13T19:20:56Z", "hours": 10.7439, "text": "Hey there! I’ve expanded the game in a few small ways and focused ont the basic design - adding a few animations here and there. And acuteally (to my surprise) everything is finally working so far. So, here is a video at last!"}, {"post_id": 61556, "ts": "2026-09-04T15:06:18Z", "hours": 10.1756, "text": "I’ve made the game largely responsive now and as you can see I experimented a bit with the backgrounds. I’ve added two more types of obstacles to provide more variety, but unfortunately, I still don’t habe a fully functional level ready - so, once again, just a screenshot:"}, {"post_id": 58729, "ts": "2026-08-31T08:45:12Z", "hours": 10.0539, "text": "I intergrated the note recognition with the game logic and my first test run was succesful: the player jumps when the right note is played at the right time and crashes into the obstacle if not. I also experimented with a few simple designs and had the idea of making the game responsive - I messed that up a bit, but I#m fixing it. Unfortunately, the game logic isn’t working quite right again yet, so here is just a screenshot"}, {"post_id": 55651, "ts": "2026-08-27T16:40:53Z", "hours": 16.0339, "text": "I’ve been working on pitch detection and ran into a few issues, but my program can now identify which string is being played based on its frequency. Unfortunately, it insn’t precise yet, because some strings share the same frequency as other strings at certain frets. Nevertheless, you can see it in my console here!"}, {"post_id": 51895, "ts": "2026-08-21T19:55:44Z", "hours": 8.3889, "text": "I created the fundamentals for my game and also a first very very basic animation"}]...
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Title: Guitar Game by @Nele | Stardance
Devlogs:
Title: Guitar Game by @Nele | Stardance
Devlogs:
I created the fundamentals for my game and also a first very very basic animation
I’ve been working on pitch detection and ran into a few issues, but my program can now identify which string is being played based on its frequency. Unfortunately, it insn’t precise yet, because some strings share the same frequency as other strings at certain frets. Nevertheless, you can see it in my console here!
I intergrated the note recognition with the game logic and my first test run was succesful: the player jumps when the right note is played at the right time and crashes into the obstacle if not. I also experimented with a few simple designs and had the idea of making the game responsive - I messed that up a bit, but I#m fixing it. Unfortunately, the game logic isn’t working quite right again yet, so here is just a screenshot
I’ve made the game largely responsive now and as you can see I experimented a bit with the backgrounds. I’ve added two more types of obstacles to provide more variety, but unfortunately, I still don’t habe a fully functional level ready - so, once again, just a screenshot:
Hey there! I’ve expanded the game in a few small ways and focused ont the basic design - adding a few animations here and there. And acuteally (to my surprise) everything is finally working so far. So, here is a video at last!
I’ve tidied up my code a bit - adding comments and organizing it into logical sections. I still habe a lot of work ahead of me there, but once that’s done, I’ll ve albe to continue working effectively.
I tinkered a bit with th enote detection, but is hasn’t really improved much. The most visible result is probalby that I’ve improved - or at least changed - the design. I’m currently working on a pause menu and have laid the groundwork to create a tutorial soon. I definitely need to lock in over the next few days because I still have so many ideas - even though I have a math exam in four days and haven’t done a thing for it yet. But come on, it’s only math.
Hellooooo, I created a pause and a startscreen menu (: I also build the first level!
I made my game ready to ship. It is now fully playable!! I’ve added some basic funktions… You can take a look at the full game in this video!!! I will add some levels to round it up and then finally ship it
Stardance has extended, so I took the time to build some small features, like a loading screen, which is displayed when starting the game so thath the images can load before and not while playing. I also added a function which brings the game on full screen when starting and flips the screen if youre playing on phone (works with google on my phone). Annddd I added a note which only pops up, if you open the game for the first time (you can see it in the screenshot). I also cleaned the code, it’s the worst work and nobody really notices…
Began to implement a chord detection, to extend my existing note detection, but ran in tooo many problems so I will continue tomorrow. And I designed one level (level 11) that means I rearanged the obstacles.
