|
50845
|
IrBlaster-API by @mrrobot0246 | Stardance
|
mrrobot0246
|
1
|
14.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T12:43:30Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished my project and deployed a website to be able to test it.", "repo": "https://github.com/mrrobot0246/IrBlaster-Api", "demo": "https://iqureshi.hackclub.app/docs"}]...
|
[{"post_id": 66124, "ts": "202 [{"post_id": 66124, "ts": "2026-09-11T18:49:59Z", "hours": 0.2808, "text": "Devlog 2 I made some changes to my API as while reviewing, they needed the API Key, which now, I made it very easy. Also changed the banner of my project. The API Key is: 0000000000000000000000000000000000000000000"}, {"post_id": 49529, "ts": "2026-08-18T12:25:39Z", "hours": 13.6769, "text": "Idea I started making this API for the RaspAPI YSWS, but it turns out it had been finished; I didn’t know that. So on their Slack, they told me about Macondo, so I started doing it here. I made this API for esp32 powered Ir Blasters as esp32 can get to Wi-Fi without external modules. This API is built with Python and FastAPI and includes a “mini database” that stores all the read codes you input. Also, it has SD storage functionalities, but I didn’t have an SD Module, so I thought of using my TFT screen that includes one. I made an IR blaster circuit with 3 LEDs and a transistor, which is more powerful than connecting the LEDs directly to the esp32 pins. It works perfectly fine!!! It also has duplicate detection so that you can’t save the same code multiple times."}]...
|
Title: IrBlaster-API by @mrrobot0246 | Stardance
Title: IrBlaster-API by @mrrobot0246 | Stardance
Devlogs:
Idea I started making this API for the RaspAPI YSWS, but it turns out it had been finished; I didn’t know that. So on their Slack, they told me about Macondo, so I started doing it here. I made this API for esp32 powered Ir Blasters as esp32 can get to Wi-Fi without external modules. This API is built with Python and FastAPI and includes a “mini database” that stores all the read codes you input. Also, it has SD storage functionalities, but I didn’t have an SD Module, so I thought of using my TFT screen that includes one. I made an IR blaster circuit with 3 LEDs and a transistor, which is more powerful than connecting the LEDs directly to the esp32 pins. It works perfectly fine!!! It also has duplicate detection so that you can’t save the same code multiple times.
Devlog 2 I made some changes to my API as while reviewing, they needed the API Key, which now, I made it very easy. Also changed the banner of my project. The API Key is: 0000000000000000000000000000000000000000000
Ships:
I finished my project and deployed a website to be able to test it....
|
1793332268.9893873
|
1793418668.9893873
|
|
50849
|
floating-computer-portfolio-site by @Broken_Proof floating-computer-portfolio-site by @Broken_Proof | Stardance...
|
Broken_Proof
|
1
|
22.0
|
353
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T15:39:28Z", "hours": 22.0, "multiplier": 15.8, "payout": 353, "blessing": "neutral", "text": "I’ve made a personal portfolio site that involves a computer floating in space. Basically it’s a 3D model within a custom made starfied in a Three js scene. When clicked it zooms in and overlays my own custom OS terminal. The OS has cool things like puzzles I made, resume download features and more. I had challenges setting up the conditional orbit controls and some of the UI features, but I eventually got it to work. So proud of this project and in the future I want to make it an option to navigate via terminal or through a static html page. This is because some people may not want to go through the work of figuring out commands on my terminal.", "repo": "https://github.com/broken-proof/personal-portfolio", "demo": "https://broken-proof.github.io/personal-portfolio/"}]...
|
[{"post_id": 64855, "ts": "202 [{"post_id": 64855, "ts": "2026-09-09T15:30:43Z", "hours": 0.6978, "text": "Devlog #8: Alright, so I’m ready to ship. I just added some more comments, organized my assets, fixed some terminal bugs and then improved my ReadMe. Here’s a demo of the final product:"}, {"post_id": 64616, "ts": "2026-09-09T04:31:33Z", "hours": 4.9083, "text": "Devlog #7: Almost ready to ship! Did the following: Added a settings menu with a mute button, fullscreen button, and a help button which renders and auto types help into the computer component. Fixed resizing issues Added Puzzles to it Added a simple start screen. Hosted site on Github Pages using github actions. I had fun making my icons on piskelapp.com. What’s left is probably to refine the site, add proper comments and I should be good."}, {"post_id": 63343, "ts": "2026-09-07T03:27:53Z", "hours": 1.6022, "text": "Devlog #6: Added Some Audio! Used use useSound React hook to add powerOn, powerOff and a Space void default sound. Also added a mute button which I will definitely improve later in a settings kind of layout. In the future I need a starter screen that is like “click to play” or sm cause browser audio only starts after an interaction. There’s also some UI issues with resizing so I need to fix those aswell."}, {"post_id": 63234, "ts": "2026-09-06T22:37:33Z", "hours": 1.6942, "text": "Devlog #5: I got the OrbitControls working finally. Took me a while because the Camera Rig and Orbit Controls were fighting for control but I got the scene working. Now the transition is pretty seamless except for the fact that the text is different. That’ll be fixed when I make my own custom model. For now I’ll keep this public model because I’m not tryna learn modeling. The next step is probably adding sound and some icons to the top that help the user figure out what’s going on."}, {"post_id": 63026, "ts": "2026-09-06T16:20:26Z", "hours": 3.9125, "text": "Devlog #4: Lots of new progress. I made my own MOTD, added a history navigation (up/down arrow keys), and a new projects catalog. After that, I refactored the star field to be in React Three fiber and experimented with some views for my computer. As of now, I’m using a model I found online, but I plan to make my own later on. I am also using react three drei’s presentation controls but I don’t really like them so maybe Orbit Controls would fit better. Just going to continue experimenting until I get a transition I like."}, {"post_id": 61909, "ts": "2026-09-05T02:37:01Z", "hours": 4.4378, "text": "Devlog #3: Basically, I turned the screen into a proper terminal that runs my personal os. It has some nice commands that allow the user to get a brief bio, download my resume, contact me, customize themes and clear the screen. I was inspired by linux terminal for some of the commands/output formatting and I wish to add further features in the future. I also added features that are usual for a typical terminal including autofocusing and going to the input on clicking any part of the screen. For now, the next step is to add the transition between a computer floating in space to the actual screen."}, {"post_id": 56236, "ts": "2026-08-27T22:15:51Z", "hours": 3.3108, "text": "Devlog #2: Created CSS for the monitor screen. Also had a lot of fun creating the crt terminal like background using a double layered linear gradient with two moving divs on top of it for the scanning effect. The redirects to the different components are functional and the next step is to fill in About.jsx, Projects.jsx … Currently, the crt’s border image is just something I made using pixel art, but I plan to make it look better afterwards. The background effect does not fix with resizing so I have to fix that also. Then, I’ll work on the transition to the monitor screen and the whole experience in general. I’ve gotten good progress so far :)"}, {"post_id": 50086, "ts": "2026-08-19T04:32:58Z", "hours": 1.81, "text": "devlog#1: The idea for the portfolio is that the user will be controlling a retro computer that is floating in space. All my portfolio details will probably go into the monitor ui, but the design will have some more features to play around with. Took me a while to figure out how to use vanilla THREE.js with React useEffect hooks. I later saw there is something called react three fiber but I might implement using that later."}]...
|
Title: floating-computer-portfolio-site by @Broken Title: floating-computer-portfolio-site by @Broken_Proof | Stardance
Devlogs:
devlog#1: The idea for the portfolio is that the user will be controlling a retro computer that is floating in space. All my portfolio details will probably go into the monitor ui, but the design will have some more features to play around with. Took me a while to figure out how to use vanilla THREE.js with React useEffect hooks. I later saw there is something called react three fiber but I might implement using that later.
Devlog #2: Created CSS for the monitor screen. Also had a lot of fun creating the crt terminal like background using a double layered linear gradient with two moving divs on top of it for the scanning effect. The redirects to the different components are functional and the next step is to fill in About.jsx, Projects.jsx … Currently, the crt’s border image is just something I made using pixel art, but I plan to make it look better afterwards. The background effect does not fix with resizing so I have to fix that also. Then, I’ll work on the transition to the monitor screen and the whole experience in general. I’ve gotten good progress so far :)
Devlog #3: Basically, I turned the screen into a proper terminal that runs my personal os. It has some nice commands that allow the user to get a brief bio, download my resume, contact me, customize themes and clear the screen. I was inspired by linux terminal for some of the commands/output formatting and I wish to add further features in the future. I also added features that are usual for a typical terminal including autofocusing and going to the input on clicking any part of the screen. For now, the next step is to add the transition between a computer floating in space to the actual screen.
Devlog #4: Lots of new progress. I made my own MOTD, added a history navigation (up/down arrow keys), and a new projects catalog. After that, I refactored the star field to be in React Three fiber and experimented with some views for my computer. As of now, I’m using a model I found online, but I plan to make my own later on. I am also using react three drei’s presentation controls but I don’t really like them so maybe Orbit Controls would fit better. Just going to continue experimenting until I get a transition I like.
Devlog #5: I got the OrbitControls working finally. Took me a while because the Camera Rig and Orbit Controls were fighting for control but I got the scene working. Now the transition is pretty seamless except for the fact that the text is different. That’ll be fixed when I make my own custom model. For now I’ll keep this public model because I’m not tryna learn modeling. The next step is probably adding sound and some icons to the top that help the user figure out what’s going on.
Devlog #6: Added Some Audio! Used use useSound React hook to add powerOn, powerOff and a Space void default sound. Also added a mute button which I will definitely improve later in a settings kind of layout. In the future I need a starter screen that is like “click to play” or sm cause browser audio only starts after an interaction. There’s also some UI issues with resizing so I need to fix those aswell.
Devlog #7: Almost ready to ship! Did the following: Added a settings menu with a mute button, fullscreen button, and a help button which renders and auto types help into the computer component. Fixed resizing issues Added Puzzles to it Added a simple start screen. Hosted site on Github Pages using github actions. I had fun making my icons on piskelapp.com. What’s left is probably to refine the site, add proper comments and I should be good.
Devlog #8: Alright, so I’m ready to ship. I just added some more comments, organized my assets, fixed some terminal bugs and then improved my ReadMe. Here’s a demo of the final product:
Ships:
I’ve made a personal portfolio site that involves a computer floating in space. Basically it’s a 3D model within a custom made starfied in a Three js scene. When clicked it zooms in and overlays my own custom OS terminal. The OS has cool things like puzzles I made, resume download features and more. I had challenges setting up the conditional orbit controls and some of the UI features, but I eventually got it to work. So proud of this project and in the future I want to make it an option to navigate via terminal or through a static html page. This is because some people may not want to go through the work of figuring out commands on my terminal....
|
1793346689.2668056
|
1793433089.2668056
|
|
50853
|
Motivation Tab by @ahmdesmaill | Stardance
|
ahmdesmaill
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T06:13:50Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a new tab page that hopefully inspires us to waste less time as we see our age running. The most challenging part was creating the layout in the CSS. I’m proud that I was able to finish this project successfully.", "repo": "https://github.com/ahmdesmaill/motivation-tab/", "demo": "https://ahmdesmaill.github.io/motivation-tab/"}]...
|
[{"post_id": 51918, "ts": "202 [{"post_id": 51918, "ts": "2026-08-21T20:41:10Z", "hours": 2.7731, "text": "Final Devlog! I added the JS functionality (which saves state in your local storage) and added the manifest JSON file to make it work as a chrome extension! Gonna ship it next, yayy!"}, {"post_id": 51160, "ts": "2026-08-20T17:37:22Z", "hours": 2.2114, "text": "Devlog #2 Today I completely finished the HTML & CSS code of the website! I spent soooo much time trying to create the layout I wanted in the CSS. Working with CSS is sometimes very unintuitive to be honest. At least I finished it!"}, {"post_id": 50623, "ts": "2026-08-19T21:12:43Z", "hours": 1.2706, "text": "Devlog #1 !! So.. I’m working on this new tab project that basically displays your age running in time to make ppl more appreciate or less waste their time I created the Design with the help of the AI Agent in Figma as I’m not really a Figma guy at the moment and coded some of the HTML/CSS needed"}]...
|
Title: Motivation Tab by @ahmdesmaill | Stardance
Title: Motivation Tab by @ahmdesmaill | Stardance
Devlogs:
Devlog #1 !! So.. I’m working on this new tab project that basically displays your age running in time to make ppl more appreciate or less waste their time I created the Design with the help of the AI Agent in Figma as I’m not really a Figma guy at the moment and coded some of the HTML/CSS needed
Devlog #2 Today I completely finished the HTML & CSS code of the website! I spent soooo much time trying to create the layout I wanted in the CSS. Working with CSS is sometimes very unintuitive to be honest. At least I finished it!
Final Devlog! I added the JS functionality (which saves state in your local storage) and added the manifest JSON file to make it work as a chrome extension! Gonna ship it next, yayy!
Ships:
I created a new tab page that hopefully inspires us to waste less time as we see our age running. The most challenging part was creating the layout in the CSS. I’m proud that I was able to finish this project successfully....
|
1793407698.8277435
|
1793494098.8277435
|
|
50855
|
WebGame Flappy Bird by @flameslayersog | Stardance
|
flameslayersog
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T16:19:17Z", "hours": 1.0, "multiplier": 1.15, "payout": 2, "blessing": "neutral", "text": "This is A game of Flappy Bird. In here there is the ‘Dev Mode’ you can Enter there by Entering The password given in my Readme! Thanks For Reviewing My WebGame I hope you Liked It!", "repo": "https://github.com/TanayNIakm/Flappy_Bird", "demo": "https://flappybirddev.netlify.app/"}]...
|
[{"post_id": 49691, "ts": "202 [{"post_id": 49691, "ts": "2026-08-18T16:12:26Z", "hours": 0.4192, "text": "Done Adding DEV tools it gives you invincibility but it requires a password. :)"}, {"post_id": 49602, "ts": "2026-08-18T14:21:02Z", "hours": 0.4475, "text": "Just Done Making and Adding Some Dev Tools :)"}, {"post_id": 49560, "ts": "2026-08-18T13:16:11Z", "hours": 0.4908, "text": "Done Doing HTML Added Title and button containers!"}]...
|
Title: WebGame Flappy Bird by @flameslayersog | St Title: WebGame Flappy Bird by @flameslayersog | Stardance
Devlogs:
Done Doing HTML Added Title and button containers!
Just Done Making and Adding Some Dev Tools :)
Done Adding DEV tools it gives you invincibility but it requires a password. :)
Ships:
This is A game of Flappy Bird. In here there is the ‘Dev Mode’ you can Enter there by Entering The password given in my Readme! Thanks For Reviewing My WebGame I hope you Liked It!...
|
1793407707.3961668
|
1793494107.3961668
|
|
50857
|
Aur helper & Installer by @Aashmn13 | Stardanc Aur helper & Installer by @Aashmn13 | Stardance...
|
Aashmn13
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T12:48:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is interactive installer for arch which installs it from AUR. I made some changes like better search, cache management and removes many packages at once. This project was one of the difficult scripts i ever made, it includes various unknown functions which was unknown to me before. The most difficult part was to make the interative menu.", "repo": "https://github.com/Aashman16wi/my-scripts/blob/main/AUR-Helper%20Search%20%26%20Management%20Utility", "demo": ""}]...
|
[{"post_id": 50933, "ts": "202 [{"post_id": 50933, "ts": "2026-08-20T12:25:19Z", "hours": 2.5681, "text": "I have Successfully updatedd my script having better search, Cache management, Multiple package remover and fixed the colours. This script is only usable for Arch or Arch-based like Endeavour OS and Cachy OS."}]...
|
Title: Aur helper & Installer by @Aashmn13 | S Title: Aur helper & Installer by @Aashmn13 | Stardance
Devlogs:
I have Successfully updatedd my script having better search, Cache management, Multiple package remover and fixed the colours. This script is only usable for Arch or Arch-based like Endeavour OS and Cachy OS.
Ships:
It is interactive installer for arch which installs it from AUR. I made some changes like better search, cache management and removes many packages at once. This project was one of the difficult scripts i ever made, it includes various unknown functions which was unknown to me before. The most difficult part was to make the interative menu....
|
1793407714.3454852
|
1793494114.3454852
|
|
50859
|
Escape your Fate by @Zincx_high | Stardance
|
Zincx_high
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T17:16:44Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a horror datapack inspired by dead by daylight,so one day I was plating minecarft and I was on a pretty big winstreak nobody was able to win from me but after dominating soo much I got board and went to youtube I saw ppl playing horror games with friends and I thougth “wouldn’t it be cool to play a horror game on minecraft” my brain started to think and said “ Man it would be so cool if I made it myself, how hard could it be” and then I met the horror of proper directory managment for code to work took me a day to figure where each file goes and then I started lerning mcfuncation(yes its programming code I checked it) and I tougth shit its just programming and then I started cooking to the point I burned it and the game started having Immence lag I didn’t know how to fix it and I turned towards ai humanities enemy and I remmebered that humility is needed in order to suck seed so I sowlled my pride and gave in to fix the big and made this master piece come to life and yeah thats it.", "repo": "", "demo": ""}]...
|
[{"post_id": 50451, "ts": "202 [{"post_id": 50451, "ts": "2026-08-19T16:46:42Z", "hours": 5.0722, "text": "Devlog: I already created everything in the datapack will it might not be the final result but the gameplay loop is established and the story is done you can hope on and play but I have many more tasks and things like camera direction to put in this pack in the future rn enjoy"}]...
|
Title: Escape your Fate by @Zincx_high | Stardance Title: Escape your Fate by @Zincx_high | Stardance
Devlogs:
Devlog: I already created everything in the datapack will it might not be the final result but the gameplay loop is established and the story is done you can hope on and play but I have many more tasks and things like camera direction to put in this pack in the future rn enjoy
Ships:
I made a horror datapack inspired by dead by daylight,so one day I was plating minecarft and I was on a pretty big winstreak nobody was able to win from me but after dominating soo much I got board and went to youtube I saw ppl playing horror games with friends and I thougth “wouldn’t it be cool to play a horror game on minecraft” my brain started to think and said “ Man it would be so cool if I made it myself, how hard could it be” and then I met the horror of proper directory managment for code to work took me a day to figure where each file goes and then I started lerning mcfuncation(yes its programming code I checked it) and I tougth shit its just programming and then I started cooking to the point I burned it and the game started having Immence lag I didn’t know how to fix it and I turned towards ai humanities enemy and I remmebered that humility is needed in order to suck seed so I sowlled my pride and gave in to fix the big and made this master piece come to life and yeah thats it....
|
1793407723.9770243
|
1793494123.9770243
|
|
50860
|
R(ust)SVP by @Wirenux | Stardance
|
Wirenux
|
1
|
8.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T13:34:50Z", "hours": 8.0, "multiplier": 14.94, "payout": 121, "blessing": "neutral", "text": "R(ust)SVP A realy fast speed reading app built in Rust ! ᕙ( •̀ ᗜ •́ )ᕗ What did you make ? I built a Rapid Serial Visual Presentation (RSVP) application from scratch using Rust! Instead of reading a block of text from left to right, R(ust)SVP flashes words one by one in the exact center of your screen. This reduce the time your eyes spend moving across the page, letting you read really fast. I built the graphical interface using egui (via the eframe framework). Here is what’s inside: Custom Speed Control: a slider to adjust your Words Per Minute (WPM) Native File Picker: i added rfd (Rust File Dialog) so you can open a native window to load your own text files directly into the reader. Drag & Drop: you can just drop a .txt file and start reading it Cross-Platform: can be used on Windows, macOS and Linux ! What was challenging ? UI: egui is very simple to create basic UI but when you want to add custom button style, font, its start to be a little bit hard String parsing: splitting a text file into a “list” of words, being able to get the comma, dot, punctuation etc… and keeping track of the current index so you can jump around the text What are you proud of ? I am proud of successfully building and shipping a complete native GUI application in Rust for the first time ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ What should people know so they can test your project ? How to test: You can just do cargo install rustsvp and run it with rustsvp ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Things to try Load up a long text (like a wikipedia article) or a chapter of a book Start the speed at 300 WPM, and slowly crank the slider up to 500+ WPM while reading. Try using the back and forward button to go back and forth through the text if you miss a sentence.", "repo": "https://github.com/wirenux/RustSVP", "demo": "https://crates.io/crates/rustsvp"}]...
|
[{"post_id": 51004, "ts": "202 [{"post_id": 51004, "ts": "2026-08-20T14:23:49Z", "hours": 1.0178, "text": "Last devlogs before Ship ! I have done the README.md and upload the video + screen shot. All I have to do now is publish it to crates.io / cargo !"}, {"post_id": 50950, "ts": "2026-08-20T12:51:29Z", "hours": 1.5869, "text": "Devlogs Number 6 I have done a lot of optimization and reorganization in the code so it’s clean as possible I also added the Drag & Drop feature with error management if the file is not a .txt file"}, {"post_id": 50869, "ts": "2026-08-20T10:11:39Z", "hours": 0.7233, "text": "Devlogs number…. 5 In this devlogs I have added simple things such as : Guide line for the center letter of the word Ability to open .txt file and use them ! Keybind to open the file selector : Ctrl+O (or Cmd+O) Button to open file !"}, {"post_id": 49777, "ts": "2026-08-18T18:19:13Z", "hours": 1.6106, "text": "Devlogs number 4 New UI + Keyboard Control ! Here is what has been changed or added: Change Font to Ubuntu Bold New button UI New Slider UI New Top Bar arrangement Keybinds for everything (Start, Next, Previous, WPM, Reset)"}, {"post_id": 49704, "ts": "2026-08-18T16:34:26Z", "hours": 0.9839, "text": "3rd Devlogs Just some little fix / update: Grey out Back and Next Button when going backward or forward is not possible New default font: Helvetica for text and NotoSansSymbol for keybinds symbol"}, {"post_id": 49658, "ts": "2026-08-18T15:25:29Z", "hours": 1.1978, "text": "2nd devlogs Here are the things that I have added: The center letter of the word is RED The text is center on the screen, and the RED character never move from the center of the screen, so there is no need to move the eyes Text is now bigger Start/Stop Button Reset Button Punctuation are now at the end of the previous word The last word stay in place even when the text is finished (before it was showing nothing)"}, {"post_id": 49587, "ts": "2026-08-18T13:59:58Z", "hours": 0.9528, "text": "Okay, 1st devlogs of… R(ust)SVP I am using egui to make the GUI ! . Here is what I added for now: Text spliting into word Flashing text (change with the WPM speed) WPM slider"}]...
|
Title: R(ust)SVP by @Wirenux | Stardance
Devlogs: Title: R(ust)SVP by @Wirenux | Stardance
Devlogs:
Okay, 1st devlogs of… R(ust)SVP I am using egui to make the GUI ! . Here is what I added for now: Text spliting into word Flashing text (change with the WPM speed) WPM slider
2nd devlogs Here are the things that I have added: The center letter of the word is RED The text is center on the screen, and the RED character never move from the center of the screen, so there is no need to move the eyes Text is now bigger Start/Stop Button Reset Button Punctuation are now at the end of the previous word The last word stay in place even when the text is finished (before it was showing nothing)
3rd Devlogs Just some little fix / update: Grey out Back and Next Button when going backward or forward is not possible New default font: Helvetica for text and NotoSansSymbol for keybinds symbol
Devlogs number 4 New UI + Keyboard Control ! Here is what has been changed or added: Change Font to Ubuntu Bold New button UI New Slider UI New Top Bar arrangement Keybinds for everything (Start, Next, Previous, WPM, Reset)
Devlogs number…. 5 In this devlogs I have added simple things such as : Guide line for the center letter of the word Ability to open .txt file and use them ! Keybind to open the file selector : Ctrl+O (or Cmd+O) Button to open file !
Devlogs Number 6 I have done a lot of optimization and reorganization in the code so it’s clean as possible I also added the Drag & Drop feature with error management if the file is not a .txt file
Last devlogs before Ship ! I have done the README.md and upload the video + screen shot. All I have to do now is publish it to crates.io / cargo !
Ships:
R(ust)SVP A realy fast speed reading app built in Rust ! ᕙ( •̀ ᗜ •́ )ᕗ What did you make ? I built a Rapid Serial Visual Presentation (RSVP) application from scratch using Rust! Instead of reading a block of text from left to right, R(ust)SVP flashes words one by one in the exact center of your screen. This reduce the time your eyes spend moving across the page, letting you read really fast. I built the graphical interface using egui (via the eframe framework). Here is what’s inside: Custom Speed Control: a slider to adjust your Words Per Minute (WPM) Native File Picker: i added rfd (Rust File Dialog) so you can open a native window to load your own text files directly into the reader. Drag & Drop: you can just drop a .txt file and start reading it Cross-Platform: can be used on Windows, macOS and Linux ! What was challenging ? UI: egui is very simple to create basic UI but when you want to add custom button style, font, its start to be a little bit hard String parsing: splitting a text file into a “list” of words, being able to get the comma, dot, punctuation etc… and keeping track of the current index so you can jump around the text What are you proud of ? I am proud of successfully building and shipping a complete native GUI application in Rust for the first time ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ What should people know so they can test your project ? How to test: You can just do cargo install rustsvp and run it with rustsvp ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Things to try Load up a long text (like a wikipedia article) or a chapter of a book Start the speed at 300 WPM, and slowly crank the slider up to 500+ WPM while reading. Try using the back and forward button to go back and forth through the text if you miss a sentence....
|
1793407730.850312
|
1793494130.850312
|
|
50879
|
about me by @Britto | Stardance
|
Britto
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T16:44:14Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my about me website i think this is pretty good for 20 min it does the job and explains who i am and yea thats pretty much it", "repo": "https://github.com/themanpluck2/about-me", "demo": "https://themanpluck2.github.io/about-me/"}]...
|
[{"post_id": 49583, "ts": "202 [{"post_id": 49583, "ts": "2026-08-18T13:55:02Z", "hours": 0.3389, "text": "hey this is a website i made in like 20 minutes and it tells about myself"}]...
|
Title: about me by @Britto | Stardance
Devlogs:
h Title: about me by @Britto | Stardance
Devlogs:
hey this is a website i made in like 20 minutes and it tells about myself
Ships:
this is my about me website i think this is pretty good for 20 min it does the job and explains who i am and yea thats pretty much it...
|
1793407776.099371
|
1793494176.099371
|
|
50908
|
Baston by @iMRAN143307 | Stardance
|
iMRAN143307
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T14:55:59Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Baston was my first ever Python module, and I’m proud of the fact that I at least got it on the PyPI. It contains several functions that should help Pygame developers in making fighting games. The little demo on itch.io is not meant to be a full game, but rather to show that Baston is at least usable.", "repo": "https://github.com/iMRAN143307/Baston", "demo": "https://imran143307.itch.io/baston-demo"}]...
|
[{"post_id": 82639, "ts": "202 [{"post_id": 82639, "ts": "2026-10-25T14:17:58Z", "hours": 8.8436, "text": "The final push for Baston. This project has not turned out exactly as I’d hoped, but it’s available for everyone to install on the PyPI and I have a working demo running on itch.io I don’t think that there’s a large community of people making fighting games in Pygame, but who knows?"}, {"post_id": 63212, "ts": "2026-09-06T21:51:27Z", "hours": 7.5061, "text": "7.5 hours to make a circle and a square? Baston is a fighting game module that I’m hoping will speed up the development of fighting games that are made using it. I have grand plans(input handling, zone collision and more), though it’s nothing more than a fancy hitbox handler at the moment. The square and circle here have unique hitboxes, and will eventually be able to collide with each other"}]...
|
Title: Baston by @iMRAN143307 | Stardance
Devlogs Title: Baston by @iMRAN143307 | Stardance
Devlogs:
7.5 hours to make a circle and a square? Baston is a fighting game module that I’m hoping will speed up the development of fighting games that are made using it. I have grand plans(input handling, zone collision and more), though it’s nothing more than a fancy hitbox handler at the moment. The square and circle here have unique hitboxes, and will eventually be able to collide with each other
The final push for Baston. This project has not turned out exactly as I’d hoped, but it’s available for everyone to install on the PyPI and I have a working demo running on itch.io I don’t think that there’s a large community of people making fighting games in Pygame, but who knows?