I finished the chord detection!!! But I’m not satisfied because it does not work as good as I want it. You have to play the chords very clear and loud so you need to use an amplifier if you play on electric guitar. I wanted the detection also to detect quiet chords, but I just don’t get it so I added this information at the beginning. At least it does work :)
I’m designing my levels at the moment and rearanged level 1. Then I wanted to add different themes… I started with a desert theme. I implemented it just like my arcade theme but it did not really work and I can’t tell why… But I guess I will figure it out
I got the design showing up and it looks okay for now. Tomorrow I will try to get cleaner animations. I also aranged level 2 and 3. And did a looottt of testing
I worked on the desert theme an nearly finished it, but I wantet to change how the game displays the notes and did it. But at first I ran into many issues. I desided to show one here. I first completely destroyed my layout and had to figure out what hapend and how to fix it. In the end I did it and also designed level 4! So here my broken layout…
Hello I changed the size so it is more playable on phone and made a preview to every level which is personal designed for each level… or it will be. I also testet a lot and made preview screenshots. Then I had the idea to use popular guitar riffs for my levels, so that you can actually play a song in the end, which I think would be muchhhh cooler than just some notes. I hope this will work!!!!! I don’t know what to show so here is one of the preview screenshots
Heyooo, as I promised or said I created three levels for a riff to a real song. It’s the well known seven nation army riff (: The first level has just the notes you need for the riff, already in the correct order, but you have muchhh time to play them, so you get familar to where they are on your guitar. I have already plans to desing level two and three, but I have to sleep. So I will do it tomorrow or another day. I am very exited to do this and later show it to you! Here is the array with the obstacles for level one, you can see which frets and strings I used for the riff:
I finished level 1 to 3 with the 7 Nation Army riff and of course redisined level 1 to 3 so that the obstacles match the rithm of seven Nation Army. I also started with a level with chrods, but first I want to make a chord catalog where you can look how to play each chord you need for the level or, respectively the song. Here is one of the levels preview (it’s level 3) :
Heyyy I created a chord catalog where you can see the chords you need in each level. I drew the chords myselfs but it looks poorly so I’m doing it more professional
I finished the country road levels yayyyyy!! Next I want to do the Snow riff, but I’m already sure my game can not handle the speed. But I can not handle the speed too so i don’t think it would be a problem if it’s a bit slower. Here is the last country road level on the preview screen:
Helloooo, I finished the first snow level with all necesarry notes you need and created a falling snow animation. I also locked some levels you have to unlock by finishing the previous ones
Heyy I finished snow levels 1,2,4 and still have to do 3 and 4 tomorrow anddd I have to add coins the my levels. But in general I would say I’m nearly finished. Good Night, I have to sleep now (:
Heyoooo, I finished snow level 2 and 5 (: But now my eyes really hurt, because of these many little numbers
Heyyy, I added coins to all levels and created a difficulty ranking to each level. I also changed to note catalog style on phone. I think I’m finished now and I will do my ship yayyyyy (:
Hellooo, I shiped my project on Monday and then went on a youth trip. I got a review and they reminded me to make a own readme, because mine was still AI written. But the problem was my laptop is still at home and I will return home after deathline. A very very good friend of mine saved me: I wrote the readme in my notice app and sened it to him and he copied it on my laptop and in my projects readme. I called him so he can add all the tags I wanted, where I wanted them. I really love him! He sended my this screenshot as a part of the new readme I wrote myself:
Ships:
Hellooo, I finally finished!!!! This is my ship! It’s a 2D jump and run game you play using Guitar. Because I know not everyone has a guitar or can play it (I’m also not that skilled) I also implemented arrow control, so you can play on your pc or laptop or wherever you have a keyboard. It also works on phone but there is no keyboard so you can only use guitar. Before you start to play you have to choose how you want to play (guitar or keyboard(arrows)), I’ve added a note so you get remembered when you first play the game. The main problem I had to fight was of course the note detection. It was very difficult to filter out the right notes, but it works!! Nah not perfectly, but if you play loud enough in a quiet room it will work! I worked a lot at note detection and changed very much so it looks like a mess. I’m already very sorry… A next problem was or still is the animation. My howl game is running on frontend, which means directly on your device, which could slow the process. For example I tested the game on my phone and the loading screen lasted way longer. So if the game loads long, please don’t give up. I used a loading screen because I noticed that, the images were loading while playing and that was really annoing. Okay, so the problem with the animation is, that it sticks with longer levels. It still sticks now a bit but before it was even worse, so I changed how the animation is calculated and rendered only the visible obstacles. That made it way bette, but it’s still not perfekt of course. So if you play the game, you will notice some levels are locked and you can unlock them by finishing the previous ones. Somethimes there is also a little note in the corner of the startscreen. There you can see chords you need to play in the level. Yeahh, before I let you go, I want to say that some levels are very difficult, and even I have not finished them, because as I already mentiond I’m not a great guitar player, but I hope there is someone out there, who would enyoy playing and could help me improving my game. And for everyone else (including me) I’ve implemented the keyboard control Thank you, if you read all this (: Best regards Nele...
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1793563021.7439508
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1793649421.7439508
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