Ships:
Baston was my first ever Python module, and I’m proud of the fact that I at least got it on the PyPI. It contains several functions that should help Pygame developers in making fighting games. The little demo on itch.io is not meant to be a full game, but rather to show that Baston is at least usable....
|
1793368170.3618052
|
1793454570.3618052
|
|
50910
|
NET GROUND BOOKING by @Tallurisaikumar | Stardance
|
Tallurisaikumar
|
1
|
29.0
|
164
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T18:24:52Z", "hours": 29.0, "multiplier": 5.63, "payout": 164, "blessing": "neutral", "text": "complete my project NET GROUND BOOKING", "repo": "https://github.com/tallurisai9346-beep/NET-GROUNDS-BOOKING-", "demo": "https://net-grounds-booking.vercel.app/"}]...
|
[{"post_id": 51193, "ts": "202 [{"post_id": 51193, "ts": "2026-08-20T18:18:09Z", "hours": 2.6253, "text": "finally my net ground booking complete☺️"}, {"post_id": 51073, "ts": "2026-08-20T15:38:02Z", "hours": 1.3367, "text": "adding person ditals page and time slotes"}, {"post_id": 50740, "ts": "2026-08-20T02:52:55Z", "hours": 6.6217, "text": "iam add daily mini challengs"}, {"post_id": 50536, "ts": "2026-08-19T18:42:04Z", "hours": 4.7219, "text": "iam adding new features like pick your game"}, {"post_id": 50293, "ts": "2026-08-19T13:26:09Z", "hours": 2.8, "text": "my net ground booking main page is just now complete"}, {"post_id": 50042, "ts": "2026-08-19T02:22:07Z", "hours": 7.3147, "text": "after some hours iam add the login page and background image in only frountend it work"}, {"post_id": 49797, "ts": "2026-08-18T18:51:34Z", "hours": 1.4839, "text": "just now add background colour and some founts"}, {"post_id": 49725, "ts": "2026-08-18T17:10:31Z", "hours": 2.0003, "text": "sum more basic HTML coading is complete some more is left"}, {"post_id": 49623, "ts": "2026-08-18T14:45:04Z", "hours": 0.2694, "text": "just few min back iam start the creat web sit"}]...
|
Title: NET GROUND BOOKING by @Tallurisaikumar | St Title: NET GROUND BOOKING by @Tallurisaikumar | Stardance
Devlogs:
just few min back iam start the creat web sit
sum more basic HTML coading is complete some more is left
just now add background colour and some founts
after some hours iam add the login page and background image in only frountend it work
my net ground booking main page is just now complete
iam adding new features like pick your game
iam add daily mini challengs
adding person ditals page and time slotes
finally my net ground booking complete☺️
Ships:
complete my project NET GROUND BOOKING...
|
1792875194.8440971
|
1793739194.8440971
|
|
50923
|
Nokira's Hackpad by @nokira | Stardance
|
nokira
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T07:48:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first ever hardware project, a Hackpad. It has: 6 keys, 1 rotary encoder, 1 OLED display It was quite challenging overall, but the hardest part was making the case. I could not understand how to make one in Fusion so I just went with a simple base, leaving everything open, which I think has some cool look. Also, the soldering wasn’t that easy, maybe it was because of the materials I had but I quite struggled getting the first components soldered.", "repo": "https://github.com/n0kira/NokirasHackpad", "demo": ""}]...
|
[{"post_id": 76337, "ts": "202 [{"post_id": 76337, "ts": "2026-10-03T07:43:37Z", "hours": 0.9167, "text": "Devlog #6 Finally done!! After quite some time I got my Hackpad kit and managed to build it IRL The soldering looks kind of bad but it’s my first time soldering so I am happy with it :) Unfortunately, I forgot to record most of the process but whatever ahah"}, {"post_id": 51641, "ts": "2026-08-21T12:53:06Z", "hours": 0.3739, "text": "Devlog #5 README Hii everyone!! Today I wrote the README file for github and also made the firmware using QMK, but I forgot to record it XD So if everything works correctly the keys should be mapped like this: ┌──────┬──────┬──────┐ │ PREV │ PLAY │ NEXT │ │──────┼────── │──────│ │ F13 │ F14 │ LOCK │ └──────┴──────┴──────┘ Where each function is: PREV > Previous Media PLAY > Play or Stop current Media NEXT > Next Media F13 > Free Macro Mey F14 > Free Macro Key LOCK > Lock Screen I will ship the design and see. If everything works and I get the grants, next devlog will be once I get all the stuff to actually build it :) Byeee thanks for reading!!"}, {"post_id": 51244, "ts": "2026-08-20T19:42:38Z", "hours": 5.4856, "text": "Devlog #4 I HATE DESIGNING Hi..! Today as I said, I did what should have been the case for my hackpad. I thought it would have been something fast, a few hours. BUT NO. It took me 5 hours and a half to do THIS awful thing, IT’S NOT EVEN A CASE. I tried doing a normal one but I couldn’t. I never understood (and will never understand) how to model stuff and so I did this. Open case hackpad it is…. Btw I started this session at 13:27 and I finished now at 21:39. I will never touch Fusion again after this pain. But… anyway. Let me know what you think, I know it kinda sucks but yeah… Thanks for reading :)"}, {"post_id": 50596, "ts": "2026-08-19T20:13:29Z", "hours": 2.75, "text": "Devlog #3 LEDs !! Hey guys!! I managed to add the LEDs :) Turns out it was pretty easy but it took me quite some time because looking online I couldn’t find one answer so I had to ask on the Slack channel. But anyway. Other than the LEDs I rerouted everything It felt kinda messy so I deleted all connections and started from zero. Now I’m much happier with the result. Surely, if someone is more experienced, to him it might not look that good, but it does to me and for being my first ever time I am very proud :) I plan on now moving to the case design which I hope to finish before the end of the week. Overall I am VERY satisfied of what I did today, and also I am liking this A LOT, maybe more than coding… crazy. Thank you all for reading this Have a wonderful day :)"}, {"post_id": 49883, "ts": "2026-08-18T20:44:06Z", "hours": 1.0833, "text": "Devlog #2 LEDs ?? Hello again everyone!! I spent some time looking around the internet and other macropads, and this gave me the need to add LEDs to my project, and so I tried. I hopefully connected them in the right way in the schematic but still don’t know how to place them on the PCB. If anyone knows, PLEASE PLEASE, leave a comment <3 , I will try to search online tomorrow to find how to make it. Also I basically removed all the connections in the schematic and used even more labels, since it looks way cleaner this way. I really hope I am able to finish the PCB soon with a layout I like so I can move to designing, which will be another new world for me :D Thanks for reading!! Have a great day"}, {"post_id": 49635, "ts": "2026-08-18T14:59:32Z", "hours": 1.4333, "text": "Devlog #1 First time! Hiii everyone! Today I wanted to try something new. All my projects are software related because that’s what I have been doing for the past years, but today I wanted to explore some hardware, so I started the Hackpad mission. In the attached screenshot is the result of what I managed to do in roughly 1 hours and a half. Before starting this, and before tracking any time, I did watch this video to understand how KiCad worked and how to make a simple 3x3 keyboard. Then I just looked up some ideas and came up with my own design, picked the components and started doing mine."}]...
|
Title: Nokira's Hackpad by @nokira | Stardance Title: Nokira's Hackpad by @nokira | Stardance
Devlogs:
Devlog #1 First time! Hiii everyone! Today I wanted to try something new. All my projects are software related because that’s what I have been doing for the past years, but today I wanted to explore some hardware, so I started the Hackpad mission. In the attached screenshot is the result of what I managed to do in roughly 1 hours and a half. Before starting this, and before tracking any time, I did watch this video to understand how KiCad worked and how to make a simple 3x3 keyboard. Then I just looked up some ideas and came up with my own design, picked the components and started doing mine.
Devlog #2 LEDs ?? Hello again everyone!! I spent some time looking around the internet and other macropads, and this gave me the need to add LEDs to my project, and so I tried. I hopefully connected them in the right way in the schematic but still don’t know how to place them on the PCB. If anyone knows, PLEASE PLEASE, leave a comment <3 , I will try to search online tomorrow to find how to make it. Also I basically removed all the connections in the schematic and used even more labels, since it looks way cleaner this way. I really hope I am able to finish the PCB soon with a layout I like so I can move to designing, which will be another new world for me :D Thanks for reading!! Have a great day
Devlog #3 LEDs !! Hey guys!! I managed to add the LEDs :) Turns out it was pretty easy but it took me quite some time because looking online I couldn’t find one answer so I had to ask on the Slack channel. But anyway. Other than the LEDs I rerouted everything It felt kinda messy so I deleted all connections and started from zero. Now I’m much happier with the result. Surely, if someone is more experienced, to him it might not look that good, but it does to me and for being my first ever time I am very proud :) I plan on now moving to the case design which I hope to finish before the end of the week. Overall I am VERY satisfied of what I did today, and also I am liking this A LOT, maybe more than coding… crazy. Thank you all for reading this Have a wonderful day :)
Devlog #4 I HATE DESIGNING Hi..! Today as I said, I did what should have been the case for my hackpad. I thought it would have been something fast, a few hours. BUT NO. It took me 5 hours and a half to do THIS awful thing, IT’S NOT EVEN A CASE. I tried doing a normal one but I couldn’t. I never understood (and will never understand) how to model stuff and so I did this. Open case hackpad it is…. Btw I started this session at 13:27 and I finished now at 21:39. I will never touch Fusion again after this pain. But… anyway. Let me know what you think, I know it kinda sucks but yeah… Thanks for reading :)
Devlog #5 README Hii everyone!! Today I wrote the README file for github and also made the firmware using QMK, but I forgot to record it XD So if everything works correctly the keys should be mapped like this: ┌──────┬──────┬──────┐ │ PREV │ PLAY │ NEXT │ │──────┼────── │──────│ │ F13 │ F14 │ LOCK │ └──────┴──────┴──────┘ Where each function is: PREV > Previous Media PLAY > Play or Stop current Media NEXT > Next Media F13 > Free Macro Mey F14 > Free Macro Key LOCK > Lock Screen I will ship the design and see. If everything works and I get the grants, next devlog will be once I get all the stuff to actually build it :) Byeee thanks for reading!!
Devlog #6 Finally done!! After quite some time I got my Hackpad kit and managed to build it IRL The soldering looks kind of bad but it’s my first time soldering so I am happy with it :) Unfortunately, I forgot to record most of the process but whatever ahah
Ships:
I made my first ever hardware project, a Hackpad. It has: 6 keys, 1 rotary encoder, 1 OLED display It was quite challenging overall, but the hardest part was making the case. I could not understand how to make one in Fusion so I just went with a simple base, leaving everything open, which I think has some cool look. Also, the soldering wasn’t that easy, maybe it was because of the materials I had but I quite struggled getting the first components soldered....
|
1793346700.2255325
|
1793433100.2255325
|
|
50936
|
An about me site by @magali | Stardance
|
magali
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T00:55:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here’s a version that sounds much more natural, conversational, and written in your own voice: What I Made I built a personal portfolio website from the ground up to bring everything I do into one place—my background, my political and economic essays, and my engineering projects. Visually, I wanted it to have a specific atmosphere. It features a fixed, animated space background paired with sharp yellow link highlights and carefully tuned text shadows so everything stays super readable. I also added a smooth, continuous CSS spin animation to a decorative element in the corner, and set up clean internal navigation so people can effortlessly jump between my biography, written work, and hardware repos like the SCOUT Recon Rover. What Was Challenging Nailing the Contrast: Putting text over a dynamic, moving space background is tricky. I had to spend a lot of time tweaking opacity, colors, and text shadows so the essays didn’t strain the eyes and remained totally crisp to read. CSS Positioning & Layers: Getting the absolute and fixed positioning right—especially layering the animations correctly with z-index so nothing broke—took some heavy debugging. Bringing It All Together: Fitting so many different worlds into one page (from hardware robotics to deep political manifestos and religious analyses) without it feeling cluttered or disjointed was a fun structural puzzle. What I Am Proud Of Total Ownership: I drove the entire vision, designed the look, wrote every single word of the essays and bio, and built the code myself (using AI just as a quick reference and debugging tool). The Vibe: I love how the site actually feels like an extension of who I am—it balances a structural, engineer’s mindset with some bold, distinct stylistic choices. Unifying My Work: No more leaving essays lost in Google Drive folders or code hidden away in random repos. Everything now lives in a clean, professional hub ready for anyone to explore or collaborate on. How to Test It Check out the Code: Head over to my GitHub ( https://github.com/SamiMagali ) and look for the my-personal-site repository. Test the Navigation: Click through the internal links (#about, #politics, #projects) to see how smoothly it flows from section to section. Stress-Test the UI: Have a look at how the animations run, check if the corner element spins smoothly, and see how the text holds up against the background across different screens.", "repo": "https://github.com/SamiMagali/my-personal-site", "demo": "https://samimagali.github.io/my-personal-site/"}]...
|
[{"post_id": 49988, "ts": "202 [{"post_id": 49988, "ts": "2026-08-19T00:41:01Z", "hours": 2.2033, "text": "I Have completed making my personal site!"}, {"post_id": 49915, "ts": "2026-08-18T21:38:54Z", "hours": 0.8856, "text": "My pr0gress s0 far!!!"}]...
|
Title: An about me site by @magali | Stardance
De Title: An about me site by @magali | Stardance
Devlogs:
My pr0gress s0 far!!!
I Have completed making my personal site!
Ships:
Here’s a version that sounds much more natural, conversational, and written in your own voice: What I Made I built a personal portfolio website from the ground up to bring everything I do into one place—my background, my political and economic essays, and my engineering projects. Visually, I wanted it to have a specific atmosphere. It features a fixed, animated space background paired with sharp yellow link highlights and carefully tuned text shadows so everything stays super readable. I also added a smooth, continuous CSS spin animation to a decorative element in the corner, and set up clean internal navigation so people can effortlessly jump between my biography, written work, and hardware repos like the SCOUT Recon Rover. What Was Challenging Nailing the Contrast: Putting text over a dynamic, moving space background is tricky. I had to spend a lot of time tweaking opacity, colors, and text shadows so the essays didn’t strain the eyes and remained totally crisp to read. CSS Positioning & Layers: Getting the absolute and fixed positioning right—especially layering the animations correctly with z-index so nothing broke—took some heavy debugging. Bringing It All Together: Fitting so many different worlds into one page (from hardware robotics to deep political manifestos and religious analyses) without it feeling cluttered or disjointed was a fun structural puzzle. What I Am Proud Of Total Ownership: I drove the entire vision, designed the look, wrote every single word of the essays and bio, and built the code myself (using AI just as a quick reference and debugging tool). The Vibe: I love how the site actually feels like an extension of who I am—it balances a structural, engineer’s mindset with some bold, distinct stylistic choices. Unifying My Work: No more leaving essays lost in Google Drive folders or code hidden away in random repos. Everything now lives in a clean, professional hub ready for anyone to explore or collaborate on. How to Test It Check out the Code: Head over to my GitHub ( https://github.com/SamiMagali ) and look for the my-personal-site repository. Test the Navigation: Click through the internal links (#about, #politics, #projects) to see how smoothly it flows from section to section. Stress-Test the UI: Have a look at how the animations run, check if the corner element spins smoothly, and see how the text holds up against the background across different screens....
|
1793220548.5565348
|
1793306948.5565348
|
|
50945
|
My own site! by @usmanbatman | Stardance
|
usmanbatman
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T15:22:57Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make batman’s theme web and the challenging part was adding img i really got stuck there but it wasn’t that challenging and I’M really proud of me bcz i deploy my first project", "repo": "https://github.com/batman990-bit/Personal-web", "demo": "https://batman990-bit.github.io/Personal-web/"}]...
|
[{"post_id": 56658, "ts": "202 [{"post_id": 56658, "ts": "2026-08-28T14:41:54Z", "hours": 2.6397, "text": "working on my web"}]...
|
Title: My own site! by @usmanbatman | Stardance
D Title: My own site! by @usmanbatman | Stardance
Devlogs:
working on my web
Ships:
i make batman’s theme web and the challenging part was adding img i really got stuck there but it wasn’t that challenging and I’M really proud of me bcz i deploy my first project...
|
1793246116.9308171
|
1793332516.9308171
|
|
50955
|
THE LAST DIG by @MuhammadAayanMirza | Stardance
|
MuhammadAayanMirza
|
1
|
68.0
|
1009
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:16:35Z", "hours": 68.0, "multiplier": 12.37, "payout": 1009, "blessing": "neutral", "text": "This Is the first ever 2D Game I made, a digging game where the player’s objective is to dig to the bottom of the world. There is an inbuilt starting Tutorial in the game which explains the basics of it. There is a battery feature for the jetpack which helps you to come up to the base which is the cobble floor, if the battery is completely depleted you die and all the minerals in your inventory get destroyed. Currently the game only goes till the iron mineral layer and after that it is empty so that I can expand on it in the next ship of this game. (This is only the first version and it is not fully complete yet) Have fun playing it!!", "repo": "https://github.com/MuhammadAayanMirza/A-Game-about-digging", "demo": "https://muhammadaayanmirza.itch.io/the-last-dig"}]...
|
[{"post_id": 71141, "ts": "202 [{"post_id": 71141, "ts": "2026-09-20T10:49:22Z", "hours": 1.735, "text": "Added the Readme.md file in the game’s repository and did some final changes including an hour long hunt on why the sounds weren’t working in the itch.io page when publishing the game, that is fixed now. The game is ready to be shipped!! (This is the first version of course)"}, {"post_id": 70998, "ts": "2026-09-20T05:44:54Z", "hours": 1.3831, "text": "Completed adding all the sound effects and running them through code. Also made changes to the colour and positioning of the tutorial text. Now when you dig a tile the background colour is no longer the sky colour it is a solid dark grey so you can distinguish between the dug up area and undug area easily. Also added a story scene so you know what the goal is in the game. The First Version of the game is complete now. I just need to create a readme file and Build the game so that it can uploaded online! See you soon :)"}, {"post_id": 69208, "ts": "2026-09-16T16:27:16Z", "hours": 3.3253, "text": "We are so back!! The Title Screen went through some changes but it is this newish display now. Major thing this session is that I added sound effects!! I had never added sound effects to a game before so this was a huge learning curve especially with linking the sound to the animation and stuff. Also finding a sound you like is very time consuming. I think I’m very close to shipping the firs version of the game. I don’t think I’ll be able to complete this game for Stardance because I have the SAT exam soon so yeah… I hope you guys will still like the completist version of this."}, {"post_id": 67148, "ts": "2026-09-13T06:42:50Z", "hours": 2.7692, "text": "In this session I completed making the interactive tutorial for the starting of the game. It tells you how to move, dig up dirt, collect coal, and use the shop to sell minerals and buy upgrades. Also created the Title Screen for the game."}, {"post_id": 66505, "ts": "2026-09-12T10:42:22Z", "hours": 3.2131, "text": "Alot of stuff happened in this session; I went back and forth on the background alot and settled on this new background with some trees and bushes with no secondary sky colour behind it, I play tested the game to see that all the code is running smoothly, made some bullet points for what I want to add before the first ship and now I’m currently working on an Interactive starting tutorial for the game."}, {"post_id": 63532, "ts": "2026-09-07T13:25:51Z", "hours": 1.3167, "text": "Working on the background art of the game, added some trees which took ages to make them look good. I hope they are unto the standard of the game theme."}, {"post_id": 62921, "ts": "2026-09-06T13:42:40Z", "hours": 1.9444, "text": "Added the Iron tile!!! I know it doesn’t look the best but I think you can cut me some slack as this is still my first 2D Game. the iron tile is worth “15M” coins so you can use it to refill your battery or save up more to consume the coins in the upgrades section. The sell button sells all the minerals (coal and iron) together. Now you can upgrade everything quicker!! yayayayay. What should I add next? Secret dungeon fight under the Iron ores? Sound fx? more Ores? Better Sky? Interactive starting tutorial? Starting Lore Animation?"}, {"post_id": 62720, "ts": "2026-09-06T06:54:26Z", "hours": 2.4569, "text": "Created a Battery Refill button so that you can refill your battery bar when you are running low on it. It is “15M” right now which Is half the price of the first upgrade so you have to contemplate if you wanna dig more for the upgrade or just keep refilling the battery. Also working on a new mineral for the game, the iron tile."}, {"post_id": 62245, "ts": "2026-09-05T14:50:16Z", "hours": 4.2864, "text": "Alot has happened since the last devlog… The upgrades screen now tells you what happens when you upgrade an item to its next form. This took alot of time to figure out the code for but in the end it worked out! :D The Battery drainage icon has been slightly updated and now when you upgrade the battery feature the battery refills to full battery and the inventory now has a “full inventory” pop up screen whenever you mine a mineral and your inventory is already full so it doesn’t count that mineral so it is basically destroyed. Worked on art aswell for the background which I’m still not happy about but at least the upgrades section is complete for the first ship!!"}, {"post_id": 61963, "ts": "2026-09-05T04:45:56Z", "hours": 0.9844, "text": "The Battery feature now has a UI display to visualise how much battery you have left. It is present at the bottom left of the game screen and it is upgradable in the shop as well just like before. Very Fun!! No I think I’ll work on the inventory feature to set a limit to it and then make that upgradable aswell!!"}, {"post_id": 61615, "ts": "2026-09-04T16:27:01Z", "hours": 1.4547, "text": "There is a battery feature now in the game and when you are using the jetpack for too long your battery runs out and you “die” which means you lose all the minerals that were in your inventory but your coins balance remains the same. The Battery is also upgradable in the shop with your coins. A battery ui bar will come soon…"}, {"post_id": 60278, "ts": "2026-09-02T15:30:17Z", "hours": 1.2728, "text": "The jetpack function now has an animation whenever you are using it. Fully upgradable through the shop. Though it doesn’t have separate animations for the jetpack yet. I am trying to leave the less important artwork towards the end of the project now so then I’ll only work on aesthetic like background and polishing sprites for in game animation."}, {"post_id": 59576, "ts": "2026-09-01T14:05:23Z", "hours": 2.5778, "text": "There is an upgradable jetpack feature in the game now!! Which was an extremely hard job to pull off because the initial version of it had a million bugs. Because I want there to be zero gravity on the cobble tiles so it is like the base platform and the jetpack doesn’t work there and when the player gets near the ground/dirt tiles gravity should apply so the player falls downwards after digging but when any up keys (up arrow, W key or Spacebar) are pressed it should drop back to zero gravity so the player can use the jetpack to go back up to the “home” cobble tiles. This took so long to make it usable and I’m quite happy with it. Just have to make the actual jetpack item now."}, {"post_id": 58133, "ts": "2026-08-30T14:20:32Z", "hours": 1.7342, "text": "Still working on the sky, mainly the bottom terrain now. And also adjusting alot of tiles in unity. I also made the camera boundary (the place where the camera stops following the player) a bit smaller because I don’t think I wanna make that big of a game. This is supposed to be a fun game which you can come back to and have a mission to complete."}, {"post_id": 57892, "ts": "2026-08-30T06:48:28Z", "hours": 2.9675, "text": "New Sky in the game now!! Still trying to add more things to it so stay tuned for that. Also fixed a major bug in the upgrades digging script for the shovel as it would only dig up one block instead of four if it is upgraded because it only detected tiles to the right of it and if they were already dug up it would appear as though the upgrade didn’t work and only one block has been dug."}, {"post_id": 57094, "ts": "2026-08-29T05:55:44Z", "hours": 1.9014, "text": "The Shop is now in the game!!! and it is fully functional. Now when you mine a coal tile the newly added GameManager tracks it and updates your total coal count which then you can sell to get 10M per Coal and upgrade your shovel. First upgrade costs 50M and the upgrade button works aswell, first upgrade increases the dig size from 1x1 –> 2x2. Now the game is an actually playable game where your objective could be to get rid of a whole area and make it easier for your self by getting upgrades. But that is not the game I’m making, I’ll make it a bit more fun than that. Your Goal will be to dig to the bottom to find Secret Treasure…more on that later!!"}, {"post_id": 56589, "ts": "2026-08-28T12:25:34Z", "hours": 1.2194, "text": "Coal Mineral is now in the game. Made three different sprite styles of the coal so it doesn’t look repititive I know the placement of coal looks a bit cluttered right now. I’m still experimenting with them. I’m currently going to be working on the script to count how many coal ‘tiles’ have been dug up so you can sell em in the shop. Hope you like this!"}, {"post_id": 55532, "ts": "2026-08-27T13:22:04Z", "hours": 1.6694, "text": "The upgrade button for the Shovel works now!! It has 4 upgrades and the tile dig size increases on each upgrade. Also made the player flip alongside its animation if they dig a tile which is on their opposite side which is pretty cool to me. There is new grass on the intersection of the cobble floor and ground tiles. The game is pretty fun to play if you just like to dig dirt, I know that sounds weird but just getting a rid of an area and upgrading your shovel is pretty fun in itself."}, {"post_id": 55033, "ts": "2026-08-26T13:47:27Z", "hours": 2.6097, "text": "Added the Shovel item finally took way too long for this to finally come even though it’s a digging game. Now when the player is near the dirt/undergroundtiles a shovel item pops up in the hand of the player and when you click the tile you want to dig a nice little animation plays of the player digging the tile!! (Getting this animation to work was very stressful at one point it broke my movements script somehow, but all is well that ends well)"}, {"post_id": 54905, "ts": "2026-08-26T03:59:01Z", "hours": 2.2394, "text": "New Sky!! The sky has a Sun and plenty of clouds to make the game look and feel nice to play. Also worked in the Upgrades Menu a bit to make the buttons working, still working on that. Hopefully its not that hard."}, {"post_id": 54432, "ts": "2026-08-25T13:21:57Z", "hours": 1.5167, "text": "I think the Upgrades Menu is now aesthetically complete with all the essential items I want upgraded for the game and I like the colour combination and layout of it aswell. I’m quite happy with it now, but I’m always open to suggestions! Now time to finally make it functional."}, {"post_id": 53830, "ts": "2026-08-24T15:05:49Z", "hours": 0.8, "text": "Still upgrading the Upgrades Menu. Added a new Font, Spaces between how many times you can upgrade the item and a money “button” next to it to buy the upgrade. Still not functional as I haven’t opened VisualStudio Code yet, I’m not the best with code so I thought getting the visuals down first would be a good idea. Do you guys like it??"}, {"post_id": 53763, "ts": "2026-08-24T13:22:54Z", "hours": 0.8, "text": "New Upgrades Menu!!! I like this design way better, still need to add actual buttons and functionality into this but now I feel better about the game. Hopefully you all like it aswell!"}, {"post_id": 53685, "ts": "2026-08-24T11:14:34Z", "hours": 2.38, "text": "Working on the Upgrades menu at the moment. Also now when you move left the player actually changes direction which is cool and I adjusted the animations and speed of them a bit. I really want this game to feel good and look good as presentation and gameplay both matter alot. Currently I’m not really happy with the Upgrades Menu so, I’m gonna try make it way better."}, {"post_id": 53070, "ts": "2026-08-23T14:02:38Z", "hours": 1.8325, "text": "Learned animation for the first time in unity! And it takes a whole lot of time when you are making all the animation sprites yourself. Added the idle animation and movement animation as of now. I added the movement animation code to the PlayerMovements script so that it only appears when you are moving left or right."}, {"post_id": 52916, "ts": "2026-08-23T09:18:54Z", "hours": 0.9167, "text": "The player sprite is finally a normal player!! Now all the rigid body, collider and scripts are on this new player. Some minor adjustments were also made to the cobble floor. Now I have to make the game actually fun to play and the background look cool aswell. What would you like to see in this game? It is a digging game."}, {"post_id": 52851, "ts": "2026-08-23T06:42:13Z", "hours": 1.5167, "text": "Changed the tile set again because I wasn’t fond of em, if I want to make a good game I need to pay attention to every detail. Also changed the background, I’m gonna make it better soon! I want the game to have a summer vibe, that’s why I changed everything except the house. The house is cool :D"}, {"post_id": 52519, "ts": "2026-08-22T17:43:38Z", "hours": 1.8044, "text": "Made the player sprite finally, I still don’t like it that much but it is a start! I also tweaked the upgrades Canvas a bit. I’m a bit roadblocked for the scripts of the upgrades but I hope I can do that."}, {"post_id": 52265, "ts": "2026-08-22T11:26:13Z", "hours": 1.6456, "text": "Added an Upgrades Canavs UI with two options for now, Shovel and Jetpack upgrades, I’m yet to make the buttons for them. Also made a script so that this Canvas only pops up when you are in contact with the house. The house now serves a functional purpose!! made the shovel and jetpack pixel art myself and I think they look quite good."}, {"post_id": 52158, "ts": "2026-08-22T07:55:31Z", "hours": 1.9897, "text": "Added a whole jump feature in the game after a lot of iterations because I am still new to coding and C# but after everything worked, I decided to remove the whole feature because I want a jetpack which you can upgrade using coins by digging up minerals. So now when you press Spacebar it feels like you are using a very slow jetpack."}, {"post_id": 52091, "ts": "2026-08-22T05:04:11Z", "hours": 1.1686, "text": "Created a script for changing gravity between tiles as I want the player to move freely in the cobble area as it is the base area ‘home camp” If you will and whenever the player goes to dig a block of dirt the gravity changes so that the player falls in the hole they dug. I also messed around with the lighting setting and changes the background colour, It’s not the final colour yet. This session was more about game mechanics than art."}, {"post_id": 52055, "ts": "2026-08-22T03:05:19Z", "hours": 2.0786, "text": "I made a new house because I don’t think the old one fit the theme, I think this looks way cleaner, I also changed the colours of the cobblestone floor to match the ew house’s stone colour. This session was very aesthetic based and I think that is gonna be the theme for the starting few devlogs. The dirt and grass look weird to me now, do you guys think it’s weird too?"}, {"post_id": 51744, "ts": "2026-08-21T15:59:51Z", "hours": 3.1611, "text": "Made the Ground tiles, with alot of iteration because the pixels looked too small in unity. I made separate tilemaps for each layer and added the ground layer to the digging script of the player which is still a basic capsule (Will work on making it a sprite soon). I have to now make ores and make them a separate special tile map which when dug up are counted so they can be used to be sold in the shop that I will make."}, {"post_id": 51077, "ts": "2026-08-20T15:43:04Z", "hours": 2.1114, "text": "In this session I started making the core game concept in unity and used the tile system for the first time as this is my first ever 2D game!! I added the most important C# scripts in the game, the movement script and the tile remover script as this is a digging game. Next up, I’m gonna focus a bit on aesthetics and then back to coding."}, {"post_id": 50353, "ts": "2026-08-19T15:08:37Z", "hours": 1.2167, "text": "New Game Alert 🚨!! This new game Is inspired from the 3D game “A game about digging a hole” but I’m making it 2D with all my own sprites and scripts and I started with the Hut/House where you go upgrade your digging tool, e.t.c. Keep in mind this is my very first time creating a Sprite, Hope you guys like it!"}]...
|
Title: THE LAST DIG by @MuhammadAayanMirza | Stard Title: THE LAST DIG by @MuhammadAayanMirza | Stardance
Devlogs:
New Game Alert 🚨!! This new game Is inspired from the 3D game “A game about digging a hole” but I’m making it 2D with all my own sprites and scripts and I started with the Hut/House where you go upgrade your digging tool, e.t.c. Keep in mind this is my very first time creating a Sprite, Hope you guys like it!
In this session I started making the core game concept in unity and used the tile system for the first time as this is my first ever 2D game!! I added the most important C# scripts in the game, the movement script and the tile remover script as this is a digging game. Next up, I’m gonna focus a bit on aesthetics and then back to coding.
Made the Ground tiles, with alot of iteration because the pixels looked too small in unity. I made separate tilemaps for each layer and added the ground layer to the digging script of the player which is still a basic capsule (Will work on making it a sprite soon). I have to now make ores and make them a separate special tile map which when dug up are counted so they can be used to be sold in the shop that I will make.
I made a new house because I don’t think the old one fit the theme, I think this looks way cleaner, I also changed the colours of the cobblestone floor to match the ew house’s stone colour. This session was very aesthetic based and I think that is gonna be the theme for the starting few devlogs. The dirt and grass look weird to me now, do you guys think it’s weird too?
Created a script for changing gravity between tiles as I want the player to move freely in the cobble area as it is the base area ‘home camp” If you will and whenever the player goes to dig a block of dirt the gravity changes so that the player falls in the hole they dug. I also messed around with the lighting setting and changes the background colour, It’s not the final colour yet. This session was more about game mechanics than art.
Added a whole jump feature in the game after a lot of iterations because I am still new to coding and C# but after everything worked, I decided to remove the whole feature because I want a jetpack which you can upgrade using coins by digging up minerals. So now when you press Spacebar it feels like you are using a very slow jetpack.
Added an Upgrades Canavs UI with two options for now, Shovel and Jetpack upgrades, I’m yet to make the buttons for them. Also made a script so that this Canvas only pops up when you are in contact with the house. The house now serves a functional purpose!! made the shovel and jetpack pixel art myself and I think they look quite good.
Made the player sprite finally, I still don’t like it that much but it is a start! I also tweaked the upgrades Canvas a bit. I’m a bit roadblocked for the scripts of the upgrades but I hope I can do that.
Changed the tile set again because I wasn’t fond of em, if I want to make a good game I need to pay attention to every detail. Also changed the background, I’m gonna make it better soon! I want the game to have a summer vibe, that’s why I changed everything except the house. The house is cool :D
The player sprite is finally a normal player!! Now all the rigid body, collider and scripts are on this new player. Some minor adjustments were also made to the cobble floor. Now I have to make the game actually fun to play and the background look cool aswell. What would you like to see in this game? It is a digging game.
Learned animation for the first time in unity! And it takes a whole lot of time when you are making all the animation sprites yourself. Added the idle animation and movement animation as of now. I added the movement animation code to the PlayerMovements script so that it only appears when you are moving left or right.
Working on the Upgrades menu at the moment. Also now when you move left the player actually changes direction which is cool and I adjusted the animations and speed of them a bit. I really want this game to feel good and look good as presentation and gameplay both matter alot. Currently I’m not really happy with the Upgrades Menu so, I’m gonna try make it way better.
New Upgrades Menu!!! I like this design way better, still need to add actual buttons and functionality into this but now I feel better about the game. Hopefully you all like it aswell!
Still upgrading the Upgrades Menu. Added a new Font, Spaces between how many times you can upgrade the item and a money “button” next to it to buy the upgrade. Still not functional as I haven’t opened VisualStudio Code yet, I’m not the best with code so I thought getting the visuals down first would be a good idea. Do you guys like it??
I think the Upgrades Menu is now aesthetically complete with all the essential items I want upgraded for the game and I like the colour combination and layout of it aswell. I’m quite happy with it now, but I’m always open to suggestions! Now time to finally make it functional.
New Sky!! The sky has a Sun and plenty of clouds to make the game look and feel nice to play. Also worked in the Upgrades Menu a bit to make the buttons working, still working on that. Hopefully its not that hard.
Added the Shovel item finally took way too long for this to finally come even though it’s a digging game. Now when the player is near the dirt/undergroundtiles a shovel item pops up in the hand of the player and when you click the tile you want to dig a nice little animation plays of the player digging the tile!! (Getting this animation to work was very stressful at one point it broke my movements script somehow, but all is well that ends well)
The upgrade button for the Shovel works now!! It has 4 upgrades and the tile dig size increases on each upgrade. Also made the player flip alongside its animation if they dig a tile which is on their opposite side which is pretty cool to me. There is new grass on the intersection of the cobble floor and ground tiles. The game is pretty fun to play if you just like to dig dirt, I know that sounds weird but just getting a rid of an area and upgrading your shovel is pretty fun in itself.
Coal Mineral is now in the game. Made three different sprite styles of the coal so it doesn’t look repititive I know the placement of coal looks a bit cluttered right now. I’m still experimenting with them. I’m currently going to be working on the script to count how many coal ‘tiles’ have been dug up so you can sell em in the shop. Hope you like this!
The Shop is now in the game!!! and it is fully functional. Now when you mine a coal tile the newly added GameManager tracks it and updates your total coal count which then you can sell to get 10M per Coal and upgrade your shovel. First upgrade costs 50M and the upgrade button works aswell, first upgrade increases the dig size from 1x1 –> 2x2. Now the game is an actually playable game where your objective could be to get rid of a whole area and make it easier for your self by getting upgrades. But that is not the game I’m making, I’ll make it a bit more fun than that. Your Goal will be to dig to the bottom to find Secret Treasure…more on that later!!
New Sky in the game now!! Still trying to add more things to it so stay tuned for that. Also fixed a major bug in the upgrades digging script for the shovel as it would only dig up one block instead of four if it is upgraded because it only detected tiles to the right of it and if they were already dug up it would appear as though the upgrade didn’t work and only one block has been dug.
Still working on the sky, mainly the bottom terrain now. And also adjusting alot of tiles in unity. I also made the camera boundary (the place where the camera stops following the player) a bit smaller because I don’t think I wanna make that big of a game. This is supposed to be a fun game which you can come back to and have a mission to complete.
There is an upgradable jetpack feature in the game now!! Which was an extremely hard job to pull off because the initial version of it had a million bugs. Because I want there to be zero gravity on the cobble tiles so it is like the base platform and the jetpack doesn’t work there and when the player gets near the ground/dirt tiles gravity should apply so the player falls downwards after digging but when any up keys (up arrow, W key or Spacebar) are pressed it should drop back to zero gravity so the player can use the jetpack to go back up to the “home” cobble tiles. This took so long to make it usable and I’m quite happy with it. Just have to make the actual jetpack item now.
The jetpack function now has an animation whenever you are using it. Fully upgradable through the shop. Though it doesn’t have separate animations for the jetpack yet. I am trying to leave the less important artwork towards the end of the project now so then I’ll only work on aesthetic like background and polishing sprites for in game animation.
There is a battery feature now in the game and when you are using the jetpack for too long your battery runs out and you “die” which means you lose all the minerals that were in your inventory but your coins balance remains the same. The Battery is also upgradable in the shop with your coins. A battery ui bar will come soon…
The Battery feature now has a UI display to visualise how much battery you have left. It is present at the bottom left of the game screen and it is upgradable in the shop as well just like before. Very Fun!! No I think I’ll work on the inventory feature to set a limit to it and then make that upgradable aswell!!
Alot has happened since the last devlog… The upgrades screen now tells you what happens when you upgrade an item to its next form. This took alot of time to figure out the code for but in the end it worked out! :D The Battery drainage icon has been slightly updated and now when you upgrade the battery feature the battery refills to full battery and the inventory now has a “full inventory” pop up screen whenever you mine a mineral and your inventory is already full so it doesn’t count that mineral so it is basically destroyed. Worked on art aswell for the background which I’m still not happy about but at least the upgrades section is complete for the first ship!!
Created a Battery Refill button so that you can refill your battery bar when you are running low on it. It is “15M” right now which Is half the price of the first upgrade so you have to contemplate if you wanna dig more for the upgrade or just keep refilling the battery. Also working on a new mineral for the game, the iron tile.
Added the Iron tile!!! I know it doesn’t look the best but I think you can cut me some slack as this is still my first 2D Game. the iron tile is worth “15M” coins so you can use it to refill your battery or save up more to consume the coins in the upgrades section. The sell button sells all the minerals (coal and iron) together. Now you can upgrade everything quicker!! yayayayay. What should I add next? Secret dungeon fight under the Iron ores? Sound fx? more Ores? Better Sky? Interactive starting tutorial? Starting Lore Animation?
Working on the background art of the game, added some trees which took ages to make them look good. I hope they are unto the standard of the game theme.
Alot of stuff happened in this session; I went back and forth on the background alot and settled on this new background with some trees and bushes with no secondary sky colour behind it, I play tested the game to see that all the code is running smoothly, made some bullet points for what I want to add before the first ship and now I’m currently working on an Interactive starting tutorial for the game.
In this session I completed making the interactive tutorial for the starting of the game. It tells you how to move, dig up dirt, collect coal, and use the shop to sell minerals and buy upgrades. Also created the Title Screen for the game.
We are so back!! The Title Screen went through some changes but it is this newish display now. Major thing this session is that I added sound effects!! I had never added sound effects to a game before so this was a huge learning curve especially with linking the sound to the animation and stuff. Also finding a sound you like is very time consuming. I think I’m very close to shipping the firs version of the game. I don’t think I’ll be able to complete this game for Stardance because I have the SAT exam soon so yeah… I hope you guys will still like the completist version of this.
Completed adding all the sound effects and running them through code. Also made changes to the colour and positioning of the tutorial text. Now when you dig a tile the background colour is no longer the sky colour it is a solid dark grey so you can distinguish between the dug up area and undug area easily. Also added a story scene so you know what the goal is in the game. The First Version of the game is complete now. I just need to create a readme file and Build the game so that it can uploaded online! See you soon :)
Added the Readme.md file in the game’s repository and did some final changes including an hour long hunt on why the sounds weren’t working in the itch.io page when publishing the game, that is fixed now. The game is ready to be shipped!! (This is the first version of course)
Ships:
This Is the first ever 2D Game I made, a digging game where the player’s objective is to dig to the bottom of the world. There is an inbuilt starting Tutorial in the game which explains the basics of it. There is a battery feature for the jetpack which helps you to come up to the base which is the cobble floor, if the battery is completely depleted you die and all the minerals in your inventory get destroyed. Currently the game only goes till the iron mineral layer and after that it is empty so that I can expand on it in the next ship of this game. (This is only the first version and it is not fully complete yet) Have fun playing it!!...
|
1793346706.4176881
|
1793433106.4176881
|
|
50976
|
Personal Site by @Acidicts | Stardance
|
Acidicts
|
1
|
4.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T12:56:53Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made the whole Site: in 3 sections seen as etc to 3 with footer and some api usage for live hackatime info", "repo": "https://github.com/Acidicts/personal-site", "demo": "https://acidicts.github.io/personal-site/"}]...
|
[{"post_id": 51018, "ts": "202 [{"post_id": 51018, "ts": "2026-08-20T14:39:15Z", "hours": 0.3869, "text": "Removed buggy pill_spin.js and used clunky animation pauses improved readme contents Restyled the site with different colour pallete adjusted layout for section 1 added drop shadow to the pfp image on hover removed a few dashed borders - replace some with solid border too!!"}, {"post_id": 50261, "ts": "2026-08-19T12:53:26Z", "hours": 3.6731, "text": "Made the whole site with 3 sections: The bit about me Language pill And projects This has taught me how to use api request with js and how coding in html+erb has hindered some of those abilities and remembering how to link scripts and stylesheets"}]...
|
Title: Personal Site by @Acidicts | Stardance
Dev Title: Personal Site by @Acidicts | Stardance
Devlogs:
Made the whole site with 3 sections: The bit about me Language pill And projects This has taught me how to use api request with js and how coding in html+erb has hindered some of those abilities and remembering how to link scripts and stylesheets
Removed buggy pill_spin.js and used clunky animation pauses improved readme contents Restyled the site with different colour pallete adjusted layout for section 1 added drop shadow to the pfp image on hover removed a few dashed borders - replace some with solid border too!!
Ships:
Made the whole Site: in 3 sections seen as etc to 3 with footer and some api usage for live hackatime info...
|
1793224313.4609785
|
1793310713.4609785
|
|
50986
|
Sushupti by @Dat-One-Dev | Stardance
|
Dat-One-Dev
|
1
|
14.39
|
174
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T06:09:09Z", "hours": 14.0, "multiplier": 12.84, "payout": 174, "blessing": "neutral", "text": "I made Sushupti, a Go-based TUI for viewing Hackatime coding stats directly in the terminal it grew from a simple daily graph into a full dashboard with animated graphs, project statistics, a leaderboard, clock/date boxes, and an animated Hackcat. The hardest part was building and restructuring the TUI without letting the scope completely destroy the codebase. I’m proud that it’s now a complete, installable project rather than just a prototype. To test it, Linux/macOS/Android/WSL users can install it with: curl -fsSL https://raw.githubusercontent.com/Dat-one-dev/Sushupti/main/install.sh | sh Then run Sushupti from the terminal.", "repo": "https://github.com/Dat-one-dev/Sushupti", "demo": "https://github.com/Dat-one-dev/Sushupti/releases"}]...
|
[{"post_id": 57356, "ts": "202 [{"post_id": 57356, "ts": "2026-08-29T14:05:33Z", "hours": 0.3892, "text": "Sushupti Devlog 13 Never really thought i would have to make another devlog for this proj…but had to because well when i shipped it i got rejected cuz there was a error because I WASNT USING FLOAT64 INSTEAD OF INTEGER AAAAAA [and thats why i like go….]"}, {"post_id": 57095, "ts": "2026-08-29T05:59:45Z", "hours": 0.6183, "text": "SUSHUPTI DEVLOG 12 We came a long way, this is like the last devlog of the first commit everything is done readme is done installation is done just run this command for linux/mac/android/WSL users curl -fsSL https://raw.githubusercontent.com/Dat-one-dev/Sushupti/main/install.sh | sh So easy so well made just…fantastic u know, Now I can finally ship the project…"}, {"post_id": 56709, "ts": "2026-08-28T16:02:35Z", "hours": 0.3436, "text": "SUSHUPTI DEVLOG 11 HEY HUMAN this is a lesson making clean code doesn’t exist u tryna make clean code and u spent time cleaning it rather then making proj…what u should do is make clean code forms start dont be like me who changed scope 67 times and then messed code and now spent 3h just making what devs say as a CLEAN CODE…..dont do that…[this dont do that line made me remember a past trauma that i had gotten from that indie film….Obsession…has anyone watched it…ig most people had already lol]"}, {"post_id": 56607, "ts": "2026-08-28T13:00:53Z", "hours": 1.9944, "text": "Sushupti devlog 10 Just 1 word….CRAZY …this thing is crazy this one is probably my longest session so far for sushupti firstly i cleaned my whole code this task alone took 3h [i am doing this from ig past few days] and its still not done i still have to work on tui.go main.go graph.go and some other files But As I had just cleaned tui package fully, styles package fully [new package btw making my work sooo easy and clean] and utils package i decided to add some more boxes and make it better this i added Clock Box - I am using https://github.com/common-nighthawk/go-figure for the beautifull text you see there Date Box - I had to lwk make it too using go-figures but I had to add a popup area [will tell why in future devlogs if i add it] Project Graph box is complete ITS THE HARDEST BOX OF THEM ALL HARDER THEN OVERVIEW FOR SOME REASON IDK WHY but it looks soosoosososo otuffff I edited the leaderboard box in a manner so it shows the color codes used by project graph [quality of life feature ig] You see that cat, now it moves….from right to left…[idk why i added it tbh… i just wanted more moving things lol] And then other features that i did are mostly based on cleaning code like lwk each mathmatical stats function that i calculated everytime in every render has a func now in utils/stats.go Thats it for this devlog we are near the end of SUSHUPTI ig…I just dont get much views on devlogs so i dont really know people will like it or not…if you are reading this then pls comment"}, {"post_id": 56428, "ts": "2026-08-28T06:04:25Z", "hours": 1.0358, "text": "Sushupti Devlog 9 I normally use Zed as my code editor, and rn making this TUI program, isnt it hypocrisy..So I decided to change that…TOOK 1 HOUR…OF EFFORT TO SETUP NEOVIM….and now i am saying if i use neovim for like 1month i am not going back, i am liking many of its thing and it just feels like something made for me…. Here is a screenshot of how my neovim looks rn after all config i did…I have neovim setup on my laptop as well as mobile so like soon you can see my coding hours exploding…There are also many changes I did from the last version which i will cover on devlog 10 lwk to make my devlogs strucutred af"}, {"post_id": 55544, "ts": "2026-08-27T13:52:11Z", "hours": 0.8344, "text": "Sushupti Devlog 8 Sad time for us chat, The Language line graph i was about to add cant be added…as HACKATIME API just doesnt provide data regarding it [if it does then pls tell me…]….so like…i am planning ot change this specific graph with a projects graph telling % of projects you used…I am out of ideas for more boxes so am Lwk open for any one you give me…Rn I am busy making the code better..because its a MESS TRUST ME DONT OPEN MY GITHUB REPO…ITS DEADLY…AND IF U DO JUST DONT READ THE COMMITS…U MIGHT DIE LAUGHING [my friend did] Lol Ok Aparts from joke ig rn i am 10h into this project…and its near end after some changes ig 5h more it will be done…hopefully it gets good rated i spent too much time making it lol….came a long way just go see my first devlog a entirely diff idea lol"}, {"post_id": 54959, "ts": "2026-08-26T12:04:08Z", "hours": 0.6556, "text": "Sushupti Devlog 7 While hackatime is on maintenance I think its a good time to take a break from this project and work on something fun small….Cant even send SS of how it looks as Hackatime is on maintenance…..I got very much attached with TUI applications tbh…So I plan to make another TUI application….I wanna keep it short so I have not planned anything yet…maybe a wifi connector or bluetooth or whtver it depends tbh"}, {"post_id": 53883, "ts": "2026-08-24T16:15:00Z", "hours": 0.7883, "text": "Sushupti Devlog 6 here are all the changes that I did from the previous devlog removed useless side bar and then change the sidebar with something attractive and somewhat helpful Ig and earlier i was thinking to add a short the of user but then this felt way better as i need daily data personally then my lifetime stats tbh then I added the mascot of this product hackcat idk why i call it that…that space just felt empty and the hackcat felt right onto it….i might add more animation to it but adding just these 10 idle frame killed me"}, {"post_id": 53750, "ts": "2026-08-24T12:45:36Z", "hours": 0.7744, "text": "Sushupti Devlog 5 Here are all the changes I did from last version/devlog added # for bar graph old one felt too perfect now these graphs animate into growth on startup now HEADER TITLE has this spinning line beside it on red color those are all the changes …u may notice none of them are a real feature because once a wise man [steve jobs] said “Design is how it works.”"}, {"post_id": 53709, "ts": "2026-08-24T11:47:16Z", "hours": 0.875, "text": "Sushupti Devlog 4 I am loving this, I dont actually think anyone would download my CLI project but for me it looks so good and tuff its amazing….Rn I did more work on the UI, Finally lwk changed the hardcoded TUI…added Leaderboard box, created some modular functions for usability and plan to remove the sidebar as its useless tbh…but its cool at the end…idk remove it or spent 5 more hr doing it thing is…I dont think people would like the project….[idk i am maybe not that confident with this one] but I like it a lot [so i am lwk confused that should i spend more time on it or not]"}, {"post_id": 52447, "ts": "2026-08-22T15:57:47Z", "hours": 1.4272, "text": "Sushupti Devlog 3 We came a very very long way….I worked more on TUI rn and this is how it looks [that menu does nothing I am about to remove it]….THIS IS MY BEST TUI PROJECT SO FAR I AM LOVING IT….hopefully hack club notices this…I would be great full….For those who dont know this is TUI version of Hackatime in ur terminal for those nerds like me that just like aesthetics of TUI or just wanna check there stats fast while doing code avoiding to use browser [Basically Linux Users]….Lets see How Far I can take this"}, {"post_id": 51017, "ts": "2026-08-20T14:39:05Z", "hours": 2.7722, "text": "SUSHUPTI : We came a long way chat First I was making something just to show graph on terminal then I made a png export with gos image library which lets u make a png to flex on ur friend Both dark and white mode too both are in the screenshot below AND NOW I AM MAKING A WHOLE TUI APP LIKE FULLY TUI BASED IT WILL BE CRAZY SCOPE CREEPED CREEPED ON ME LIKE WTF I realised I cant upload more then 1 png so its how the project looks u can go on github I have image of graph there ITS TORTURE TBH like TUI SHI IS SO HARD whatever here is what i made"}, {"post_id": 50051, "ts": "2026-08-19T02:44:34Z", "hours": 1.4294, "text": "Sushupti - Devlog 1 Well I went to my hackatime dashboard to see how much I worked each day in graphically format and there was no way to do so, stardance website helps in that but telling a linux user to open a url on browser to see some hours is stupid…. Thus I am working on Sushupti a GO-CLI program that provides u daily based data on ur hackatime stats and even makes u a graph which can be used to flex. I am still working on it API is setup, I get the data lwk fine what left is to make the output beautiful and lwk make a export as png/jpg option"}]...
|
Title: Sushupti by @Dat-One-Dev | Stardance
Devlo Title: Sushupti by @Dat-One-Dev | Stardance
Devlogs:
Sushupti - Devlog 1 Well I went to my hackatime dashboard to see how much I worked each day in graphically format and there was no way to do so, stardance website helps in that but telling a linux user to open a url on browser to see some hours is stupid…. Thus I am working on Sushupti a GO-CLI program that provides u daily based data on ur hackatime stats and even makes u a graph which can be used to flex. I am still working on it API is setup, I get the data lwk fine what left is to make the output beautiful and lwk make a export as png/jpg option
SUSHUPTI : We came a long way chat First I was making something just to show graph on terminal then I made a png export with gos image library which lets u make a png to flex on ur friend Both dark and white mode too both are in the screenshot below AND NOW I AM MAKING A WHOLE TUI APP LIKE FULLY TUI BASED IT WILL BE CRAZY SCOPE CREEPED CREEPED ON ME LIKE WTF I realised I cant upload more then 1 png so its how the project looks u can go on github I have image of graph there ITS TORTURE TBH like TUI SHI IS SO HARD whatever here is what i made
Sushupti Devlog 3 We came a very very long way….I worked more on TUI rn and this is how it looks [that menu does nothing I am about to remove it]….THIS IS MY BEST TUI PROJECT SO FAR I AM LOVING IT….hopefully hack club notices this…I would be great full….For those who dont know this is TUI version of Hackatime in ur terminal for those nerds like me that just like aesthetics of TUI or just wanna check there stats fast while doing code avoiding to use browser [Basically Linux Users]….Lets see How Far I can take this
Sushupti Devlog 4 I am loving this, I dont actually think anyone would download my CLI project but for me it looks so good and tuff its amazing….Rn I did more work on the UI, Finally lwk changed the hardcoded TUI…added Leaderboard box, created some modular functions for usability and plan to remove the sidebar as its useless tbh…but its cool at the end…idk remove it or spent 5 more hr doing it thing is…I dont think people would like the project….[idk i am maybe not that confident with this one] but I like it a lot [so i am lwk confused that should i spend more time on it or not]
Sushupti Devlog 5 Here are all the changes I did from last version/devlog added # for bar graph old one felt too perfect now these graphs animate into growth on startup now HEADER TITLE has this spinning line beside it on red color those are all the changes …u may notice none of them are a real feature because once a wise man [steve jobs] said “Design is how it works.”
Sushupti Devlog 6 here are all the changes that I did from the previous devlog removed useless side bar and then change the sidebar with something attractive and somewhat helpful Ig and earlier i was thinking to add a short the of user but then this felt way better as i need daily data personally then my lifetime stats tbh then I added the mascot of this product hackcat idk why i call it that…that space just felt empty and the hackcat felt right onto it….i might add more animation to it but adding just these 10 idle frame killed me
Sushupti Devlog 7 While hackatime is on maintenance I think its a good time to take a break from this project and work on something fun small….Cant even send SS of how it looks as Hackatime is on maintenance…..I got very much attached with TUI applications tbh…So I plan to make another TUI application….I wanna keep it short so I have not planned anything yet…maybe a wifi connector or bluetooth or whtver it depends tbh
Sushupti Devlog 8 Sad time for us chat, The Language line graph i was about to add cant be added…as HACKATIME API just doesnt provide data regarding it [if it does then pls tell me…]….so like…i am planning ot change this specific graph with a projects graph telling % of projects you used…I am out of ideas for more boxes so am Lwk open for any one you give me…Rn I am busy making the code better..because its a MESS TRUST ME DONT OPEN MY GITHUB REPO…ITS DEADLY…AND IF U DO JUST DONT READ THE COMMITS…U MIGHT DIE LAUGHING [my friend did] Lol Ok Aparts from joke ig rn i am 10h into this project…and its near end after some changes ig 5h more it will be done…hopefully it gets good rated i spent too much time making it lol….came a long way just go see my first devlog a entirely diff idea lol
Sushupti Devlog 9 I normally use Zed as my code editor, and rn making this TUI program, isnt it hypocrisy..So I decided to change that…TOOK 1 HOUR…OF EFFORT TO SETUP NEOVIM….and now i am saying if i use neovim for like 1month i am not going back, i am liking many of its thing and it just feels like something made for me…. Here is a screenshot of how my neovim looks rn after all config i did…I have neovim setup on my laptop as well as mobile so like soon you can see my coding hours exploding…There are also many changes I did from the last version which i will cover on devlog 10 lwk to make my devlogs strucutred af
Sushupti devlog 10 Just 1 word….CRAZY …this thing is crazy this one is probably my longest session so far for sushupti firstly i cleaned my whole code this task alone took 3h [i am doing this from ig past few days] and its still not done i still have to work on tui.go main.go graph.go and some other files But As I had just cleaned tui package fully, styles package fully [new package btw making my work sooo easy and clean] and utils package i decided to add some more boxes and make it better this i added Clock Box - I am using https://github.com/common-nighthawk/go-figure for the beautifull text you see there Date Box - I had to lwk make it too using go-figures but I had to add a popup area [will tell why in future devlogs if i add it] Project Graph box is complete ITS THE HARDEST BOX OF THEM ALL HARDER THEN OVERVIEW FOR SOME REASON IDK WHY but it looks soosoosososo otuffff I edited the leaderboard box in a manner so it shows the color codes used by project graph [quality of life feature ig] You see that cat, now it moves….from right to left…[idk why i added it tbh… i just wanted more moving things lol] And then other features that i did are mostly based on cleaning code like lwk each mathmatical stats function that i calculated everytime in every render has a func now in utils/stats.go Thats it for this devlog we are near the end of SUSHUPTI ig…I just dont get much views on devlogs so i dont really know people will like it or not…if you are reading this then pls comment
SUSHUPTI DEVLOG 11 HEY HUMAN this is a lesson making clean code doesn’t exist u tryna make clean code and u spent time cleaning it rather then making proj…what u should do is make clean code forms start dont be like me who changed scope 67 times and then messed code and now spent 3h just making what devs say as a CLEAN CODE…..dont do that…[this dont do that line made me remember a past trauma that i had gotten from that indie film….Obsession…has anyone watched it…ig most people had already lol]
SUSHUPTI DEVLOG 12 We came a long way, this is like the last devlog of the first commit everything is done readme is done installation is done just run this command for linux/mac/android/WSL users curl -fsSL https://raw.githubusercontent.com/Dat-one-dev/Sushupti/main/install.sh | sh So easy so well made just…fantastic u know, Now I can finally ship the project…
Sushupti Devlog 13 Never really thought i would have to make another devlog for this proj…but had to because well when i shipped it i got rejected cuz there was a error because I WASNT USING FLOAT64 INSTEAD OF INTEGER AAAAAA [and thats why i like go….]
Ships:
I made Sushupti, a Go-based TUI for viewing Hackatime coding stats directly in the terminal it grew from a simple daily graph into a full dashboard with animated graphs, project statistics, a leaderboard, clock/date boxes, and an animated Hackcat. The hardest part was building and restructuring the TUI without letting the scope completely destroy the codebase. I’m proud that it’s now a complete, installable project rather than just a prototype. To test it, Linux/macOS/Android/WSL users can install it with: curl -fsSL https://raw.githubusercontent.com/Dat-one-dev/Sushupti/main/install.sh | sh Then run Sushupti from the terminal....
|
1793252875.8049726
|
1793339275.8049726
|
|
50990
|
MyOwnPortfolio by @Paachu | Stardance
|
Paachu
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:00:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have thought How it would a website showing off my programming skills be. but back then i didnt have knowledge in html and css . So i made a Portfolio by vibecoding . But NOW, I now bit of html and css, so I made this Website just for me 😉", "repo": "https://github.com/Along-the-skies/MyOwnWebsite", "demo": "https://me.vasudevonden.in"}]...
|
[{"post_id": 49712, "ts": "202 [{"post_id": 49712, "ts": "2026-08-18T16:49:59Z", "hours": 1.6389, "text": "My First Ever Portfolio made by me"}]...
|
Title: MyOwnPortfolio by @Paachu | Stardance
Devl Title: MyOwnPortfolio by @Paachu | Stardance
Devlogs:
My First Ever Portfolio made by me
Ships:
I have thought How it would a website showing off my programming skills be. but back then i didnt have knowledge in html and css . So i made a Portfolio by vibecoding . But NOW, I now bit of html and css, so I made this Website just for me 😉...
|
1793224321.0644495
|
1793310721.0644495
|
|
50995
|
myslack-bot 011 by @keshav666 | Stardance
|
keshav666
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:09:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i make a slack bot and the challange is that i accedently add this bot to some channel and after they remove the bot i was able to focus on project i have to find api keys for weather and also need to render this for 24/ 7 . Thank you", "repo": "https://github.com/keshav66m/myslack-bot-011", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 49719, "ts": "202 [{"post_id": 49719, "ts": "2026-08-18T17:06:53Z", "hours": 1.4392, "text": "so guys i was working on slack bot and my slack bot can do some commands i will add other commands in future . Thank you"}]...
|
Title: myslack-bot 011 by @keshav666 | Stardance
Title: myslack-bot 011 by @keshav666 | Stardance
Devlogs:
so guys i was working on slack bot and my slack bot can do some commands i will add other commands in future . Thank you
Ships:
so i make a slack bot and the challange is that i accedently add this bot to some channel and after they remove the bot i was able to focus on project i have to find api keys for weather and also need to render this for 24/ 7 . Thank you...
|
1793224323.832073
|
1793310723.832073
|
|
50997
|
RISC-V Emulator by @jayanth_raveendra | Stardance
|
jayanth_raveendra
|
1
|
7.0
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T10:49:38Z", "hours": 7.0, "multiplier": 4.46, "payout": 16, "blessing": "neutral", "text": "A bare-metal, 32-bit RISC-V CPU emulator written entirely in Rust from scratch. It features a simulated 1MB memory array, a full RV32I base integer decoding pipeline, and Memory-Mapped I/O (MMIO) that intercepts writes to a specific memory address to simulate a physical terminal screen. Instead of just running standard assembly, I built a proxy-kernel into the emulator to intercept RISC-V ecall instructions (Syscall 64 for write and Syscall 93 for exit). Alongside a custom Makefile and linker script setup, this allows the emulator to natively execute freestanding, bare-metal C programs compiled via a Linux RISC-V cross-compiler toolchain.", "repo": "https://github.com/jayanth0725/risc_v_emu", "demo": "https://github.com/jayanth0725/risc-v-emu/releases/tag/v1.0.0"}]...
|
[{"post_id": 50203, "ts": "202 [{"post_id": 50203, "ts": "2026-08-19T10:41:20Z", "hours": 6.9356, "text": "Spent the almost 7 hours building a bare-metal, 32-bit RISC-V CPU emulator entirely in Rust from scratch! I finished the core RV32I instruction decoding and set up a simulated 1MB memory array, but getting actual C code to run on it was a massive challenge. I ran into two brutal bugs: The GCC cross-compiler was secretly compressing my instructions into 16-bit chunks, causing my 32-bit fetch() cycle to mash instructions together into unknown opcodes. I had to configure -march=rv32i to force strict 32-bit mode. My CPU tried to jump to an address 4.2 billion bytes out of bounds because of a 64-bit sign-extension trap in Rust! After fixing those, I wrote a tiny bootloader routine to set the Stack Pointer (x2), built a proxy-kernel to handle ecall system traps, and set up Memory-Mapped I/O (MMIO). The emulator can now successfully run a freestanding C program, print to a fake terminal screen, and exit cleanly!"}]...
|
Title: RISC-V Emulator by @jayanth_raveendra | Sta Title: RISC-V Emulator by @jayanth_raveendra | Stardance
Devlogs:
Spent the almost 7 hours building a bare-metal, 32-bit RISC-V CPU emulator entirely in Rust from scratch! I finished the core RV32I instruction decoding and set up a simulated 1MB memory array, but getting actual C code to run on it was a massive challenge. I ran into two brutal bugs: The GCC cross-compiler was secretly compressing my instructions into 16-bit chunks, causing my 32-bit fetch() cycle to mash instructions together into unknown opcodes. I had to configure -march=rv32i to force strict 32-bit mode. My CPU tried to jump to an address 4.2 billion bytes out of bounds because of a 64-bit sign-extension trap in Rust! After fixing those, I wrote a tiny bootloader routine to set the Stack Pointer (x2), built a proxy-kernel to handle ecall system traps, and set up Memory-Mapped I/O (MMIO). The emulator can now successfully run a freestanding C program, print to a fake terminal screen, and exit cleanly!
Ships:
A bare-metal, 32-bit RISC-V CPU emulator written entirely in Rust from scratch. It features a simulated 1MB memory array, a full RV32I base integer decoding pipeline, and Memory-Mapped I/O (MMIO) that intercepts writes to a specific memory address to simulate a physical terminal screen. Instead of just running standard assembly, I built a proxy-kernel into the emulator to intercept RISC-V ecall instructions (Syscall 64 for write and Syscall 93 for exit). Alongside a custom Makefile and linker script setup, this allows the emulator to natively execute freestanding, bare-metal C programs compiled via a Linux RISC-V cross-compiler toolchain....
|
1793224326.8120217
|
1793310726.8120217
|
|
51003
|
Custom C-Shell by @jayanth_raveendra | Stardance
|
jayanth_raveendra
|
1
|
18.18
|
75
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T11:11:12Z", "hours": 12.0, "multiplier": 12.85, "payout": 75, "blessing": "neutral", "text": "After 11+ hours of wrestling with C, pointers, and POSIX syscalls, I am shipping my custom Unix shell! What started as a custom lexer and parser (built entirely from scratch without tools like Yacc) has grown into a fully functional execution environment. Highlights: Full Execution Engine: Handles complex pipelines (cmd1 | cmd2 | cmd3) and I/O redirection (<, >, >>) using precise file descriptor management (dup2, pipe, fork). Zoxide-style Navigation: My hop built-in tracks every directory you visit and uses a time-decaying frecency algorithm so you can jump anywhere using just a substring. Memory Optimization: Built-ins like peek read files backward chunk-by-chunk using lseek to avoid loading massive files into memory. Building a shell from the ground up completely changed how I look at the terminal. Source code is linked below, as well as a short demo video!", "repo": "https://github.com/jayanth0725/os-mini-project1", "demo": "https://github.com/jayanth0725/os-mini-project1/releases/tag/Mid-Submission"}]...
|
[{"post_id": 52471, "ts": "202 [{"post_id": 52471, "ts": "2026-08-22T16:30:47Z", "hours": 6.1803, "text": "Logged 6 hours today wrapping up my C-Shell mid-submission, focusing on fixing a major architecture bug, optimizing features, and thoroughly documenting the codebase. First, I added a stale path cleanup mechanism to my Zoxide-style hop command, ensuring that deleted directories or those with a frecency rank below 0.5 are automatically purged from the hidden database. Next, I tackled a tricky OS trap involving multiple output redirections: because execv() replaces the entire process image, it was obliterating my post-execution file-writing logic. I fixed this by building a custom tee-style pipeline that forks a second proxy “writer” child to safely read the command’s output via a pipe and distribute it to all files simultaneously. Finally, I went through all my files to rigorously comment the complex dup2 file descriptor routing and backward file-chunking logic."}, {"post_id": 51587, "ts": "2026-08-21T11:07:36Z", "hours": 3.3053, "text": "Spent the last 3 hours building the core execution engine for my C-Shell. I implemented external command execution by scanning $PATH and using the fork() and execv() syscalls. The biggest challenge was getting I/O redirection and piping to work correctly. I used dup2() to hijack standard input/output and route them through anonymous temporary files (tmpfile()) to handle multiple file redirections at once.I also ran into a brutal segmentation fault because my built-in commands weren’t expecting redirection operator tokens. I ended up doing a massive architectural refactor to move the entire file descriptor routing to the parent shell level. Now, whether it’s an external binary like ls or my custom peek built-in, they both seamlessly read and write through pipes and files!"}, {"post_id": 50254, "ts": "2026-08-19T12:24:50Z", "hours": 8.4306, "text": "I spent the last 8+ hours building a custom POSIX-compliant C shell from scratch. I built a custom lexer and parser to handle right-linear grammar, quoting, and escaping without using standard parsing tools like Lex/Yacc. I also implemented several complex built-in commands natively without relying on exec system calls, including a custom directory jumper (hop) with a time-decaying frecency algorithm (similar to Zoxide) that persists across sessions, and a custom cat-like tool (peek) that uses lseek to read files in reverse chunk-by-chunk to save memory."}]...
|
Title: Custom C-Shell by @jayanth_raveendra | Star Title: Custom C-Shell by @jayanth_raveendra | Stardance
Devlogs:
I spent the last 8+ hours building a custom POSIX-compliant C shell from scratch. I built a custom lexer and parser to handle right-linear grammar, quoting, and escaping without using standard parsing tools like Lex/Yacc. I also implemented several complex built-in commands natively without relying on exec system calls, including a custom directory jumper (hop) with a time-decaying frecency algorithm (similar to Zoxide) that persists across sessions, and a custom cat-like tool (peek) that uses lseek to read files in reverse chunk-by-chunk to save memory.
Spent the last 3 hours building the core execution engine for my C-Shell. I implemented external command execution by scanning $PATH and using the fork() and execv() syscalls. The biggest challenge was getting I/O redirection and piping to work correctly. I used dup2() to hijack standard input/output and route them through anonymous temporary files (tmpfile()) to handle multiple file redirections at once.I also ran into a brutal segmentation fault because my built-in commands weren’t expecting redirection operator tokens. I ended up doing a massive architectural refactor to move the entire file descriptor routing to the parent shell level. Now, whether it’s an external binary like ls or my custom peek built-in, they both seamlessly read and write through pipes and files!
Logged 6 hours today wrapping up my C-Shell mid-submission, focusing on fixing a major architecture bug, optimizing features, and thoroughly documenting the codebase. First, I added a stale path cleanup mechanism to my Zoxide-style hop command, ensuring that deleted directories or those with a frecency rank below 0.5 are automatically purged from the hidden database. Next, I tackled a tricky OS trap involving multiple output redirections: because execv() replaces the entire process image, it was obliterating my post-execution file-writing logic. I fixed this by building a custom tee-style pipeline that forks a second proxy “writer” child to safely read the command’s output via a pipe and distribute it to all files simultaneously. Finally, I went through all my files to rigorously comment the complex dup2 file descriptor routing and backward file-chunking logic.
Ships:
After 11+ hours of wrestling with C, pointers, and POSIX syscalls, I am shipping my custom Unix shell! What started as a custom lexer and parser (built entirely from scratch without tools like Yacc) has grown into a fully functional execution environment. Highlights: Full Execution Engine: Handles complex pipelines (cmd1 | cmd2 | cmd3) and I/O redirection (<, >, >>) using precise file descriptor management (dup2, pipe, fork). Zoxide-style Navigation: My hop built-in tracks every directory you visit and uses a time-decaying frecency algorithm so you can jump anywhere using just a substring. Memory Optimization: Built-ins like peek read files backward chunk-by-chunk using lseek to avoid loading massive files into memory. Building a shell from the ground up completely changed how I look at the terminal. Source code is linked below, as well as a short demo video!...
|
1793238514.1394265
|
1793324914.1394265
|
|
51005
|
ARENA: Local Multiplayer Tic-Tac-Toe game by @jaya ARENA: Local Multiplayer Tic-Tac-Toe game by @jayanth_raveendra | Stardance...
|
jayanth_raveendra
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T16:35:14Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ARENA is a real-time multiplayer game where your face is your login. No passwords, no typing—just split-second biometric verification computed directly on your device’s GPU. TECHNICAL HIGHLIGHTS: 🔹 Edge ML Biometrics: Uses face-api.js for zero-latency, client-side 128-d facial encoding. 🔹 Real-Time WebSockets: Live asynchronous matchmaking lobby and instant mid-game disconnect handling. 🔹 FIDE-Standard Elo: Mathematically calculates win probabilities and dynamically updates your global ranking. 🔹 Resilient Microservices: Fully containerized stack (FastAPI, Nginx, MySQL, MongoDB) with automated database retry loops. HOW TO DEMO: Because ARENA is a full-stack microservice architecture, it is too heavy for a free cloud host. My GitHub repository is the demo! To experience the magic on your own machine: Clone the repo and add the .env variables. Run \"docker compose up --build -d\" in your terminal. Go to localhost:5500 in your browser and register your face! (Want to play with friends on your Wi-Fi? The README has instructions on how to use ngrok to securely tunnel the Nginx proxy to their phones!)", "repo": "https://github.com/team-zero-latency/core-game-release", "demo": ""}]...
|
[{"post_id": 53160, "ts": "202 [{"post_id": 53160, "ts": "2026-08-23T16:31:20Z", "hours": 6.5375, "text": "What started as a basic software systems course project just got a massive 6-hour architectural overhaul. I wanted to build ARENA, an identity-verified multiplayer Tic-Tac-Toe game where your face is literally your password.Here is the breakdown of the sprint to get to v1.0.0:The Biometric Overhaul (Moving to the Edge) Originally, the facial recognition was a heavy, monolithic server-side pipeline. It was a dependency nightmare and crushed the server. I completely ripped it out and migrated to Edge ML using face-api.js. Now, the client browser computes 128-d facial encodings directly on the user’s GPU. Server load dropped to near-zero, and the latency is basically gone.The Microservice Migration I took the original god file and shattered it into a clean microservice architecture. Containerized the whole thing using Docker Compose. It now features a resilient Python backoff/retry loop so the FastAPI backend waits patiently for the databases to initialize before booting.The Local Network “Final Boss” This was the hardest part of the overhaul. I wanted users to connect via their phones on the same Wi-Fi. But Chrome strictly blocks webcam access on unencrypted HTTP connections unless it is localhost.The Fix: I set up an Nginx reverse proxy to route frontend and API traffic through a single port. Then, I wrote dynamic JavaScript routing and piped the whole thing through an ngrok tunnel. Now, I can spin up the containers, run the tunnel, and send friends a secure HTTPS link to play against me locally! It was a crazy 6 hours of fighting WebSocket race conditions and Nginx regex bugs, but ARENA is finally production-ready (I hope :) )."}]...
|
Title: ARENA: Local Multiplayer Tic-Tac-Toe game b Title: ARENA: Local Multiplayer Tic-Tac-Toe game by @jayanth_raveendra | Stardance
Devlogs:
What started as a basic software systems course project just got a massive 6-hour architectural overhaul. I wanted to build ARENA, an identity-verified multiplayer Tic-Tac-Toe game where your face is literally your password.Here is the breakdown of the sprint to get to v1.0.0:The Biometric Overhaul (Moving to the Edge) Originally, the facial recognition was a heavy, monolithic server-side pipeline. It was a dependency nightmare and crushed the server. I completely ripped it out and migrated to Edge ML using face-api.js. Now, the client browser computes 128-d facial encodings directly on the user’s GPU. Server load dropped to near-zero, and the latency is basically gone.The Microservice Migration I took the original god file and shattered it into a clean microservice architecture. Containerized the whole thing using Docker Compose. It now features a resilient Python backoff/retry loop so the FastAPI backend waits patiently for the databases to initialize before booting.The Local Network “Final Boss” This was the hardest part of the overhaul. I wanted users to connect via their phones on the same Wi-Fi. But Chrome strictly blocks webcam access on unencrypted HTTP connections unless it is localhost.The Fix: I set up an Nginx reverse proxy to route frontend and API traffic through a single port. Then, I wrote dynamic JavaScript routing and piped the whole thing through an ngrok tunnel. Now, I can spin up the containers, run the tunnel, and send friends a secure HTTPS link to play against me locally! It was a crazy 6 hours of fighting WebSocket race conditions and Nginx regex bugs, but ARENA is finally production-ready (I hope :) ).
Ships:
ARENA is a real-time multiplayer game where your face is your login. No passwords, no typing—just split-second biometric verification computed directly on your device’s GPU. TECHNICAL HIGHLIGHTS: 🔹 Edge ML Biometrics: Uses face-api.js for zero-latency, client-side 128-d facial encoding. 🔹 Real-Time WebSockets: Live asynchronous matchmaking lobby and instant mid-game disconnect handling. 🔹 FIDE-Standard Elo: Mathematically calculates win probabilities and dynamically updates your global ranking. 🔹 Resilient Microservices: Fully containerized stack (FastAPI, Nginx, MySQL, MongoDB) with automated database retry loops. HOW TO DEMO: Because ARENA is a full-stack microservice architecture, it is too heavy for a free cloud host. My GitHub repository is the demo! To experience the magic on your own machine: Clone the repo and add the .env variables. Run "docker compose up --build -d" in your terminal. Go to localhost:5500 in your browser and register your face! (Want to play with friends on your Wi-Fi? The README has instructions on how to use ngrok to securely tunnel the Nginx proxy to their phones!)...
|
1793238519.0136366
|
1793324919.0136366
|
|
51008
|
My first slack bot! by @Raihan_pr | Stardance
|
Raihan_pr
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T12:00:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my first Slack bot, Kunju, using Node.js and Slack Bolt. It has commands like /kunju-ping, /kunju-help, /kunju-catfact, and /kunju-joke. The challenging part was getting the bot working properly and deploying it on Nest. I’m proud that I got my first bot running 24/7. You can test the commands in the linked Slack channel.", "repo": "https://github.com/Raihanpr135/kunju-slack-bot", "demo": "https://hackclub.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 52083, "ts": "202 [{"post_id": 52083, "ts": "2026-08-22T04:47:54Z", "hours": 1.0714, "text": "Look guys, When will the approval come"}]...
|
Title: My first slack bot! by @Raihan_pr | Stardan Title: My first slack bot! by @Raihan_pr | Stardance
Devlogs:
Look guys, When will the approval come
Ships:
I built my first Slack bot, Kunju, using Node.js and Slack Bolt. It has commands like /kunju-ping, /kunju-help, /kunju-catfact, and /kunju-joke. The challenging part was getting the bot working properly and deploying it on Nest. I’m proud that I got my first bot running 24/7. You can test the commands in the linked Slack channel....
|
1793346717.6999815
|
1793433117.6999815
|
|
51019
|
My own site! by @itsmi2260 | Stardance
|
itsmi2260
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T14:38:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal portfolio website using HTML and CSS to show who I am, my hobbies, interests, and my goals in technology. The challenging part for me was making the website look modern and interesting while using only HTML and CSS. I had to work on the design, layout, animations, and different sections to make everything look good together. I’m proud that I was able to build my own website and give it a style that matches my interest in technology and coding.", "repo": "https://github.com/itsmi2260-ai/personal", "demo": "https://mirajkhan.42web.io"}]...
|
[{"post_id": 52339, "ts": "202 [{"post_id": 52339, "ts": "2026-08-22T13:30:01Z", "hours": 3.3614, "text": "About me"}]...
|
Title: My own site! by @itsmi2260 | Stardance
Dev Title: My own site! by @itsmi2260 | Stardance
Devlogs:
About me
Ships:
I made a personal portfolio website using HTML and CSS to show who I am, my hobbies, interests, and my goals in technology. The challenging part for me was making the website look modern and interesting while using only HTML and CSS. I had to work on the design, layout, animations, and different sections to make everything look good together. I’m proud that I was able to build my own website and give it a style that matches my interest in technology and coding....
|
1793238523.524043
|
1793324923.524043
|
|
51025
|
complaint portal by @DRGN0 | Stardance
|
DRGN0
|
1
|
4.41
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:43:55Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it is a project i did raw, it is a complaint portal thing ADMIN USERNAME=admin password=admin123", "repo": "https://github.com/pip-DRGN0/demo", "demo": "https://complaint-portal-txh4.onrender.com/"}]...
|
[{"post_id": 50400, "ts": "202 [{"post_id": 50400, "ts": "2026-08-19T15:46:39Z", "hours": 0.4092, "text": "changed css cause of i coppied from my friends pc😅😅"}, {"post_id": 49835, "ts": "2026-08-18T19:41:27Z", "hours": 0.4478, "text": "i firstly used sql and i ran everything locally, now changed some things so it is live and ready"}, {"post_id": 49766, "ts": "2026-08-18T18:07:18Z", "hours": 3.7489, "text": "it is just a raw site i made while learning d jango (check admin admin123)"}]...
|
Title: complaint portal by @DRGN0 | Stardance
Dev Title: complaint portal by @DRGN0 | Stardance
Devlogs:
it is just a raw site i made while learning d jango (check admin admin123)
i firstly used sql and i ran everything locally, now changed some things so it is live and ready
changed css cause of i coppied from my friends pc😅😅
Ships:
it is a project i did raw, it is a complaint portal thing ADMIN USERNAME=admin password=admin123...
|
1793238528.9159112
|
1793324928.9159112
|
|
51029
|
Dragon O. S. by @dragonvibes01 | Stardance
|
dragonvibes01
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T17:13:38Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Yes, I am shiping this finally I have worked on it 25+ hours but my hackatime don’t work", "repo": "https://github.com/Raghavsinghgod/Dragon_os_v2", "demo": "https://dragonosog.vercel.app/"}]...
|
[{"post_id": 51705, "ts": "202 [{"post_id": 51705, "ts": "2026-08-21T15:15:02Z", "hours": 0.3339, "text": "Dragon os 1 — why build an OS in a browser at all (“Macos, but summoned instead of installed”) 2 — the boot screen saga, including deleting the cheap SVG dragon and the hook-crash that React rudely pointed out 3 — window manager lies: spring-lag during drags, and the zombie-window bug where closed apps could never reopen 4 — dock magnification math + the “every click opened the launcher” hack 5 — the 28-app grind and the usePersist boot-write discovery 6 — widgets vs. the z-index war (widgets lost, correctly) 7 — liquid glass, and why app windows said no to it 8 — the performance pass (CSS stars, RAF parallax, context splitting) 9 — the deletion spree: auth, landing page, template branding, 39 lint errors → 0Entry 10 — the mystery 400 that turned out to be three deleted linesIt’s honest about the mistakes (zombie windows, the dock click hijack, the stale token) because those are the parts that make a devlog worth reading — and each one ends with what was learned rather than a changelog entry. I dont know to to enter a line in this editor so I am stucked but you can try out"}, {"post_id": 50156, "ts": "2026-08-19T08:15:16Z", "hours": 0.7383, "text": "i am now building the ui an os gg i hope every thing go as planed"}, {"post_id": 50128, "ts": "2026-08-19T06:57:20Z", "hours": 0.6342, "text": "I am working on a custum web os that actualy works i have finished making the apps i know thats a wrong step is should buid my landing page first and then os then app i was just exited"}]...
|
Title: Dragon O. S. by @dragonvibes01 | Stardance
Title: Dragon O. S. by @dragonvibes01 | Stardance
Devlogs:
I am working on a custum web os that actualy works i have finished making the apps i know thats a wrong step is should buid my landing page first and then os then app i was just exited
i am now building the ui an os gg i hope every thing go as planed
Dragon os 1 — why build an OS in a browser at all (“Macos, but summoned instead of installed”) 2 — the boot screen saga, including deleting the cheap SVG dragon and the hook-crash that React rudely pointed out 3 — window manager lies: spring-lag during drags, and the zombie-window bug where closed apps could never reopen 4 — dock magnification math + the “every click opened the launcher” hack 5 — the 28-app grind and the usePersist boot-write discovery 6 — widgets vs. the z-index war (widgets lost, correctly) 7 — liquid glass, and why app windows said no to it 8 — the performance pass (CSS stars, RAF parallax, context splitting) 9 — the deletion spree: auth, landing page, template branding, 39 lint errors → 0Entry 10 — the mystery 400 that turned out to be three deleted linesIt’s honest about the mistakes (zombie windows, the dock click hijack, the stale token) because those are the parts that make a devlog worth reading — and each one ends with what was learned rather than a changelog entry. I dont know to to enter a line in this editor so I am stucked but you can try out
Ships:
Yes, I am shiping this finally I have worked on it 25+ hours but my hackatime don’t work...
|
1792882050.6181872
|
1793746050.6181872
|
|
51030
|
PickleAnimations site by @vaiskiainen | Stardance
|
vaiskiainen
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T15:15:03Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Pickle Animations A personal site made for my friend. The site includes features such as: Stylish main page Live YouTube data Video section Drawings page Socials section", "repo": "https://github.com/Vaiskiainen/pickle-site", "demo": "https://pickle.vaiskiainen.fi/"}]...
|
[{"post_id": 52408, "ts": "202 [{"post_id": 52408, "ts": "2026-08-22T15:12:16Z", "hours": 2.4719, "text": "Added stuff such as: YouTube video Previewer Socials More Drawings Animations Styles"}, {"post_id": 52192, "ts": "2026-08-22T08:57:54Z", "hours": 1.9281, "text": "Drawings page made"}, {"post_id": 50489, "ts": "2026-08-19T17:29:41Z", "hours": 2.5447, "text": "Made a hero section!"}]...
|
Title: PickleAnimations site by @vaiskiainen | Sta Title: PickleAnimations site by @vaiskiainen | Stardance
Devlogs:
Made a hero section!
Drawings page made
Added stuff such as: YouTube video Previewer Socials More Drawings Animations Styles
Ships:
Pickle Animations A personal site made for my friend. The site includes features such as: Stylish main page Live YouTube data Video section Drawings page Socials section...
|
1792875215.0491104
|
1793739215.0491104
|
|
51033
|
MakeKoshary-3d by @yahiahaggag37 | Stardance
|
yahiahaggag37
|
1
|
10.0
|
44
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T18:09:05Z", "hours": 10.0, "multiplier": 4.49, "payout": 44, "blessing": "neutral", "text": "I made this game MakeKoshary-3d using threejs and RAPIER physics, in this game you are tasked with making a delicious egyptian dish known as koshary, in a local egyptian village inspired by my home village. the way you play this game is very simple because you only need to use one key, the space key. you need to hold the key to pour the ingredients and you must focus not to overpour or underpour. and to prevent boredom the game gradually gets harder the more you play.", "repo": "https://github.com/yahia-svg/MakeKoshary-3d", "demo": "https://yahia-svg.github.io/MakeKoshary-3d/"}]...
|
[{"post_id": 49764, "ts": "202 [{"post_id": 49764, "ts": "2026-08-18T18:03:46Z", "hours": 9.7897, "text": "okay so I didn’t know that i needed to make devlogs for projects on here and i just used github commits instead to document my progress so here are my commits with the dates and everything: Commits · yahia-svg/MakeKoshary-3d"}]...
|
Title: MakeKoshary-3d by @yahiahaggag37 | Stardanc Title: MakeKoshary-3d by @yahiahaggag37 | Stardance
Devlogs:
okay so I didn’t know that i needed to make devlogs for projects on here and i just used github commits instead to document my progress so here are my commits with the dates and everything: Commits · yahia-svg/MakeKoshary-3d
Ships:
I made this game MakeKoshary-3d using threejs and RAPIER physics, in this game you are tasked with making a delicious egyptian dish known as koshary, in a local egyptian village inspired by my home village. the way you play this game is very simple because you only need to use one key, the space key. you need to hold the key to pour the ingredients and you must focus not to overpour or underpour. and to prevent boredom the game gradually gets harder the more you play....
|
1793238531.0652163
|
1793324931.0652163
|
|
51037
|
CyberSentinel by @lmao_DK | Stardance
|
lmao_DK
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T07:12:14Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i have made a slack bot called CyberSentinel. I’ve tried to make it in my domain of cybersec so it has a mock scan and a base64 encoder. I could not get the nest server in time so i used render to host my bot", "repo": "https://github.com/Code-Breaker16/CyberSentinel", "demo": "https://hackclub.enterprise.slack.com/archives/C0BS667KEAV"}]...
|
[{"post_id": 50279, "ts": "202 [{"post_id": 50279, "ts": "2026-08-19T13:07:29Z", "hours": 0.3039, "text": "Just added the commands first step done the main part is still on the coding part, not a long part, short and sweet but it will take a long time in testing and debugging"}]...
|
Title: CyberSentinel by @lmao_DK | Stardance
Devl Title: CyberSentinel by @lmao_DK | Stardance
Devlogs:
Just added the commands first step done the main part is still on the coding part, not a long part, short and sweet but it will take a long time in testing and debugging
Ships:
So i have made a slack bot called CyberSentinel. I’ve tried to make it in my domain of cybersec so it has a mock scan and a base64 encoder. I could not get the nest server in time so i used render to host my bot...
|
1793238536.9872766
|
1793324936.9872766
|
|
51049
|
My first slack bot! by @keni67 | Stardance
|
keni67
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T22:56:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a slack bot which can do several commands like rolling a dice, flipping a coin and a help command with all other slash commands. The part I found challenging was making the gitignore file idk it wasn’t working. This is the first thing I’ve ever made with code. The bot doesn’t work in dms", "repo": "https://github.com/keni769/kebibot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BSWRJQQN4"}]...
|
[{"post_id": 51915, "ts": "202 [{"post_id": 51915, "ts": "2026-08-21T20:39:11Z", "hours": 1.5694, "text": "Added some slash commands"}]...
|
Title: My first slack bot! by @keni67 | Stardance
Title: My first slack bot! by @keni67 | Stardance
Devlogs:
Added some slash commands
Ships:
I’ve made a slack bot which can do several commands like rolling a dice, flipping a coin and a help command with all other slash commands. The part I found challenging was making the gitignore file idk it wasn’t working. This is the first thing I’ve ever made with code. The bot doesn’t work in dms...
|
1793238547.5539303
|
1793324947.5539303
|
|
51050
|
App to help Seniors protect themselves against sca App to help Seniors protect themselves against scams in India by @Mykulkar | Stardance...
|
Mykulkar
|
1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:35:56Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "KinGuard - An app to protect seniors against everyday scams. My grandfather was one of the victims of a scam. When I heard about the incident from him, I started researching these scams. Impersonation scams & threatening calls were on the rise and there was no good medium that could help educate seniors and protect them against the scams. This was my inspiration to create an app that would serve the senior community. I initially built this for scams in India and in the latest release I’ve included a US module as similar scams are on the rise here too. The design of the app was the most challenging aspect. What I set out to do was make an app which was graphical and icon based with accessibility options. The end goal was to make it very easy to use for seniors. Testing the features was another challenge as it needed 2 phones or a phone and a browser combination. I learnt a lot creating and integrating multi language support(English, Hindi, Kannada, Telugu and Tamil). I’m proud that I was able to officially launch the app on the Google Play Store and have 13 users within a short space of time. My grandfather has the app too and he appreciated the thought and the ease with which it can be used. KinGuard is very easy to install and use. https://mykit.pythonanywhere.com/how-it-works explains how to use the app. The family member downloads the app through the Google Play Store or by opening it from https://mykit.pythonanywhere.com and adding it to home screen, complete registration and finishes setup. The app gives a private link to share with the elder. The elder opens this link on the phone and it pairs with the family. A single tester can use a combination of one device and browser window or two browser windows.", "repo": "https://github.com/mykulkarvt/KinGuard", "demo": "https://youtube.com/shorts/aS_OT5WA54Q?feature=share"}]...
|
[{"post_id": 75090, "ts": "202 [{"post_id": 75090, "ts": "2026-09-29T04:08:52Z", "hours": 3.1739, "text": "Continued Devlog on Password reset deploy to Production I tested the password reset functionality again to ensure it does not break Production. Pushed my changes to GitHub repo Copied the changed files over to pythonanywhere checked each one against the repo with md5sum set the new Gmail SMTP settings in the WSGI file Reloaded the application The first real password reset email failed with a 535 “Username and Password not accepted” message After a fair bit of troubleshooting I realized I had copied the wrong password in the WSGI file(from a different gmail account) Recreated the password from the right account and updated the WSGI file Reloaded the application Tested the full password reset workflow Got the email this time and was able to reset and login with the new password It might land in spam which I have noted down I also tested rest of the functionality of the app and everything works fine. After this I published v1.0.1 release on GitHub, updated the README and added Repo description, website and topics. This completes my development effort for the moment."}, {"post_id": 74743, "ts": "2026-09-28T03:41:54Z", "hours": 8.2256, "text": "Continued Devlog on Password reset Password reset build complete end to end. A new password_resets table was created, single use tokens that expire after 30 minutes are stored in hash form(not in plaintext) and a reset that logs out every session once it completes. Used Gmail SMTP to send the reset link. Users can request a rest of password, get the email, set a new password and login. Did a lot of testing locally to confirm the old one does not work after a password has been reset. Faced some Python issues to compile the new code. There were also some bugs related to windows copy-paste which took a lot of time to diagonize and fix, In the mean time my laptop crashed and upon reboot hacktime trackign stopped working. I had to spend a couple of hours to troubleshoot the issue which was related to Norton anti-virus on my laptop. It had quarantined the WakaTime tracking tool thinking it was suspicious. Finished testing and ready to roll this into production tomorrow."}, {"post_id": 73462, "ts": "2026-09-25T04:19:37Z", "hours": 8.2314, "text": "Build out a password reset feature based on feedback from users: Started with research on if paid hosting would be needed as KinGuard is hosted on free tier. Outbound email through Gmail is allowed on free tier. Built a Database table to store reset tokens securely, the actual email sending code, request a reset and complete the backend that verifies the token and resets the password. Fixed a bug which broke account registration logic. Faced another issue with the text editor which saved some garbage characters. I had to recreate the file. Created the forgot password html file Verified the backend and all the features of the app multiple times. Reset password logic still has to be built into templates followed by full test(local) and deploy to production More in my next Devlog"}, {"post_id": 72061, "ts": "2026-09-22T03:06:47Z", "hours": 3.1456, "text": "Deployed the US country-support module from Github to the live site on Pythonanywhere. Fixed a couple of issues as well that came along the way. Kinguard app is live on pythonanywhere. This means deployment to local, Github and to Pythonanywhere. As the repo is public now, I used the bash console on PythonAnywhere and directly pulled the changed files from the repo with curl commands. I then verified if the deployed files work correctly by runnign md5sum on all the changed files. I then compared the numbers with my local copies to make sure the numebrs matched. One of the files was not copied over correctly so I had to redo it. After this, I reloaded the app from the web console of pythonanywhere. This ensures changes are propogated and take effect. The README on GitHub is updated now to reflect the changes made and both India & US available as country options. Did a full regression check on the India and US side of the app after deploying. This is to ensure country-support changes had not broken anythign else in the app for the India users who are live on them. Fixed a bug which was leaving a stary character in commit and showing oddly in GitHub history. Fixed with plain ASCII encoding. Verified the “Call for help” and “report” buttons showed correct numbers for India and working as before."}, {"post_id": 69865, "ts": "2026-09-17T23:10:22Z", "hours": 3.3942, "text": "Continuing the US Country-support Build for KinGuard: Researched and wrote the US Scam catalog Mapped 5 categories for India with US Fixed a bug around help dial 1930 Added country specific names Fixed a bug around family screen not getting the alert for the US module Deployed the code locally and verified everything works"}, {"post_id": 68947, "ts": "2026-09-16T02:56:28Z", "hours": 1.9725, "text": "Continuing the US Country-support Build for KinGuard: Wired the country field through push notification(send_push() in app.py) Added country picker to the setup page above the language dropdown Compiled and verified the python code: python -m py_compile app.py conducted a live browser test to verify changes appeared"}, {"post_id": 68477, "ts": "2026-09-15T05:50:12Z", "hours": 2.1247, "text": "KinGuard passed Google Play review and is live in production. 14 installs(12 testers), no crashes. All bugs fixed. Enhancement request made: Develop a US based alerting for Seniors Started the country refactor: RULES now keyed by country Intent is to add new COUNTRIES table Add what varies per country (languages, voice locales, grid order, emergency number, who to report to)"}]...
|
Title: App to help Seniors protect themselves agai Title: App to help Seniors protect themselves against scams in India by @Mykulkar | Stardance
Devlogs:
KinGuard passed Google Play review and is live in production. 14 installs(12 testers), no crashes. All bugs fixed. Enhancement request made: Develop a US based alerting for Seniors Started the country refactor: RULES now keyed by country Intent is to add new COUNTRIES table Add what varies per country (languages, voice locales, grid order, emergency number, who to report to)
Continuing the US Country-support Build for KinGuard: Wired the country field through push notification(send_push() in app.py) Added country picker to the setup page above the language dropdown Compiled and verified the python code: python -m py_compile app.py conducted a live browser test to verify changes appeared
Continuing the US Country-support Build for KinGuard: Researched and wrote the US Scam catalog Mapped 5 categories for India with US Fixed a bug around help dial 1930 Added country specific names Fixed a bug around family screen not getting the alert for the US module Deployed the code locally and verified everything works
Deployed the US country-support module from Github to the live site on Pythonanywhere. Fixed a couple of issues as well that came along the way. Kinguard app is live on pythonanywhere. This means deployment to local, Github and to Pythonanywhere. As the repo is public now, I used the bash console on PythonAnywhere and directly pulled the changed files from the repo with curl commands. I then verified if the deployed files work correctly by runnign md5sum on all the changed files. I then compared the numbers with my local copies to make sure the numebrs matched. One of the files was not copied over correctly so I had to redo it. After this, I reloaded the app from the web console of pythonanywhere. This ensures changes are propogated and take effect. The README on GitHub is updated now to reflect the changes made and both India & US available as country options. Did a full regression check on the India and US side of the app after deploying. This is to ensure country-support changes had not broken anythign else in the app for the India users who are live on them. Fixed a bug which was leaving a stary character in commit and showing oddly in GitHub history. Fixed with plain ASCII encoding. Verified the “Call for help” and “report” buttons showed correct numbers for India and working as before.
Build out a password reset feature based on feedback from users: Started with research on if paid hosting would be needed as KinGuard is hosted on free tier. Outbound email through Gmail is allowed on free tier. Built a Database table to store reset tokens securely, the actual email sending code, request a reset and complete the backend that verifies the token and resets the password. Fixed a bug which broke account registration logic. Faced another issue with the text editor which saved some garbage characters. I had to recreate the file. Created the forgot password html file Verified the backend and all the features of the app multiple times. Reset password logic still has to be built into templates followed by full test(local) and deploy to production More in my next Devlog
Continued Devlog on Password reset Password reset build complete end to end. A new password_resets table was created, single use tokens that expire after 30 minutes are stored in hash form(not in plaintext) and a reset that logs out every session once it completes. Used Gmail SMTP to send the reset link. Users can request a rest of password, get the email, set a new password and login. Did a lot of testing locally to confirm the old one does not work after a password has been reset. Faced some Python issues to compile the new code. There were also some bugs related to windows copy-paste which took a lot of time to diagonize and fix, In the mean time my laptop crashed and upon reboot hacktime trackign stopped working. I had to spend a couple of hours to troubleshoot the issue which was related to Norton anti-virus on my laptop. It had quarantined the WakaTime tracking tool thinking it was suspicious. Finished testing and ready to roll this into production tomorrow.
Continued Devlog on Password reset deploy to Production I tested the password reset functionality again to ensure it does not break Production. Pushed my changes to GitHub repo Copied the changed files over to pythonanywhere checked each one against the repo with md5sum set the new Gmail SMTP settings in the WSGI file Reloaded the application The first real password reset email failed with a 535 “Username and Password not accepted” message After a fair bit of troubleshooting I realized I had copied the wrong password in the WSGI file(from a different gmail account) Recreated the password from the right account and updated the WSGI file Reloaded the application Tested the full password reset workflow Got the email this time and was able to reset and login with the new password It might land in spam which I have noted down I also tested rest of the functionality of the app and everything works fine. After this I published v1.0.1 release on GitHub, updated the README and added Repo description, website and topics. This completes my development effort for the moment.
Ships:
KinGuard - An app to protect seniors against everyday scams. My grandfather was one of the victims of a scam. When I heard about the incident from him, I started researching these scams. Impersonation scams & threatening calls were on the rise and there was no good medium that could help educate seniors and protect them against the scams. This was my inspiration to create an app that would serve the senior community. I initially built this for scams in India and in the latest release I’ve included a US module as similar scams are on the rise here too. The design of the app was the most challenging aspect. What I set out to do was make an app which was graphical and icon based with accessibility options. The end goal was to make it very easy to use for seniors. Testing the features was another challenge as it needed 2 phones or a phone and a browser combination. I learnt a lot creating and integrating multi language support(English, Hindi, Kannada, Telugu and Tamil). I’m proud that I was able to officially launch the app on the Google Play Store and have 13 users within a short space of time. My grandfather has the app too and he appreciated the thought and the ease with which it can be used. KinGuard is very easy to install and use. https://mykit.pythonanywhere.com/how-it-works explains how to use the app. The family member downloads the app through the Google Play Store or by opening it from https://mykit.pythonanywhere.com and adding it to home screen, complete registration and finishes setup. The app gives a private link to share with the elder. The elder opens this link on the phone and it pairs with the family. A single tester can use a combination of one device and browser window or two browser windows....
|
1793346726.3946586
|
1793433126.3946586
|
|
51054
|
Ai Automated mailer by @Devayu | Stardance
|
Devayu
|
1
|
7.1
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T09:43:01Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created auto mated mail management system it you can integrate ai api key and connect your email by smtp and then compose multipe email at once in short 3-4 hrs of work let ritmailer cook in minutes ai will analyse the porvided data understands it and then look for clint info visits sites if there is any provided and create more connecting and preosnalised mails, and the challenging part for me was ai integration and creating proper secure enviroment for users, and the thing i most proud is my ai mass mailer is working a lot more better than expectations", "repo": "https://github.com/Devy-aayu/AI-Mass-Mailer", "demo": "https://ritmailer.vercel.app/"}]...
|
[{"post_id": 61996, "ts": "202 [{"post_id": 61996, "ts": "2026-09-05T06:24:17Z", "hours": 1.4033, "text": "😭😭 Now everything is working fine but getting Oauth error from google because iam using free vercel hosting and cant verify my domain 😁😁 but its ok i have estabalished proper SMTP connection and just because we give special focous on security of our website or any automation service thats why your every credential is 110% safe"}, {"post_id": 59728, "ts": "2026-09-01T17:33:34Z", "hours": 1.0833, "text": "working on new design of my ai automated mailer coz the ui looks like AI crated"}, {"post_id": 57218, "ts": "2026-08-29T10:04:58Z", "hours": 0.9144, "text": "-Again my code is rejected seriously coz they are saying its ai made but everything was my brain i designed it was my idea =.= i cant make any further changes i dont know why its saying the code is ai generated"}, {"post_id": 53599, "ts": "2026-08-24T07:01:59Z", "hours": 1.1006, "text": "Upgrading my UI/UX because someone rejected my ship coz its look plane and normal 😑😑 added side intro template and upgrading Signup and login pages and dashboard I HOPE THEY DONT REJECT MY SHIP AGAIN AFTER THIS"}, {"post_id": 52521, "ts": "2026-08-22T17:46:12Z", "hours": 0.5942, "text": "Ahhhh… Finally i have fixed the login and signup issues there was an bug in cookies identification backend creating cookies but frontend rejected thats why frontend redirects user to login page again and when user try to login is look it for frontend generated cookies thats why is always says invalid email and password even u use correct credentials but i have fixed it and shifted by database meathod from sql lite to postgresql"}, {"post_id": 52206, "ts": "2026-08-22T09:30:12Z", "hours": 0.8969, "text": "Final Deployment, today i finally fixed all the security issues and bugs i have added small sign up and login system and dont worry it dont store any logs etc i just store your login mail and password and i have not added mail vaerification system it means u can signup with anything having ( [email protected] ) and i have also not added google auth or google mail link option and same for outlook i mean they are working on development but i havent added them in production yet but u can use SMTP meathod easily and there is setting option in dasboard go there and you can change your email configuration (whcih mail u want to use for sending msgs) and ai configuration (just provide api key and model info) its 100% safe to use coz it dont store anything directly it uses encryption"}, {"post_id": 51510, "ts": "2026-08-21T08:36:00Z", "hours": 1.5031, "text": "Integrated more option to mail Implemented SMTP meathods, google auth, outlook so users have wast options and implemented AI to analyse leads and the question arises whats special in it there are multiple mass mailer online whats special in mine so my mailer ai will analyse the bussiness of provided people if u provide there website then my ai will visit that website get data from there understands it and use it to write more preosnalised mail so other person feel connection"}]...
|
Title: Ai Automated mailer by @Devayu | Stardance
Title: Ai Automated mailer by @Devayu | Stardance
Devlogs:
Integrated more option to mail Implemented SMTP meathods, google auth, outlook so users have wast options and implemented AI to analyse leads and the question arises whats special in it there are multiple mass mailer online whats special in mine so my mailer ai will analyse the bussiness of provided people if u provide there website then my ai will visit that website get data from there understands it and use it to write more preosnalised mail so other person feel connection
Final Deployment, today i finally fixed all the security issues and bugs i have added small sign up and login system and dont worry it dont store any logs etc i just store your login mail and password and i have not added mail vaerification system it means u can signup with anything having ( [email protected] ) and i have also not added google auth or google mail link option and same for outlook i mean they are working on development but i havent added them in production yet but u can use SMTP meathod easily and there is setting option in dasboard go there and you can change your email configuration (whcih mail u want to use for sending msgs) and ai configuration (just provide api key and model info) its 100% safe to use coz it dont store anything directly it uses encryption
Ahhhh… Finally i have fixed the login and signup issues there was an bug in cookies identification backend creating cookies but frontend rejected thats why frontend redirects user to login page again and when user try to login is look it for frontend generated cookies thats why is always says invalid email and password even u use correct credentials but i have fixed it and shifted by database meathod from sql lite to postgresql
Upgrading my UI/UX because someone rejected my ship coz its look plane and normal 😑😑 added side intro template and upgrading Signup and login pages and dashboard I HOPE THEY DONT REJECT MY SHIP AGAIN AFTER THIS
-Again my code is rejected seriously coz they are saying its ai made but everything was my brain i designed it was my idea =.= i cant make any further changes i dont know why its saying the code is ai generated
working on new design of my ai automated mailer coz the ui looks like AI crated
😭😭 Now everything is working fine but getting Oauth error from google because iam using free vercel hosting and cant verify my domain 😁😁 but its ok i have estabalished proper SMTP connection and just because we give special focous on security of our website or any automation service thats why your every credential is 110% safe
Ships:
I have created auto mated mail management system it you can integrate ai api key and connect your email by smtp and then compose multipe email at once in short 3-4 hrs of work let ritmailer cook in minutes ai will analyse the porvided data understands it and then look for clint info visits sites if there is any provided and create more connecting and preosnalised mails, and the challenging part for me was ai integration and creating proper secure enviroment for users, and the thing i most proud is my ai mass mailer is working a lot more better than expectations...
|
1793242570.4430494
|
1793328970.4430494
|
|
51082
|
Documentation - AR Drone Simulator by @KrishayC | Documentation - AR Drone Simulator by @KrishayC | Stardance...
|
KrishayC
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T22:58:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Documentation for my AI-Drone-Project (Here is where Ill be posting all my documentation for all my projects)", "repo": "https://github.com/shiveshgupta1/AI-Racing-Drone", "demo": "https://drive.google.com/file/d/1WpUZ66Vgvz_oJuywh_WhcU2FPDHLnUlt/view?usp=sharing"}]...
|
[{"post_id": 49949, "ts": "202 [{"post_id": 49949, "ts": "2026-08-18T22:52:04Z", "hours": 0.5836, "text": "I did some documentation for this project asw"}]...
|
Title: Documentation - AR Drone Simulator by @Kris Title: Documentation - AR Drone Simulator by @KrishayC | Stardance
Devlogs:
I did some documentation for this project asw
Ships:
Documentation for my AI-Drone-Project (Here is where Ill be posting all my documentation for all my projects)...
|
1793245663.105568
|
1793332063.105568
|
|
51085
|
Body'Os by @body-35 | Stardance
|
body-35
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T21:28:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website it is an operating system example running using html , css, js and I hope u like it guyss!!", "repo": "https://github.com/Body-530/Body-Os", "demo": "https://body-530.github.io/Body-Os/"}]...
|
[{"post_id": 49908, "ts": "202 [{"post_id": 49908, "ts": "2026-08-18T21:26:14Z", "hours": 0.6033, "text": "I am working on a personal operating system called body’Os and it is running on a website I made it simple it contains html,css,js"}]...
|
Title: Body'Os by @body-35 | Stardance
Devlog Title: Body'Os by @body-35 | Stardance
Devlogs:
I am working on a personal operating system called body’Os and it is running on a website I made it simple it contains html,css,js
Ships:
I made a website it is an operating system example running using html , css, js and I hope u like it guyss!!...
|
1793245676.536089
|
1793332076.536089
|
|
51098
|
SensiCraft by @itsjeanxx12 | Stardance
|
itsjeanxx12
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T14:10:41Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SensiCraft 1.0.0 Beta Release SensiCraft 1.0.0 is officially here! SensiCraft is a Fabric mod that introduces a collection of configurable sensors to Minecraft. These sensors allow players to detect different aspects of their surroundings and use that information in redstone contraptions, automated builds and other creative projects. Features Block Sensor Detects blocks within its detection area. Useful for builds that need to react to specific blocks or changes in their surroundings. Mob Sensor Detects nearby mobs and can be configured to target specific types of mobs, including: Creepers Skeletons Zombies Spiders Temperature Sensor Measures the temperature of the biome around the player. This allows redstone builds to respond to different biome temperatures. Player Sensor Detects nearby players, opening up possibilities for automatic doors and proximity-based redstone systems. Rain Sensor Detects rain in the surrounding environment, allowing builds to respond to weather conditions and create weather-dependent automation. Configuration SensiCraft’s sensors are designed to be configurable, allowing players to adjust their behavior and detection settings to suit their builds. From analog to digital modes in the player sensor, and a count mode in the block sensor. Thanks for checking out SensiCraft!", "repo": "https://github.com/itsjeanxx12/SensiCraft", "demo": "https://modrinth.com/mod/sensicraft/"}]...
|
[{"post_id": 82579, "ts": "202 [{"post_id": 82579, "ts": "2026-10-25T09:26:54Z", "hours": 1.3997, "text": "SensiCraft Devlog Today I worked on the Player Sensor and added three detection modes: Normal: Outputs 15 when a player is detected, otherwise 0. Analog: Outputs a signal depending on how close the player is to the sensor. Count: Outputs a signal based on the number of nearby players, up to 15. I also worked on the redstone output logic and started setting up automatic syncing between the GitHub README and the Modrinth project page."}, {"post_id": 75186, "ts": "2026-09-29T12:46:05Z", "hours": 1.2619, "text": "GOT APPROVED ON MODRINTHHHH!!!! ++ADDED BLOCK SENSOR"}, {"post_id": 65956, "ts": "2026-09-11T13:22:49Z", "hours": 0.5914, "text": "Started laying foundations for the block sensor As usual, I started with the block classes and block entity for the sensor, and the definitions, then will move on to the actual logic. The basic setup was pretty simple, but this sensor will be my first one with a variable redstone output based on the distance of the detected block. Instead of just turning on or off, the redstone strength will change depending on how close the detected block is to the sensor. Still have some more logic and testing to do, but the basic foundation is now in place."}, {"post_id": 64823, "ts": "2026-09-09T14:35:18Z", "hours": 0.3458, "text": "Added biome display to the temp sensor The temperature sensor can now tell you what biome you’re in. It now shows the temperature, threshold, status, and biome directly in the sensor GUI. Small feature, but it makes the sensor feel a lot more complete. Next up is more polishing and getting closer to finishing the temp sensor."}, {"post_id": 64805, "ts": "2026-09-09T14:07:36Z", "hours": 0.7825, "text": "Added temp sensor fahrenheit unit setting"}, {"post_id": 64129, "ts": "2026-09-08T10:18:12Z", "hours": 1.4431, "text": "THE TEMPERATURE SENSOR IS DONEEE So, in this time i: Finished the temperature sensor logic Added temperature measurement and updating Mapped the internal sensor value to a realistic -15°C to 40°C range Added all 56 temperature states :( Added different models depending on the measured temperature Added the temperature threshold system Finished the temperature sensor blockstates Fixed the GUI temperature/threshold display Made sure the sensor keeps measuring continuously The sensor internally uses a value from 0–55, bc i couldnt set a negative number in the blockstate property, which gets mapped to the actual temperature range. So basically: 0 is -15°C and 55 is 40°C and everything in between gets mapped accordingly, and fahrenheit mode coming soon! The current goal is to have the sensors feel like actual useful minecraft components rather than just decorative blocks. So the new temp sensor will not just use the minecraft biome temp, it will consider other factors like nearby blocks, current weather, altitude, … while also keeping the biome in mind"}, {"post_id": 63396, "ts": "2026-09-07T06:37:29Z", "hours": 2.2578, "text": "Started working on the temperature sensor So for now, it will only check the biome temperature, but in future revisions, it will have a custom dynamic temperature sensing system based on its surroundings, and without forgetting the biome temp. For now, only the temp sensor logic is done, the screen is a bit messy, having trouble with minecraft’s dimensions and screen placement"}, {"post_id": 61449, "ts": "2026-09-04T11:35:04Z", "hours": 0.4142, "text": "Optimized mod icon After the alpha release, I noticed that the icon was lacking a bit so i gave it more life (didnt know lots of pixel art back then it turned out dry)"}, {"post_id": 60331, "ts": "2026-09-02T16:43:08Z", "hours": 1.6094, "text": "SensiCraft v1.0.0-alpha is ready After a bunch of work on sensors, GUIs, textures, recipes, and redstone logic, SensiCraft is finally ready for its first alpha release! What’s included Player Sensor — detects nearby players Mob Sensor — detects Creepers, Skeletons, Zombies, and Spiders Custom Mob and Player Sensor detection radius In-game Mob and Player Sensor configuration GUI Rain Sensor — detects rain and outputs a redstone signal Crafting recipes for all sensors Persistent sensor settings across world reloads Custom textures and models The goal of SensiCraft is simple: add useful, configurable sensors that can be used to create interesting redstone builds and automation systems. This is only v1.0.0-alpha , so there’s still a lot more I want to add. More sensors and features are planned for future versions. For the beta, i wanna add 2 more sensors, and variable redstone output based on entity distance. Tomorrow I’ll be publishing the first alpha release on modrinth and github. It’s really cool seeing this go from an idea into an actual minecraft mod :)"}, {"post_id": 60135, "ts": "2026-09-02T09:54:12Z", "hours": 2.2544, "text": "Starting out with the player sensor So as usual, im starting with the screen and options, then moving on to the textures and functionality. Done till now: Player Sensor GUI Player Sensor networking payloads I also spent a lotta time troubleshooting why elements werent appearing, turns out i forgot this.addRenderableWidget() :)"}, {"post_id": 58695, "ts": "2026-08-31T06:42:08Z", "hours": 0.9078, "text": "Custom sensor radius I added a custom radius to the mob sensor, so you can now choose how far it detects mobs. The radius is a blockstate property, with a range from 4 to 32 blocks and a default of 8. Added a slider to the Mob Sensor screen so you can change the radius before saving."}, {"post_id": 58006, "ts": "2026-08-30T10:50:32Z", "hours": 0.2733, "text": "Sensicraft progress Finished the Mob Sensor completely today. Added the crafting recipe for it too, made it a bit expensive since it’s a pretty advanced redstone sensor. The sensor can detect Creepers, Skeletons, Zombies and Spiders and outputs a redstone signal when the selected mob is nearby. So the Mob Sensor is officially done."}, {"post_id": 57874, "ts": "2026-08-30T06:10:02Z", "hours": 1.0394, "text": "Mob Sensor is DONE New day, new progress. I finally finished the mob sensor today. The GUI is now fully working, with a dropdown to select which mob the sensor should detect and a toggle to activate/deactivate the sensor. I also added a payload so the changes from the GUI actually get sent to the server. Tbh, once I understood how payloads work, this ended up being way easier to handle than the NBT stuff I was using before. I removed the unnecessary NBT storage afterwards since mob and active are already block states and Minecraft handles saving them. The sensor can now detect Creepers, Skeletons, Zombies and Spiders within an 8 block radius, custom radius coming soon. When the selected mob is detected, the sensor outputs a redstone signal. It also updates continuously, so the redstone signal turns on/off as mobs enter and leave the detection range. So yeah, the actual mob sensor is basically finished now. I still have to make the crafting recipes though. Next up is probably cleaning up a few things and moving on to the next sensor."}, {"post_id": 57545, "ts": "2026-08-29T18:37:19Z", "hours": 3.2325, "text": "Mob Sensor is finally starting to feel real I worked a lot more on the mob sensor today and finally got the different states working. The sensor now has two blockstates: the selected mob and whether the sensor is active. I made separate models for creeper, skeleton, zombie and spider, with active and inactive versions for each. I also added a None state for when no mob is selected. The blockstate JSON now switches between the different models depending on the current mob and activation state. I spent way too long wondering why Minecraft wasn’t loading the blockstates just to find out I had a space after the comma. I also connected the GUI to the blockstate, so changing the mob in the dropdown and toggling the sensor actually changes the model in-game. The Mob Sensor’s settings are also stored in its BlockEntity now, so the selected mob and activation state can be saved with the world. It’s still client-side for now. I’ll probably add proper networking later when I’m polishing everything. Next I’ll probably work more on the actual detection part so the sensor can activate when the selected mob is nearby."}, {"post_id": 56571, "ts": "2026-08-28T11:47:17Z", "hours": 2.7017, "text": "Mob sensor screen is finally working I worked quite a bit on the mob sensor screen and finally got the dropdown working. The dropdown was honestly way more annoying than I expected. I had problems with the text not showing, the entries being weird when hovering, and moving the dropdown would only move the text instead of the whole thing. After messing with it for a while I got it working, with the mob names centered and the hover effect working too. Then I wanted the selected mob to actually save when I close the screen instead of resetting every time. Since the block is in main and the screen is in client , I had to figure out how to pass the BlockEntity to the screen without mixing the two. I added NBT saving to the Mob Sensor BlockEntity, so every sensor can save its own selected mob. I tested it with multiple sensors and it actually works, so one can be set to Zombie and another to Creeper and they both remember their settings. I also got HotSwap working, which made testing the GUI changes a lot easier. Overall, I’m pretty happy with how the mob sensor is going. Now I just need to make it actually detect the mob instead of just remembering it, and add a texture to it, which will be dynamic."}, {"post_id": 55390, "ts": "2026-08-27T06:05:11Z", "hours": 1.9214, "text": "Long time no devlog, but going at it again I couldnt work much these 2 days, but i managed to add the mob sensor block and screen sample. I got stuck on the fact that i couldnt import classes between main and client, so i just moved my screen to client so i can access the client minecraft packages. Overall, i feel like, with a little patience, i can get this mod done to the level i want it to be"}, {"post_id": 51485, "ts": "2026-08-21T06:59:48Z", "hours": 1.1511, "text": "Added loot tables and crafting recipe This one was mostly about getting the Rain Sensor to work properly as an actual Minecraft block. I added its loot table so it drops itself when broken, and made a crafting recipe for it. I also worked more on data generation, especially with the block tags. Minecraft 26.2 changed some of the datagen APIs, so getting everything set up took a bit of figuring out. Still learning how all of this works, but it’s starting to make more sense. The Rain Sensor is now getting closer to being an actual useful block. Next I want to keep working on its redstone behavior and add more sensors. Devlog Recap: Added Rain Sensor loot table Added Rain Sensor crafting recipe Added block tool tags through datagen Continued setting up data generation"}, {"post_id": 50339, "ts": "2026-08-19T14:42:05Z", "hours": 1.0886, "text": "Added the rain sensor and its texture This was an easy one, i made the texture using blockbench, and the code was very simple for the rain sensor. However, i faced a problem where the exported json model wasnt ready, i had to change the parent for it to work (atleast for my project settings)."}, {"post_id": 50180, "ts": "2026-08-19T09:26:17Z", "hours": 1.3433, "text": "Added creative mode tab and sample block That was actually harder than i thought, data generation would stop working, then i realized that i made the datagen class in main while it should be in client. This mistake cost me about an hour of troubleshooting. I followed fabric’s docs, and i made the creative mode tab and the sample block, dk how to make a block entity for now but still learning as i really wanna complete this mod. I also made the tab icon in aseprite, actually very easy and fun to use! Devlog Recap : - Made creative mode tab - Added sample block, to be made into a real rain sensor in the future - Set up datagen after struggling with it"}, {"post_id": 49888, "ts": "2026-08-18T21:02:10Z", "hours": 1.2939, "text": "SensiCraft: sensors in Minecraft! I got this idea when i was looking at redstone projects, but i couldnt find automation like i wanted, so I decided to create my own mod that will have any sensor you can think about, with room for requests! Mod ide setup is done Created creative tab Still learning minecraft modding so this project will be a bit slow, but the result will be worth it"}]...
|
Title: SensiCraft by @itsjeanxx12 | Stardance
Dev Title: SensiCraft by @itsjeanxx12 | Stardance
Devlogs:
SensiCraft: sensors in Minecraft! I got this idea when i was looking at redstone projects, but i couldnt find automation like i wanted, so I decided to create my own mod that will have any sensor you can think about, with room for requests! Mod ide setup is done Created creative tab Still learning minecraft modding so this project will be a bit slow, but the result will be worth it
Added creative mode tab and sample block That was actually harder than i thought, data generation would stop working, then i realized that i made the datagen class in main while it should be in client. This mistake cost me about an hour of troubleshooting. I followed fabric’s docs, and i made the creative mode tab and the sample block, dk how to make a block entity for now but still learning as i really wanna complete this mod. I also made the tab icon in aseprite, actually very easy and fun to use! Devlog Recap : - Made creative mode tab - Added sample block, to be made into a real rain sensor in the future - Set up datagen after struggling with it
Added the rain sensor and its texture This was an easy one, i made the texture using blockbench, and the code was very simple for the rain sensor. However, i faced a problem where the exported json model wasnt ready, i had to change the parent for it to work (atleast for my project settings).
Added loot tables and crafting recipe This one was mostly about getting the Rain Sensor to work properly as an actual Minecraft block. I added its loot table so it drops itself when broken, and made a crafting recipe for it. I also worked more on data generation, especially with the block tags. Minecraft 26.2 changed some of the datagen APIs, so getting everything set up took a bit of figuring out. Still learning how all of this works, but it’s starting to make more sense. The Rain Sensor is now getting closer to being an actual useful block. Next I want to keep working on its redstone behavior and add more sensors. Devlog Recap: Added Rain Sensor loot table Added Rain Sensor crafting recipe Added block tool tags through datagen Continued setting up data generation
Long time no devlog, but going at it again I couldnt work much these 2 days, but i managed to add the mob sensor block and screen sample. I got stuck on the fact that i couldnt import classes between main and client, so i just moved my screen to client so i can access the client minecraft packages. Overall, i feel like, with a little patience, i can get this mod done to the level i want it to be
Mob sensor screen is finally working I worked quite a bit on the mob sensor screen and finally got the dropdown working. The dropdown was honestly way more annoying than I expected. I had problems with the text not showing, the entries being weird when hovering, and moving the dropdown would only move the text instead of the whole thing. After messing with it for a while I got it working, with the mob names centered and the hover effect working too. Then I wanted the selected mob to actually save when I close the screen instead of resetting every time. Since the block is in main and the screen is in client , I had to figure out how to pass the BlockEntity to the screen without mixing the two. I added NBT saving to the Mob Sensor BlockEntity, so every sensor can save its own selected mob. I tested it with multiple sensors and it actually works, so one can be set to Zombie and another to Creeper and they both remember their settings. I also got HotSwap working, which made testing the GUI changes a lot easier. Overall, I’m pretty happy with how the mob sensor is going. Now I just need to make it actually detect the mob instead of just remembering it, and add a texture to it, which will be dynamic.
Mob Sensor is finally starting to feel real I worked a lot more on the mob sensor today and finally got the different states working. The sensor now has two blockstates: the selected mob and whether the sensor is active. I made separate models for creeper, skeleton, zombie and spider, with active and inactive versions for each. I also added a None state for when no mob is selected. The blockstate JSON now switches between the different models depending on the current mob and activation state. I spent way too long wondering why Minecraft wasn’t loading the blockstates just to find out I had a space after the comma. I also connected the GUI to the blockstate, so changing the mob in the dropdown and toggling the sensor actually changes the model in-game. The Mob Sensor’s settings are also stored in its BlockEntity now, so the selected mob and activation state can be saved with the world. It’s still client-side for now. I’ll probably add proper networking later when I’m polishing everything. Next I’ll probably work more on the actual detection part so the sensor can activate when the selected mob is nearby.
Mob Sensor is DONE New day, new progress. I finally finished the mob sensor today. The GUI is now fully working, with a dropdown to select which mob the sensor should detect and a toggle to activate/deactivate the sensor. I also added a payload so the changes from the GUI actually get sent to the server. Tbh, once I understood how payloads work, this ended up being way easier to handle than the NBT stuff I was using before. I removed the unnecessary NBT storage afterwards since mob and active are already block states and Minecraft handles saving them. The sensor can now detect Creepers, Skeletons, Zombies and Spiders within an 8 block radius, custom radius coming soon. When the selected mob is detected, the sensor outputs a redstone signal. It also updates continuously, so the redstone signal turns on/off as mobs enter and leave the detection range. So yeah, the actual mob sensor is basically finished now. I still have to make the crafting recipes though. Next up is probably cleaning up a few things and moving on to the next sensor.
Sensicraft progress Finished the Mob Sensor completely today. Added the crafting recipe for it too, made it a bit expensive since it’s a pretty advanced redstone sensor. The sensor can detect Creepers, Skeletons, Zombies and Spiders and outputs a redstone signal when the selected mob is nearby. So the Mob Sensor is officially done.
Custom sensor radius I added a custom radius to the mob sensor, so you can now choose how far it detects mobs. The radius is a blockstate property, with a range from 4 to 32 blocks and a default of 8. Added a slider to the Mob Sensor screen so you can change the radius before saving.
Starting out with the player sensor So as usual, im starting with the screen and options, then moving on to the textures and functionality. Done till now: Player Sensor GUI Player Sensor networking payloads I also spent a lotta time troubleshooting why elements werent appearing, turns out i forgot this.addRenderableWidget() :)
SensiCraft v1.0.0-alpha is ready After a bunch of work on sensors, GUIs, textures, recipes, and redstone logic, SensiCraft is finally ready for its first alpha release! What’s included Player Sensor — detects nearby players Mob Sensor — detects Creepers, Skeletons, Zombies, and Spiders Custom Mob and Player Sensor detection radius In-game Mob and Player Sensor configuration GUI Rain Sensor — detects rain and outputs a redstone signal Crafting recipes for all sensors Persistent sensor settings across world reloads Custom textures and models The goal of SensiCraft is simple: add useful, configurable sensors that can be used to create interesting redstone builds and automation systems. This is only v1.0.0-alpha , so there’s still a lot more I want to add. More sensors and features are planned for future versions. For the beta, i wanna add 2 more sensors, and variable redstone output based on entity distance. Tomorrow I’ll be publishing the first alpha release on modrinth and github. It’s really cool seeing this go from an idea into an actual minecraft mod :)
Optimized mod icon After the alpha release, I noticed that the icon was lacking a bit so i gave it more life (didnt know lots of pixel art back then it turned out dry)
Started working on the temperature sensor So for now, it will only check the biome temperature, but in future revisions, it will have a custom dynamic temperature sensing system based on its surroundings, and without forgetting the biome temp. For now, only the temp sensor logic is done, the screen is a bit messy, having trouble with minecraft’s dimensions and screen placement
THE TEMPERATURE SENSOR IS DONEEE So, in this time i: Finished the temperature sensor logic Added temperature measurement and updating Mapped the internal sensor value to a realistic -15°C to 40°C range Added all 56 temperature states :( Added different models depending on the measured temperature Added the temperature threshold system Finished the temperature sensor blockstates Fixed the GUI temperature/threshold display Made sure the sensor keeps measuring continuously The sensor internally uses a value from 0–55, bc i couldnt set a negative number in the blockstate property, which gets mapped to the actual temperature range. So basically: 0 is -15°C and 55 is 40°C and everything in between gets mapped accordingly, and fahrenheit mode coming soon! The current goal is to have the sensors feel like actual useful minecraft components rather than just decorative blocks. So the new temp sensor will not just use the minecraft biome temp, it will consider other factors like nearby blocks, current weather, altitude, … while also keeping the biome in mind
Added temp sensor fahrenheit unit setting
Added biome display to the temp sensor The temperature sensor can now tell you what biome you’re in. It now shows the temperature, threshold, status, and biome directly in the sensor GUI. Small feature, but it makes the sensor feel a lot more complete. Next up is more polishing and getting closer to finishing the temp sensor.
Started laying foundations for the block sensor As usual, I started with the block classes and block entity for the sensor, and the definitions, then will move on to the actual logic. The basic setup was pretty simple, but this sensor will be my first one with a variable redstone output based on the distance of the detected block. Instead of just turning on or off, the redstone strength will change depending on how close the detected block is to the sensor. Still have some more logic and testing to do, but the basic foundation is now in place.
GOT APPROVED ON MODRINTHHHH!!!! ++ADDED BLOCK SENSOR
SensiCraft Devlog Today I worked on the Player Sensor and added three detection modes: Normal: Outputs 15 when a player is detected, otherwise 0. Analog: Outputs a signal depending on how close the player is to the sensor. Count: Outputs a signal based on the number of nearby players, up to 15. I also worked on the redstone output logic and started setting up automatic syncing between the GitHub README and the Modrinth project page.
Ships:
SensiCraft 1.0.0 Beta Release SensiCraft 1.0.0 is officially here! SensiCraft is a Fabric mod that introduces a collection of configurable sensors to Minecraft. These sensors allow players to detect different aspects of their surroundings and use that information in redstone contraptions, automated builds and other creative projects. Features Block Sensor Detects blocks within its detection area. Useful for builds that need to react to specific blocks or changes in their surroundings. Mob Sensor Detects nearby mobs and can be configured to target specific types of mobs, including: Creepers Skeletons Zombies Spiders Temperature Sensor Measures the temperature of the biome around the player. This allows redstone builds to respond to different biome temperatures. Player Sensor Detects nearby players, opening up possibilities for automatic doors and proximity-based redstone systems. Rain Sensor Detects rain in the surrounding environment, allowing builds to respond to weather conditions and create weather-dependent automation. Configuration SensiCraft’s sensors are designed to be configurable, allowing players to adjust their behavior and detection settings to suit their builds. From analog to digital modes in the player sensor, and a count mode in the block sensor. Thanks for checking out SensiCraft!...
|
1793375275.804552
|
1793461675.804552
|
|
51106
|
godot chess by @Sahild | Stardance
|
Sahild
|
1
|
7.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T21:33:28Z", "hours": 7.0, "multiplier": 2.33, "payout": 15, "blessing": "neutral", "text": "GodotChess chess built in godot 4. features full legal move generation for every piece castling (kingside and queenside) en passant pawn promotion check and checkmate detection stalemate detection draw detection: fifty move rule, threefold repetition, insufficient material", "repo": "https://github.com/sahilchess/GodotChess", "demo": "https://sahilchess.itch.io/godot-chess"}]...
|
[{"post_id": 49911, "ts": "202 [{"post_id": 49911, "ts": "2026-08-18T21:32:31Z", "hours": 6.5928, "text": "migrating this got rejected from onekey because I used lapse instead of wakatime. I was recommended to submit this to a bigger program like stardance.I’m definitely gonna get a 1 on storytelling"}]...
|
Title: godot chess by @Sahild | Stardance
Devlogs Title: godot chess by @Sahild | Stardance
Devlogs:
migrating this got rejected from onekey because I used lapse instead of wakatime. I was recommended to submit this to a bigger program like stardance.I’m definitely gonna get a 1 on storytelling
Ships:
GodotChess chess built in godot 4. features full legal move generation for every piece castling (kingside and queenside) en passant pawn promotion check and checkmate detection stalemate detection draw detection: fifty move rule, threefold repetition, insufficient material...
|
1793249241.0883353
|
1793335641.0883353
|
|
51109
|
Shooting with Shapes by @thecatsmeow | Stardance
|
thecatsmeow
|
1
|
20.0
|
282
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:30:56Z", "hours": 20.0, "multiplier": 14.4, "payout": 282, "blessing": "neutral", "text": "This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!", "repo": "https://github.com/luke-p28/Shooting-with-Shapes", "demo": "https://thecatsmeow47.itch.io/shooting-with-shapes"}]...
|
[{"post_id": 75409, "ts": "202 [{"post_id": 75409, "ts": "2026-09-30T00:35:29Z", "hours": 10.1594, "text": "Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen."}, {"post_id": 66958, "ts": "2026-09-12T22:59:49Z", "hours": 4.5903, "text": "Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached"}, {"post_id": 52648, "ts": "2026-08-22T21:46:13Z", "hours": 4.9881, "text": "I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example)."}]...
|
Title: Shooting with Shapes by @thecatsmeow | Star Title: Shooting with Shapes by @thecatsmeow | Stardance
Devlogs:
I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example).
Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached
Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen.
Ships:
This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!...
|
1793346751.6252973
|
1793433151.6252973
|
|
51115
|
Sakura.dev by @sp6k | Stardance
|
sp6k
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T22:28:36Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Sakura.dev, A Minecraft utility useful for: Sharing Texture Packs, Mods, Resources and many more!. What problem does this solve? It solves having many different tools spread across different pages and apps, put cleanly into 1. Over 9 months have been put into this project, (Only 4 hours here because Im new here :/) Peer-reviewed by many different people so suggestions and ideas are always welcome Any questions and complaints can be routed to my discord @sp6k or the official discord server found at the bottom of the sites! Thank you so so much for your support! -Hyper (Chris)", "repo": "https://github.com/vHyp3r/sakura.xyz", "demo": "https://sakura-xyz.onrender.com/"}]...
|
[{"post_id": 71981, "ts": "202 [{"post_id": 71981, "ts": "2026-09-21T21:56:33Z", "hours": 0.9108, "text": "Shop updates shopRefresh has been defined now and fixes to the sites have been coming"}, {"post_id": 68039, "ts": "2026-09-14T12:44:55Z", "hours": 0.6078, "text": "New Admin Panel Created adminPanel and adminVar"}, {"post_id": 65947, "ts": "2026-09-11T12:52:15Z", "hours": 0.3694, "text": "New Shop Update! shopRotation1 and shopRotationX the main shop will rotate weekly and special shop items rotated either biweekly and/or monthly"}, {"post_id": 65370, "ts": "2026-09-10T13:47:19Z", "hours": 0.4675, "text": "Site Overhaul in Progress, and new variables userConfig and renderDev"}, {"post_id": 64839, "ts": "2026-09-09T15:08:42Z", "hours": 0.2606, "text": "Pack System Overhaul! packSchema now has been made recursive"}, {"post_id": 64820, "ts": "2026-09-09T14:31:50Z", "hours": 0.8075, "text": "Working strong right now!"}, {"post_id": 60805, "ts": "2026-09-03T12:27:52Z", "hours": 0.7397, "text": "updated ui!"}, {"post_id": 59514, "ts": "2026-09-01T11:50:18Z", "hours": 0.3247, "text": "Reworking ui as of right now"}]...
|
Title: Sakura.dev by @sp6k | Stardance
Devlogs:
R Title: Sakura.dev by @sp6k | Stardance
Devlogs:
Reworking ui as of right now
updated ui!
Working strong right now!
Pack System Overhaul! packSchema now has been made recursive
Site Overhaul in Progress, and new variables userConfig and renderDev
New Shop Update! shopRotation1 and shopRotationX the main shop will rotate weekly and special shop items rotated either biweekly and/or monthly
New Admin Panel Created adminPanel and adminVar
Shop updates shopRefresh has been defined now and fixes to the sites have been coming
Ships:
Sakura.dev, A Minecraft utility useful for: Sharing Texture Packs, Mods, Resources and many more!. What problem does this solve? It solves having many different tools spread across different pages and apps, put cleanly into 1. Over 9 months have been put into this project, (Only 4 hours here because Im new here :/) Peer-reviewed by many different people so suggestions and ideas are always welcome Any questions and complaints can be routed to my discord @sp6k or the official discord server found at the bottom of the sites! Thank you so so much for your support! -Hyper (Chris)...
|
1793346756.8327584
|
1793433156.8327584
|
|
51139
|
Life Simulation by @Marinho | Stardance
|
Marinho
|
1
|
6.35
|
24
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T10:33:15Z", "hours": 4.0, "multiplier": 5.44, "payout": 24, "blessing": "neutral", "text": "Meet the Zezzits: tiny virtual creatures on a mission to survive in a cruel world. I built this project to visualize how evolution actually works. Zezzits have two core stats: Vision (how far they can see) and Speed (how fast they can move). To survive, they only need two things: food and water. When two Zezzits are well-fed, they reproduce. The newborn inherits a blend of its parents stats and colors (a red and a blue parent will spawn a purple baby), but with a twist, a random genetic mutation. This mutation slightly alters their stats, which can eventually result in a faster, better-adapted species over time.", "repo": "https://github.com/danielmcneto/life-simulation", "demo": "https://ehodan.itch.io/zezzit-simulation"}]...
|
[{"post_id": 61949, "ts": "202 [{"post_id": 61949, "ts": "2026-09-05T04:05:14Z", "hours": 2.3494, "text": "News a male and female system so now zezzits have genders(men = square, women = triangle a way to add and remove food(by right clicking somewhere in the screen) Hover above a zezzit to see its info Fixs A bug where the drink animation would not be played Visual bugs in general"}, {"post_id": 51610, "ts": "2026-08-21T11:54:17Z", "hours": 2.4192, "text": "I solved some bugs like they going back and forth on the bushes and not finding food. Added: -Lakes(now they need to drink to survive) -Energy(Moving faster will make them need food sooner)"}, {"post_id": 51033, "ts": "2026-08-20T14:57:36Z", "hours": 2.0747, "text": "I create the basics like the needing of food, reproductive system and genetics passed away(doing the post on my phone so no photos for now😭)"}]...
|
Title: Life Simulation by @Marinho | Stardance
De Title: Life Simulation by @Marinho | Stardance
Devlogs:
I create the basics like the needing of food, reproductive system and genetics passed away(doing the post on my phone so no photos for now😭)
I solved some bugs like they going back and forth on the bushes and not finding food. Added: -Lakes(now they need to drink to survive) -Energy(Moving faster will make them need food sooner)
News a male and female system so now zezzits have genders(men = square, women = triangle a way to add and remove food(by right clicking somewhere in the screen) Hover above a zezzit to see its info Fixs A bug where the drink animation would not be played Visual bugs in general
Ships:
Meet the Zezzits: tiny virtual creatures on a mission to survive in a cruel world. I built this project to visualize how evolution actually works. Zezzits have two core stats: Vision (how far they can see) and Speed (how fast they can move). To survive, they only need two things: food and water. When two Zezzits are well-fed, they reproduce. The newborn inherits a blend of its parents stats and colors (a red and a blue parent will spawn a purple baby), but with a twist, a random genetic mutation. This mutation slightly alters their stats, which can eventually result in a faster, better-adapted species over time....
|
1793260337.73235
|
1793346737.73235
|
|
51155
|
Phantom module mk1 by @Dauntedbird | Stardance
|
Dauntedbird
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T22:29:22Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a custom micro drone controlled by AI i trained using RL in a python sim, the ai is split into 2 parts a survival ai that lives on the esp to act quickly like avoiding a wall and a normal sarcastic ai overseer which controls it and talks to me a qwen2.5 3b model anyways for future plans when i get funded im adding the actualy phantom capability which makes the back 2 motors go back 90 degrees acting as pure thrusters making the drone go upto 35mph at cruising speed and 46mph on short burst, if held 46mph for too long the motors would fall off like liquid cuz of the head hardest part i didnt know anything about soldering nor do i know either so u will see my bad soldering skills in the pictures a lot", "repo": "https://github.com/bird-spec/Mk1", "demo": ""}]...
|
[{"post_id": 52660, "ts": "202 [{"post_id": 52660, "ts": "2026-08-22T22:13:38Z", "hours": 0.3625, "text": "today i soldered the in2 joints and showed how much lift one small motor could do( flipped the whole thing upside down in under a second)"}]...
|
Title: Phantom module mk1 by @Dauntedbird | Starda Title: Phantom module mk1 by @Dauntedbird | Stardance
Devlogs:
today i soldered the in2 joints and showed how much lift one small motor could do( flipped the whole thing upside down in under a second)
Ships:
i made a custom micro drone controlled by AI i trained using RL in a python sim, the ai is split into 2 parts a survival ai that lives on the esp to act quickly like avoiding a wall and a normal sarcastic ai overseer which controls it and talks to me a qwen2.5 3b model anyways for future plans when i get funded im adding the actualy phantom capability which makes the back 2 motors go back 90 degrees acting as pure thrusters making the drone go upto 35mph at cruising speed and 46mph on short burst, if held 46mph for too long the motors would fall off like liquid cuz of the head hardest part i didnt know anything about soldering nor do i know either so u will see my bad soldering skills in the pictures a lot...
|
1792875248.914785
|
1793739248.914785
|
|
51156
|
Fleeting by @Cret | Stardance
|
Cret
|
1
|
10.48
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:14:18Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a quick note app for ADHD. By using this app, you can just forget to organize your notes. When you suddenly remember, you can directly do a vague search. When you are about to forget, it can remind you just right.", "repo": "https://gitlab.com/IHateGitHub/fleeting-prev", "demo": "https://testflight.apple.com/join/sJhN18r4"}]...
|
[{"post_id": 78532, "ts": "202 [{"post_id": 78532, "ts": "2026-10-11T03:37:02Z", "hours": 0.4814, "text": "rewrote the readme file"}, {"post_id": 50759, "ts": "2026-08-20T03:40:40Z", "hours": 9.8222, "text": "This project is designed specifically for individuals with ADHD. Research indicates that the ADHD population faces physiologically unique and severe cognitive challenges: First, their working memory bandwidth—responsible for holding fleeting thoughts—is extremely narrow and exceptionally prone to collapse. While a neurotypical brain typically retains working memory for 10 to 15 seconds, an ADHD brain often loses it in just a few seconds. Abnormalities in prefrontal dopamine pathways render their attention extraordinarily fragile. Any minor external stimulus—such as unlocking a screen, a 0.5-second app cold-start delay, or cumbersome “New Note” buttons and categorization workflows—acts like a disruptive sensory intrusion. It instantly shatters and dissolves newly formed neural circuits, causing brilliant sparks of inspiration to vanish forever. What is most devastating is knowing they just had a brilliant idea, yet it has been permanently erased. This “acute thought evaporation” frequently triggers deep self-blame and mental exhaustion. Second, they struggle with severe executive dysfunction and “initiation paralysis.” The vast majority of productivity and note-taking apps on the market are built around neurotypical prefrontal logic, forcing users through preliminary steps like titling, choosing folders, manual tagging, and formatting before they can even begin recording. While simple to neurotypicals, these prerequisites are instantly amplified in the ADHD brain into an overwhelming, suffocating decision-making load, inevitably leading to executive overload and abandonment of the task. Furthermore, individuals with ADHD suffer profoundly from “Object Permanence Failure” and “Retrieval Cue Failure.” Under the premise of “out of sight, out of mind,” content buried within nested folders quickly turns into a permanently forgotten “digital graveyard.” Conversely, keeping everything on the home screen triggers intense visual overload and avoidance anxiety. When attempting retrieval, they often struggle to recall exact keywords, rendering traditional keyword-dependent search completely useless. This is precisely why Fleeting abandons the conventional, counterproductive trap of feature bloat. Instead, it embraces neurodiversity through radical, physics-level reduction. By compressing the entire process into a single, intuitive “Launch-to-Record” action and silently attaching implicit spatio-temporal fingerprints (such as time and context) in the background, Fleeting shifts the burden from “active keyword recall” to “contextual reconstruction and visual recognition.” It serves as a secure, guilt-free external thought airbag for these fragile yet precious sparks of insight."}]...
|
Title: Fleeting by @Cret | Stardance
Devlogs:
Thi Title: Fleeting by @Cret | Stardance
Devlogs:
This project is designed specifically for individuals with ADHD. Research indicates that the ADHD population faces physiologically unique and severe cognitive challenges: First, their working memory bandwidth—responsible for holding fleeting thoughts—is extremely narrow and exceptionally prone to collapse. While a neurotypical brain typically retains working memory for 10 to 15 seconds, an ADHD brain often loses it in just a few seconds. Abnormalities in prefrontal dopamine pathways render their attention extraordinarily fragile. Any minor external stimulus—such as unlocking a screen, a 0.5-second app cold-start delay, or cumbersome “New Note” buttons and categorization workflows—acts like a disruptive sensory intrusion. It instantly shatters and dissolves newly formed neural circuits, causing brilliant sparks of inspiration to vanish forever. What is most devastating is knowing they just had a brilliant idea, yet it has been permanently erased. This “acute thought evaporation” frequently triggers deep self-blame and mental exhaustion. Second, they struggle with severe executive dysfunction and “initiation paralysis.” The vast majority of productivity and note-taking apps on the market are built around neurotypical prefrontal logic, forcing users through preliminary steps like titling, choosing folders, manual tagging, and formatting before they can even begin recording. While simple to neurotypicals, these prerequisites are instantly amplified in the ADHD brain into an overwhelming, suffocating decision-making load, inevitably leading to executive overload and abandonment of the task. Furthermore, individuals with ADHD suffer profoundly from “Object Permanence Failure” and “Retrieval Cue Failure.” Under the premise of “out of sight, out of mind,” content buried within nested folders quickly turns into a permanently forgotten “digital graveyard.” Conversely, keeping everything on the home screen triggers intense visual overload and avoidance anxiety. When attempting retrieval, they often struggle to recall exact keywords, rendering traditional keyword-dependent search completely useless. This is precisely why Fleeting abandons the conventional, counterproductive trap of feature bloat. Instead, it embraces neurodiversity through radical, physics-level reduction. By compressing the entire process into a single, intuitive “Launch-to-Record” action and silently attaching implicit spatio-temporal fingerprints (such as time and context) in the background, Fleeting shifts the burden from “active keyword recall” to “contextual reconstruction and visual recognition.” It serves as a secure, guilt-free external thought airbag for these fragile yet precious sparks of insight.
rewrote the readme file
Ships:
I make a quick note app for ADHD. By using this app, you can just forget to organize your notes. When you suddenly remember, you can directly do a vague search. When you are about to forget, it can remind you just right....
|
1793346789.87996
|
1793433189.87996
|
|
51160
|
Mee7 by @solxmn | Stardance
|
solxmn
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T16:46:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Mee7 Shipped mee7, a small Slack bot built with Node.js and Slack Bolt. This was definitely one of the easier projects I’ve worked on compared to some of my other recent ones, but I still had a lot of fun making it. The main challenge wasn’t really the bot itself, but getting everything working together properly. The most interesting part was handling APIs. mee7 uses several public APIs for things like cat facts, dog images, jokes, useless facts, and quotes, so I got to learn how to make requests to different endpoints and handle their responses inside a Slack bot. I also learned more about structuring a Node.js project around Slack Bolt and how to host the bot continuously with Nest. Overall, it was a simpler project than some of the others I’ve shipped, but it was still a really fun one to build. It gave me a better understanding of APIs and how they can be combined with other services to make something actually useful (or at least entertaining) inside Slack.", "repo": "https://github.com/Fraczdev/SlackBot-Mee7", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 50039, "ts": "202 [{"post_id": 50039, "ts": "2026-08-19T02:11:07Z", "hours": 0.3575, "text": "done with the commands (for now)! working with apis is really fun"}]...
|
Title: Mee7 by @solxmn | Stardance
Devlogs:
done Title: Mee7 by @solxmn | Stardance
Devlogs:
done with the commands (for now)! working with apis is really fun
Ships:
Mee7 Shipped mee7, a small Slack bot built with Node.js and Slack Bolt. This was definitely one of the easier projects I’ve worked on compared to some of my other recent ones, but I still had a lot of fun making it. The main challenge wasn’t really the bot itself, but getting everything working together properly. The most interesting part was handling APIs. mee7 uses several public APIs for things like cat facts, dog images, jokes, useless facts, and quotes, so I got to learn how to make requests to different endpoints and handle their responses inside a Slack bot. I also learned more about structuring a Node.js project around Slack Bolt and how to host the bot continuously with Nest. Overall, it was a simpler project than some of the others I’ve shipped, but it was still a really fun one to build. It gave me a better understanding of APIs and how they can be combined with other services to make something actually useful (or at least entertaining) inside Slack....
|
1793252923.153575
|
1793339323.153575
|
|
51179
|
music grader by @ducky-violin | Stardance
|
ducky-violin
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T22:14:36Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Music Grader: A tool to measure your accuracy in playing a piece! Ever wanted a tool to tell you how well you’re playing a piece? Are you a beginner that’s trying to replicate a simple tune? This tool records the piece you want to play, then it records your playing and grades it! -Records goal first: Play a recording of what you want your playing to sound like -Records attempt next: Test your playing! -Calculates the accuracy of your playing (how close it sounds to your “goal” recording) -You can also use this to play musical imitation games with your friends :) -Works best with piano, but could work with other instruments too! –> would be a little stricter on grading intonation of instruments -Stop recording by typing Ctrl + C in the terminal. If you’re on the first recording, it will transition into the next one. If you’re on the second one, it will automatically calculate your accuracy. Link to download: https://github.com/ducky-violin/music-grader/releases/tag/music_grader Link to a virtual piano: https://www.musicca.com/piano", "repo": "https://github.com/ducky-violin/music-grader", "demo": "https://github.com/ducky-violin/music-grader/releases/tag/music_grader"}]...
|
[{"post_id": 52646, "ts": "202 [{"post_id": 52646, "ts": "2026-08-22T21:42:00Z", "hours": 6.6669, "text": "-added a goal vs attempt recording –> “goal” is what you want to play (you can play a recording of what you want to play to the mic), while “attempt” is what you’re actually playing (live) -added a feature to compare accuracy of goal vs attempt (and create an “accurate notes” list) -added a small delay to checking the notes so that it would reduce ghost harmonics -raised the note-neighbors number for the program to be more resistant to background noise, ghost harmonics, and vibrato This program works pretty well for playing on digital pianos, since the frequency stays consistent and the computer can pick up the sound better. I’ve been trying to make this work for string instruments (which aren’t always in tune), but it’s very difficult since making the program too resistant to vibrato could make it less accurate overall. Nonetheless, I’m pretty proud of this project because it was difficult for me to learn and understand all about using the wave and pyaudio packages :D I hope this is useful to anyone trying to learn an instrument!"}, {"post_id": 51059, "ts": "2026-08-20T15:18:15Z", "hours": 4.3747, "text": "-no longer spams the same note over and over again for a continuous long note -waits for a new frequency (or a silence) before printing a new note -fixed the issue where the recording saves in x2 speed -increased number of note-neighbors considered when the program “votes” on which note is the main one (to cancel out ghost harmonics / vibrato) I noticed that my program works better on piano (since the notes’ frequencies are more consistent), but I’m working on adjusting this to work for other instruments as well (especially those that can vibrato). I found that my recording was saving at x2 speed because I forgot to update the sample width parameter when I was changing from a width of 4 to a width of 2."}, {"post_id": 50046, "ts": "2026-08-19T02:28:38Z", "hours": 8.5125, "text": "-made a recording system -created a note-mapping function -added a delay to let microphone initialize before recording -used a rolling buffer for more accuracy in identifying notes -prints note and frequency in Hz First time working with audio in software! It was hard to get a functional audio file output and to ensure accuracy in note tracking; the recording kept sounding distorted and it was all static noise. A lot of my time was spent on trying to get a decent recording; however, it’s still not accurate because while the static noise is gone, the audio is playing at a higher speed than recorded. Still, my program’s main function is to identify notes, so for now I’ll just focus on that. (Also, that recording thing is driving me insane.) I learned a lot about audio processing from random blogs and videos on the Internet, so coding this was really confusing and I kept messing around with the code to test what each one does. Still, this is really interesting! :D"}]...
|
Title: music grader by @ducky-violin | Stardance
Title: music grader by @ducky-violin | Stardance
Devlogs:
-made a recording system -created a note-mapping function -added a delay to let microphone initialize before recording -used a rolling buffer for more accuracy in identifying notes -prints note and frequency in Hz First time working with audio in software! It was hard to get a functional audio file output and to ensure accuracy in note tracking; the recording kept sounding distorted and it was all static noise. A lot of my time was spent on trying to get a decent recording; however, it’s still not accurate because while the static noise is gone, the audio is playing at a higher speed than recorded. Still, my program’s main function is to identify notes, so for now I’ll just focus on that. (Also, that recording thing is driving me insane.) I learned a lot about audio processing from random blogs and videos on the Internet, so coding this was really confusing and I kept messing around with the code to test what each one does. Still, this is really interesting! :D
-no longer spams the same note over and over again for a continuous long note -waits for a new frequency (or a silence) before printing a new note -fixed the issue where the recording saves in x2 speed -increased number of note-neighbors considered when the program “votes” on which note is the main one (to cancel out ghost harmonics / vibrato) I noticed that my program works better on piano (since the notes’ frequencies are more consistent), but I’m working on adjusting this to work for other instruments as well (especially those that can vibrato). I found that my recording was saving at x2 speed because I forgot to update the sample width parameter when I was changing from a width of 4 to a width of 2.
-added a goal vs attempt recording –> “goal” is what you want to play (you can play a recording of what you want to play to the mic), while “attempt” is what you’re actually playing (live) -added a feature to compare accuracy of goal vs attempt (and create an “accurate notes” list) -added a small delay to checking the notes so that it would reduce ghost harmonics -raised the note-neighbors number for the program to be more resistant to background noise, ghost harmonics, and vibrato This program works pretty well for playing on digital pianos, since the frequency stays consistent and the computer can pick up the sound better. I’ve been trying to make this work for string instruments (which aren’t always in tune), but it’s very difficult since making the program too resistant to vibrato could make it less accurate overall. Nonetheless, I’m pretty proud of this project because it was difficult for me to learn and understand all about using the wave and pyaudio packages :D I hope this is useful to anyone trying to learn an instrument!
Ships:
Music Grader: A tool to measure your accuracy in playing a piece! Ever wanted a tool to tell you how well you’re playing a piece? Are you a beginner that’s trying to replicate a simple tune? This tool records the piece you want to play, then it records your playing and grades it! -Records goal first: Play a recording of what you want your playing to sound like -Records attempt next: Test your playing! -Calculates the accuracy of your playing (how close it sounds to your “goal” recording) -You can also use this to play musical imitation games with your friends :) -Works best with piano, but could work with other instruments too! –> would be a little stricter on grading intonation of instruments -Stop recording by typing Ctrl + C in the terminal. If you’re on the first recording, it will transition into the next one. If you’re on the second one, it will automatically calculate your accuracy. Link to download: https://github.com/ducky-violin/music-grader/releases/tag/music_grader Link to a virtual piano: https://www.musicca.com/piano...
|
1792875251.3657212
|
1793739251.3657212
|
|
51180
|
Jeopardy by @atharva02 | Stardance
|
atharva02
|
1
|
4.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T02:08:11Z", "hours": 4.0, "multiplier": 2.41, "payout": 9, "blessing": "neutral", "text": "I made a trivia game with Jeopardy structure(read Devlog #2, you’ll understand). This was challenging mainly for creating questions as I need to balance incrementing difficulty while also ensuring the questions are fair across all 5 categories. I’m proud that I created this project as it solves a problem my family had whenever we play this in that Google Slides can’t hide money cells after being answered. Being able to solve this problem by creating a website makes me really happy. It’s pretty simple to use, something that isn’t recognized right away is that if you click the “THE BOARD” at the top, you’ll be directed to Super Questions, this is highlighted in the README as well. Other than that I’d love to expand this project in any way the people want me to so all feedback is appreciated. Enjoy!", "repo": "https://github.com/atharva-277/Jeopardy277.web.app", "demo": "https://jeopardy-277.web.app/"}]...
|
[{"post_id": 54866, "ts": "202 [{"post_id": 54866, "ts": "2026-08-26T02:03:56Z", "hours": 1.6381, "text": "Devlog #2 After spending some time to create some questions, its done! A relatively simple project, but I wanted to do this mainly for personal reasons. Usually when I play this with my family via Google Slides, it doesn’t hide the money cells, hence why I coded it to solve this issue. Also I’ve recently realized that I’ve been calling this Jeopardy despite it being more of a trivia game, just with the Jeopardy structure. I want to clarify, when using this, it will give you a question, which you try to answer, not the other way around like it usually is in Jeopardy. Also, I added a return button like I mentioned from the first devlog. Lastly, this is usually meant to be played in a group setting verbally, hence why there isn’t input boxes to type an answer in to grade yourself, or money incrementors by team. If this is a wanted feature, I can add it, but this was a on-the-fly type project so it won’t be present within the first ship."}, {"post_id": 54810, "ts": "2026-08-25T23:05:39Z", "hours": 2.0619, "text": "Devlog #1 The initial structure is complete! This wasn’t too difficult to get working, but its a repetitive task that was completed nonetheless. It’s a pretty simple JavaScript and DOM structure, all the buttons have ID’s that lead to a specific screen that replaces the question and answer labels with their respective question and answer. Something to note for now, the way to get back to the main screen is by clicking the answer label itself. I’m not sure why I designed it that way, it was most likely a spur of the moment idea, but might be changed by next ship. Now that the structure is done, the next step is to simply get all the questions inputted and this will be shipped soon. Enjoy!"}]...
|
Title: Jeopardy by @atharva02 | Stardance
Devlogs Title: Jeopardy by @atharva02 | Stardance
Devlogs:
Devlog #1 The initial structure is complete! This wasn’t too difficult to get working, but its a repetitive task that was completed nonetheless. It’s a pretty simple JavaScript and DOM structure, all the buttons have ID’s that lead to a specific screen that replaces the question and answer labels with their respective question and answer. Something to note for now, the way to get back to the main screen is by clicking the answer label itself. I’m not sure why I designed it that way, it was most likely a spur of the moment idea, but might be changed by next ship. Now that the structure is done, the next step is to simply get all the questions inputted and this will be shipped soon. Enjoy!
Devlog #2 After spending some time to create some questions, its done! A relatively simple project, but I wanted to do this mainly for personal reasons. Usually when I play this with my family via Google Slides, it doesn’t hide the money cells, hence why I coded it to solve this issue. Also I’ve recently realized that I’ve been calling this Jeopardy despite it being more of a trivia game, just with the Jeopardy structure. I want to clarify, when using this, it will give you a question, which you try to answer, not the other way around like it usually is in Jeopardy. Also, I added a return button like I mentioned from the first devlog. Lastly, this is usually meant to be played in a group setting verbally, hence why there isn’t input boxes to type an answer in to grade yourself, or money incrementors by team. If this is a wanted feature, I can add it, but this was a on-the-fly type project so it won’t be present within the first ship.
Ships:
I made a trivia game with Jeopardy structure(read Devlog #2, you’ll understand). This was challenging mainly for creating questions as I need to balance incrementing difficulty while also ensuring the questions are fair across all 5 categories. I’m proud that I created this project as it solves a problem my family had whenever we play this in that Google Slides can’t hide money cells after being answered. Being able to solve this problem by creating a website makes me really happy. It’s pretty simple to use, something that isn’t recognized right away is that if you click the “THE BOARD” at the top, you’ll be directed to Super Questions, this is highlighted in the README as well. Other than that I’d love to expand this project in any way the people want me to so all feedback is appreciated. Enjoy!...
|
1792878451.1318004
|
1793742451.1318004
|
|
51213
|
AquariumOS by @defenestrantor | Stardance
|
defenestrantor
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T16:20:03Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Aquarium OS. Im proud of how I got it able to work online and got it to run well. I also like the ripples that I added, however GitHub pages is down right now so the latest update isn’t visible.", "repo": "https://github.com/ethaenall/aquariumos", "demo": "https://ethaenall.github.io/aquariumos/"}]...
|
[{"post_id": 81003, "ts": "202 [{"post_id": 81003, "ts": "2026-10-19T15:50:07Z", "hours": 3.2186, "text": "I gave the water moving light patterns and ripples Fish now grow and change forms when you feed them + tank has memory now. A goldfish can become a koi, then a dragon koi. I also replaced the dock with little objects sitting in the sand. Notes opens from a treehouse, Calculator from a treasure chest, and Music from a shell. Minimized apps go to sleep until you click them again."}, {"post_id": 50115, "ts": "2026-08-19T05:47:34Z", "hours": 0.5861, "text": "I wanted the cursor to feel like something in the water. When it gets close, fish peel away instead of swimming through it, and the water keeps a little ripple. Notes now say when they’re saved, windows remember where you left them, and Esc closes the focused one."}, {"post_id": 50092, "ts": "2026-08-19T04:49:12Z", "hours": 0.3969, "text": "Cursor ripples in the water, and nearby fish peel away Notes show “Saved in this tank” Windows remember where you dragged them Esc closes the focused window A first run hint: “Move around — the fish notice you.”"}, {"post_id": 50079, "ts": "2026-08-19T04:12:15Z", "hours": 0.5472, "text": "Draggable, stackable windows with click-to-focus and close Notes: autosaves to locally Calculator — + − × ÷, decimals, clear, equals Music:play/pause, progress, volume, royalty free loop Tide Lights About: short Stardance / WebOS 1 writeup Fish cursor interaction: nearby fish peel away slightly (the extra feature)"}]...
|
Title: AquariumOS by @defenestrantor | Stardance
Title: AquariumOS by @defenestrantor | Stardance
Devlogs:
Draggable, stackable windows with click-to-focus and close Notes: autosaves to locally Calculator — + − × ÷, decimals, clear, equals Music:play/pause, progress, volume, royalty free loop Tide Lights About: short Stardance / WebOS 1 writeup Fish cursor interaction: nearby fish peel away slightly (the extra feature)
Cursor ripples in the water, and nearby fish peel away Notes show “Saved in this tank” Windows remember where you dragged them Esc closes the focused window A first run hint: “Move around — the fish notice you.”
I wanted the cursor to feel like something in the water. When it gets close, fish peel away instead of swimming through it, and the water keeps a little ripple. Notes now say when they’re saved, windows remember where you left them, and Esc closes the focused one.
I gave the water moving light patterns and ripples Fish now grow and change forms when you feed them + tank has memory now. A goldfish can become a koi, then a dragon koi. I also replaced the dock with little objects sitting in the sand. Notes opens from a treehouse, Calculator from a treasure chest, and Music from a shell. Minimized apps go to sleep until you click them again.
Ships:
I made Aquarium OS. Im proud of how I got it able to work online and got it to run well. I also like the ripples that I added, however GitHub pages is down right now so the latest update isn’t visible....
|
1793400624.8333404
|
1793487024.8333404
|
|
51217
|
8-Bit Jam by @tonymac129 | Stardance
|
tonymac129
|
1
|
17.0
|
136
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T02:46:47Z", "hours": 17.0, "multiplier": 7.94, "payout": 136, "blessing": "neutral", "text": "I finally finished building the 8-Bit Jam website for the game development hackathon that I hosted with my friends on 8/22 in Virginia!!! The event was a ton of fun and I learned a lot of stuff from this entire experience. This website is basically the central platform for the entire event, including pages with general information about the hackathon like the homepage, rules, about, schedule, sponsors, and winners pages, the auth/account system for the registrants and judges, the project management and submission site, and the judging portal and results pages for both our in-person and remote judges. I really enjoyed building this project because I literally dedicated maybe 100 hours of my summer break and my blood and sweat, so it was an amazing feeling to see everything come to life myself. I was super busy these past few days especially when school was also starting, so I only had the time to make 2 devlogs documenting this project :(", "repo": "https://github.com/8bitjam/site", "demo": "https://8bitjam.win"}]...
|
[{"post_id": 54875, "ts": "202 [{"post_id": 54875, "ts": "2026-08-26T02:39:35Z", "hours": 7.1208, "text": "8-Bit Jam is over!!! 8-Bit Jam, the game development hackathon I hosted last Saturday, 8/22, in Great Falls, Virginia, is finally over after more than 3 months of hardwork, emailing, worrying, calling, writing, marketing, building, and doing a hella ton of other stuff (I already said this in my last devlog so I won’t be repeat too much) Most of this massive 7 hour devlog’s time was spent a few days before the actual event when I was rushing and working on the site for 2 hours per day (on top of emailing sponsors, judges, participants, and preparing for the event) getting the project submission, judging, algorithmic weighing, auth, and other workflows ready for production Finished the project submission form by adding a new field for technology used in the project and tooltips explaining what to put in each field (and some people were still confused during the event ) Judges can now actually submit their ratings for each judging criterion and submit their constructive feedback (at least 30 words) for the project on the judging page Added an admin result summary page that only my account can access which displays a table with all the projects’ scores for each category, as well as their overall scores. The scores can be sorted by clicking on each table headers (project names are censored in the devlog for privacy reasons because the event took place and the scores are all real from our 100+ ratings from 12 judges) Took quite a bit of time coming up with and implementing a fair and balanced algorithm to calculate each project’s overall scores for the categories since in-person and remote judges are weighed differently. I felt so smart and stupid at the same time for making the final weird algorithm Added the winners page after the hackathon showing pictures of winners with their certificate, award, and team name, as well as photo highlights from the event Added the logo redesign submission page when the event was happening since I still had some free time in the entire 10 hours, where you can upload your 8-Bit Jam logo ideas that show up on my admin summary dashboard page for the sidequest A ton of stuff happened, this was definitely the most fun I’ve experienced in one day in a very long time, and I’m really excited to finally write a blog post about it to organize my wonderful memories of 8-Bit Jam 🥹 Updated project submission form styling and content Updated a lot of outdated info across the website both during and after the event Fixed some project form edge case bugs related to AI usage entries and saving projects Fixed many other visual and backend bugs to improve overall UI and UX Updated README"}, {"post_id": 50448, "ts": "2026-08-19T16:42:57Z", "hours": 9.9589, "text": "Preparing for the hackathon 8-Bit Jam , the game-themed high school hackathon, is finally happening in less than 3 days in Virginia !!! I’ve been working on hosting this event, including finding venues, getting sponsors, marketing, contacting judges, improving the website, managing registrations, and doing a hella ton of work along with my team (genuinely took up all my free time this entire summer ) I already made the basic website with event information listed and a simple account system a while ago near the end of Flavortown, but this time I’m finishing it for the event since it will be used as the project management and judging platform for our participants and judges I didn’t plan on devlogging the website on Stardance because I thought it would only take a few hours, but it’s turning out to be quite complicated, so might as well just document everything on here. I’ve been working on this periodically over the past few months and somehow accumulated almost 10 hours, so this devlog will be pretty massive Participants can now go to their dashboard and start managing their project information by clicking on the manage project options On the project form, they can fill in their project’s name, description, gameplay instructions, demo/repo links, team name, team members, log their AI debug usage (because generative AI is prohibited 🥹 , only debugging with AI is allowed), and upload a banner for judges to know everything about their project Judge accounts can see all submitted projects from the dashboard, and clicking on one brings them to the rating page where they can get a comprehensive overview of the project, as well as put their ratings for each criterion and provide constructive feedback in the rubric section (I definitely didn’t take inspo from the Stardance voting page ) I still need to clean up the database and put dynamic time constraints to make sure people don’t cheat the system, submit early/late, or do something else, so figuring out all the edge cases would be a pain Updated the account auth system so signing in/signing up with either credentials or OAuth actually works. Added judge accounts as well that give them access to the project rating dashboard and individual pages Updated the website with a lot of new information including our prizes, team members, judges, sponsors, detailed schedule, rules, and a bunch of links for our registration and volunteering forms Updated backend database schema and types Updated styling and page layout Fixed a lot of bugs/outdated info here and there so it’s slightly presentable to the professional audience I probably did a lot more on the website that I don’t remember, because managing a hackathon website is genuinely very tedious"}]...
|
Title: 8-Bit Jam by @tonymac129 | Stardance
Devlo Title: 8-Bit Jam by @tonymac129 | Stardance
Devlogs:
Preparing for the hackathon 8-Bit Jam , the game-themed high school hackathon, is finally happening in less than 3 days in Virginia !!! I’ve been working on hosting this event, including finding venues, getting sponsors, marketing, contacting judges, improving the website, managing registrations, and doing a hella ton of work along with my team (genuinely took up all my free time this entire summer ) I already made the basic website with event information listed and a simple account system a while ago near the end of Flavortown, but this time I’m finishing it for the event since it will be used as the project management and judging platform for our participants and judges I didn’t plan on devlogging the website on Stardance because I thought it would only take a few hours, but it’s turning out to be quite complicated, so might as well just document everything on here. I’ve been working on this periodically over the past few months and somehow accumulated almost 10 hours, so this devlog will be pretty massive Participants can now go to their dashboard and start managing their project information by clicking on the manage project options On the project form, they can fill in their project’s name, description, gameplay instructions, demo/repo links, team name, team members, log their AI debug usage (because generative AI is prohibited 🥹 , only debugging with AI is allowed), and upload a banner for judges to know everything about their project Judge accounts can see all submitted projects from the dashboard, and clicking on one brings them to the rating page where they can get a comprehensive overview of the project, as well as put their ratings for each criterion and provide constructive feedback in the rubric section (I definitely didn’t take inspo from the Stardance voting page ) I still need to clean up the database and put dynamic time constraints to make sure people don’t cheat the system, submit early/late, or do something else, so figuring out all the edge cases would be a pain Updated the account auth system so signing in/signing up with either credentials or OAuth actually works. Added judge accounts as well that give them access to the project rating dashboard and individual pages Updated the website with a lot of new information including our prizes, team members, judges, sponsors, detailed schedule, rules, and a bunch of links for our registration and volunteering forms Updated backend database schema and types Updated styling and page layout Fixed a lot of bugs/outdated info here and there so it’s slightly presentable to the professional audience I probably did a lot more on the website that I don’t remember, because managing a hackathon website is genuinely very tedious
8-Bit Jam is over!!! 8-Bit Jam, the game development hackathon I hosted last Saturday, 8/22, in Great Falls, Virginia, is finally over after more than 3 months of hardwork, emailing, worrying, calling, writing, marketing, building, and doing a hella ton of other stuff (I already said this in my last devlog so I won’t be repeat too much) Most of this massive 7 hour devlog’s time was spent a few days before the actual event when I was rushing and working on the site for 2 hours per day (on top of emailing sponsors, judges, participants, and preparing for the event) getting the project submission, judging, algorithmic weighing, auth, and other workflows ready for production Finished the project submission form by adding a new field for technology used in the project and tooltips explaining what to put in each field (and some people were still confused during the event ) Judges can now actually submit their ratings for each judging criterion and submit their constructive feedback (at least 30 words) for the project on the judging page Added an admin result summary page that only my account can access which displays a table with all the projects’ scores for each category, as well as their overall scores. The scores can be sorted by clicking on each table headers (project names are censored in the devlog for privacy reasons because the event took place and the scores are all real from our 100+ ratings from 12 judges) Took quite a bit of time coming up with and implementing a fair and balanced algorithm to calculate each project’s overall scores for the categories since in-person and remote judges are weighed differently. I felt so smart and stupid at the same time for making the final weird algorithm Added the winners page after the hackathon showing pictures of winners with their certificate, award, and team name, as well as photo highlights from the event Added the logo redesign submission page when the event was happening since I still had some free time in the entire 10 hours, where you can upload your 8-Bit Jam logo ideas that show up on my admin summary dashboard page for the sidequest A ton of stuff happened, this was definitely the most fun I’ve experienced in one day in a very long time, and I’m really excited to finally write a blog post about it to organize my wonderful memories of 8-Bit Jam 🥹 Updated project submission form styling and content Updated a lot of outdated info across the website both during and after the event Fixed some project form edge case bugs related to AI usage entries and saving projects Fixed many other visual and backend bugs to improve overall UI and UX Updated README
Ships:
I finally finished building the 8-Bit Jam website for the game development hackathon that I hosted with my friends on 8/22 in Virginia!!! The event was a ton of fun and I learned a lot of stuff from this entire experience. This website is basically the central platform for the entire event, including pages with general information about the hackathon like the homepage, rules, about, schedule, sponsors, and winners pages, the auth/account system for the registrants and judges, the project management and submission site, and the judging portal and results pages for both our in-person and remote judges. I really enjoyed building this project because I literally dedicated maybe 100 hours of my summer break and my blood and sweat, so it was an amazing feeling to see everything come to life myself. I was super busy these past few days especially when school was also starting, so I only had the time to make 2 devlogs documenting this project :(...
|
1793267490.231805
|
1793353890.231805
|
|
51245
|
Akkorpy's portfolio by @Akkorpy | Stardance
|
Akkorpy
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T10:55:54Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal portfolio website, which will showcase all my interests, goals, and works so far. The most challenging part for me was structuring HTML code because I’ve never used it before. I am very proud of myself for making this website from zero.", "repo": "https://github.com/Akkorpy/Website", "demo": "https://akkorpy.github.io/Website/"}]...
|
[{"post_id": 54371, "ts": "202 [{"post_id": 54371, "ts": "2026-08-25T10:45:46Z", "hours": 4.0133, "text": "Almost finished my personal website. I will add my projects list and then ship this project."}, {"post_id": 54024, "ts": "2026-08-24T19:32:47Z", "hours": 1.2389, "text": "I was working on HTML part and honestly, it was very difficult for me to understand it. Tomorrow, I’ll be working on CSS part"}]...
|
Title: Akkorpy's portfolio by @Akkorpy | Stard Title: Akkorpy's portfolio by @Akkorpy | Stardance
Devlogs:
I was working on HTML part and honestly, it was very difficult for me to understand it. Tomorrow, I’ll be working on CSS part
Almost finished my personal website. I will add my projects list and then ship this project.
Ships:
I made my personal portfolio website, which will showcase all my interests, goals, and works so far. The most challenging part for me was structuring HTML code because I’ve never used it before. I am very proud of myself for making this website from zero....
|
1793267498.8998613
|
1793353898.8998613
|
|
51253
|
Aditya's Portfolio by @adityajain1225 | Starda Aditya's Portfolio by @adityajain1225 | Stardance...
|
adityajain1225
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T11:43:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website I made it using TypeScript + HTML and bits and pieces of custom CSS :) This includes whatever I am passionate for and a wide list of the projects I do. Hope you will like it :)", "repo": "https://github.com/AdityaJainDXB/Aditya-portfolio", "demo": "https://aditya-portfolio-ten-eta.vercel.app"}]...
|
[{"post_id": 50142, "ts": "202 [{"post_id": 50142, "ts": "2026-08-19T07:43:45Z", "hours": 1.0994, "text": "Completed the website using NodeJS style"}]...
|
Title: Aditya's Portfolio by @adityajain1225 | Title: Aditya's Portfolio by @adityajain1225 | Stardance
Devlogs:
Completed the website using NodeJS style
Ships:
This is my personal website I made it using TypeScript + HTML and bits and pieces of custom CSS :) This includes whatever I am passionate for and a wide list of the projects I do. Hope you will like it :)...
|
1793260487.5374627
|
1793346887.5374627
|
|
51257
|
My own site! by @Ahnaafjim | Stardance
|
Ahnaafjim
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T09:15:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first ever personal website, i made this using html and css and that is all i have knowledge on, i have very limited knowledge on javascript but since this was a project to learn something new i deided that i should probably try to use it. all the javascript that i used was made with the help of claude but everything else like the html and css was made by me, it actually took me a total of 4 hours but the thing is that hackatime did not assign the time for the first 3 hours and 40 minutes mainly because i did not have the project file open, iam currently seeing if they can resolve my issue but for now i’ve pretty much start with just a simple “hi welcome to my website” then i’ve build a big card with an image of me and a paragraph, i made it with Gemini but i made sure it was true to me Last i added the hobbies tab and that is when i realized it did not assign the hours so as a last ditch effort i added a new section thanking the user for clicking on my website just to meet the minimum coding time “quota” and that’s all.", "repo": "https://github.com/ahnaafjim/Final-personal-website", "demo": "https://ahnaafjim.github.io/Final-personal-website/"}]...
|
[{"post_id": 50839, "ts": "202 [{"post_id": 50839, "ts": "2026-08-20T08:47:47Z", "hours": 0.4544, "text": "made my first ever personal website!"}]...
|
Title: My own site! by @Ahnaafjim | Stardance
Dev Title: My own site! by @Ahnaafjim | Stardance
Devlogs:
made my first ever personal website!
Ships:
This is my first ever personal website, i made this using html and css and that is all i have knowledge on, i have very limited knowledge on javascript but since this was a project to learn something new i deided that i should probably try to use it. all the javascript that i used was made with the help of claude but everything else like the html and css was made by me, it actually took me a total of 4 hours but the thing is that hackatime did not assign the time for the first 3 hours and 40 minutes mainly because i did not have the project file open, iam currently seeing if they can resolve my issue but for now i’ve pretty much start with just a simple “hi welcome to my website” then i’ve build a big card with an image of me and a paragraph, i made it with Gemini but i made sure it was true to me Last i added the hobbies tab and that is when i realized it did not assign the hours so as a last ditch effort i added a new section thanking the user for clicking on my website just to meet the minimum coding time “quota” and that’s all....
|
1793260490.3078527
|
1793346890.3078527
|
|
51264
|
Koenigsegg by @Natahnn | Stardance
|
Natahnn
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T10:39:29Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: An interactive Koenigsegg Slack Bot packed with a visual Koenigsegg configuration garage, live FIA Formula 1 driver standings, and live tracking telemetry connections to NASA orbital servers. What was challenging: Debugging the complex API JSON response structures for the live sports data blocks and fixing severe asynchronous timeout bugs on the NASA server network calls. Handling the state of multiple concurrent users configuring hypercars without their choices bleeding into each other was also a puzzle. What I’m proud of: Upgrading a basic plain-text chatbot into a premium visual UI using Slack’s premium two-column Block Kit grid fields, and successfully deploying the entire app stack onto Hack Club Nest as a permanent, crash-proof 24/7 background systemd daemon service! How to test it: Head over to the #nathanbot-testing channel in the Slack workspace and fire up the main configuration dashboard by running the slash command: /koenigsegg-build", "repo": "", "demo": ""}]...
|
[{"post_id": 56535, "ts": "202 [{"post_id": 56535, "ts": "2026-08-28T10:20:23Z", "hours": 3.1225, "text": "Today I completed a massive upgrade for my Koenigsegg Slack Bot and officially deployed it 24/7 in the cloud! Here is everything I got working during this session: • Built a fully interactive Koenigsegg (Hypercar) configurator garage inside Slack using premium Block Kit UI elements. Users can now select their custom Koenigsegg model chassis and liquid paint specs directly from clickable dropdown selection menus. • Designed a custom two-column grid data display for the final production ticket receipt using Slack layouts to neatly present the Owner name, MSRP value, engine configuration, wheels, and a randomized Swedish VIN tracking string. • Fixed critical syntax bugs and API routing connections for the Formula 1 driver standings module and the live NASA Astronomy Picture database fetching system. • Connected to Hack Club Nest via SSH, securely recreated my .env environment configurations, and set up the entire application codebase to run 24/7 as a background systemd service daemon with automatic crash recovery."}]...
|
Title: Koenigsegg by @Natahnn | Stardance
Devlogs Title: Koenigsegg by @Natahnn | Stardance
Devlogs:
Today I completed a massive upgrade for my Koenigsegg Slack Bot and officially deployed it 24/7 in the cloud! Here is everything I got working during this session: • Built a fully interactive Koenigsegg (Hypercar) configurator garage inside Slack using premium Block Kit UI elements. Users can now select their custom Koenigsegg model chassis and liquid paint specs directly from clickable dropdown selection menus. • Designed a custom two-column grid data display for the final production ticket receipt using Slack layouts to neatly present the Owner name, MSRP value, engine configuration, wheels, and a randomized Swedish VIN tracking string. • Fixed critical syntax bugs and API routing connections for the Formula 1 driver standings module and the live NASA Astronomy Picture database fetching system. • Connected to Hack Club Nest via SSH, securely recreated my .env environment configurations, and set up the entire application codebase to run 24/7 as a background systemd service daemon with automatic crash recovery.
Ships:
What I made: An interactive Koenigsegg Slack Bot packed with a visual Koenigsegg configuration garage, live FIA Formula 1 driver standings, and live tracking telemetry connections to NASA orbital servers. What was challenging: Debugging the complex API JSON response structures for the live sports data blocks and fixing severe asynchronous timeout bugs on the NASA server network calls. Handling the state of multiple concurrent users configuring hypercars without their choices bleeding into each other was also a puzzle. What I’m proud of: Upgrading a basic plain-text chatbot into a premium visual UI using Slack’s premium two-column Block Kit grid fields, and successfully deploying the entire app stack onto Hack Club Nest as a permanent, crash-proof 24/7 background systemd daemon service! How to test it: Head over to the #nathanbot-testing channel in the Slack workspace and fire up the main configuration dashboard by running the slash command: /koenigsegg-build...
|
1793270971.040753
|
1793357371.040753
|
|
51271
|
rs-gpt by @AhmedKhaledAhmed | Stardance
|
AhmedKhaledAhmed
|
1
|
8.0
|
105
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T15:50:54Z", "hours": 8.0, "multiplier": 13.87, "payout": 105, "blessing": "neutral", "text": "I rewrote Andrej Karpathy’s microgpt in rust. Also, added a beautiful tui. You classic mode and tui mode. The classic mode behaves exactly as the original microgpt behaves, but the tui mode is a classic mode wrapper with a tui. You can use it now by installing it from crate.io or building it from the source using github.", "repo": "https://github.com/theawakener0/rs-gpt", "demo": "https://crates.io/crates/rs-gpt"}]...
|
[{"post_id": 54523, "ts": "202 [{"post_id": 54523, "ts": "2026-08-25T15:31:43Z", "hours": 0.5, "text": "DevLog#7 — rs-gpt is finally published on github and crate.io"}, {"post_id": 54109, "ts": "2026-08-24T22:19:01Z", "hours": 2.6239, "text": "DevLog#6 — I added a tui that really makes the training and inference visually impressive. Also I published the project."}, {"post_id": 52918, "ts": "2026-08-23T09:19:27Z", "hours": 0.52, "text": "DevLog#5 — Implemented the inference , ran the model and it works!!!!!!! Now, I can say that I have finished rewriting Andrej Karpathy’s microgpt in rust. I will add more things to it, maybe a tui and make the code more modular."}, {"post_id": 52580, "ts": "2026-08-22T19:16:53Z", "hours": 1.1122, "text": "DevLog#4 — Implemented the training loop , the model parameters , and the optimizer . Also, removed the dataset() function and just added the logic in main() . And what is left? Is the inference, and by finishing the inference I will be finished with the rust rewrite."}, {"post_id": 51847, "ts": "2026-08-21T18:28:56Z", "hours": 1.1986, "text": "DevLog#3 — Implemented the gpt-2 like architecture, actually it was tense, the rust rewrite for it made my mind want explode, but yeah I rewrote it and now it’s here. the training and inference are the next goal."}, {"post_id": 50417, "ts": "2026-08-19T16:09:38Z", "hours": 1.1039, "text": "DevLog#2 — Implemented the Autograd for rs-gpt, it took a while trying to find a way to implement the original python code to rust, but once I figured out (inspired from stochastical/microgpt-rs implementation) everything became easy."}, {"post_id": 50145, "ts": "2026-08-19T07:45:31Z", "hours": 0.5233, "text": "DevLog#1 — Implemented the dataset function. Currently, it reads the input.txt and randomize it into a list, I didn’t check for the file existence, but I will fix that in the future."}]...
|
Title: rs-gpt by @AhmedKhaledAhmed | Stardance
De Title: rs-gpt by @AhmedKhaledAhmed | Stardance
Devlogs:
DevLog#1 — Implemented the dataset function. Currently, it reads the input.txt and randomize it into a list, I didn’t check for the file existence, but I will fix that in the future.
DevLog#2 — Implemented the Autograd for rs-gpt, it took a while trying to find a way to implement the original python code to rust, but once I figured out (inspired from stochastical/microgpt-rs implementation) everything became easy.
DevLog#3 — Implemented the gpt-2 like architecture, actually it was tense, the rust rewrite for it made my mind want explode, but yeah I rewrote it and now it’s here. the training and inference are the next goal.
DevLog#4 — Implemented the training loop , the model parameters , and the optimizer . Also, removed the dataset() function and just added the logic in main() . And what is left? Is the inference, and by finishing the inference I will be finished with the rust rewrite.
DevLog#5 — Implemented the inference , ran the model and it works!!!!!!! Now, I can say that I have finished rewriting Andrej Karpathy’s microgpt in rust. I will add more things to it, maybe a tui and make the code more modular.
DevLog#6 — I added a tui that really makes the training and inference visually impressive. Also I published the project.
DevLog#7 — rs-gpt is finally published on github and crate.io
Ships:
I rewrote Andrej Karpathy’s microgpt in rust. Also, added a beautiful tui. You classic mode and tui mode. The classic mode behaves exactly as the original microgpt behaves, but the tui mode is a classic mode wrapper with a tui. You can use it now by installing it from crate.io or building it from the source using github....
|
1793270979.2090614
|
1793357379.2090614
|