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66159
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Thrust vectoring hack ?? by @shyamks1828 | Stardan Thrust vectoring hack ?? by @shyamks1828 | Stardance...
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shyamks1828
|
1
|
3.9
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T06:02:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hi guyss. so im making a thrust vectoring setup for any diy edf planes. im hoping that the design i finally wind up on can be universal and preferrably use no extra 3 d parts other than the edf. the try project link leads to my lapse vide will update it later with a flow diagram of my works. check out the source to get details of whatever is done till now.–ALSO GUYS MY GOAL IS TO GET BAMBU LABS A1 MINI SO I CAN 3D PRINT THE REQUIRED STUFF AT HOME PLS SUPPORT ME TO YOUR BEST POSSIBLE EXTENT:) (BTWN U AND ME I GOT THE DUCTED FANS FOR 5 DOLLARS AND I HAD TO CYCLE 3KM TO PICK IT UP - U CAN CHANGE THAT:)) ALSO CHCK OUT THE VIDEO IN MY DEVLOG", "repo": "https://github.com/coderrcboy/thrustvectoring", "demo": ""}]...
|
[{"post_id": 78659, "ts": "202 [{"post_id": 78659, "ts": "2026-10-11T06:22:31Z", "hours": 0.3003, "text": "Hi guysss. after some research this is the best design that can be universally used for any edf. the diagram is very simple. i will list materials required on my github repo. i will try to make a 3d printable file also. ik yes i said no need 3d printer but those who have one can also use this low effort. i think with tha this project is a wrap. c ya later"}, {"post_id": 75446, "ts": "2026-09-30T03:50:51Z", "hours": 0.4881, "text": "hello guyss, so the thrust vectoring thing wil be added to a larger physical project im doing. So today i was doing some cfd analysis with respect to that. im using ansys student version for it. thats all for tdy nothing uch to say. tmrw i will post a follow up of the modified 2 axis movement with more rage of motion. and heres a bit of sneekpeak on the cfd:)"}, {"post_id": 75228, "ts": "2026-09-29T15:09:39Z", "hours": 0.8506, "text": "Hiya guyss. so finally saw a tutorial and got an idea as to how to get the two axis movement. but as you can see in the video, it is extremely rigid with low freedom of movement. so next devlog im gonna figure out how to get more freedom of movement. and also attatch the servos and try it out. cudnt do it tdy cos i just wanted to test out axis movement working. and also here the link to the video i saw. its as old as me :) https://youtu.be/iFtUr_BnjEk?si=CrDhz44iGBbtpkKw"}, {"post_id": 74865, "ts": "2026-09-28T14:03:25Z", "hours": 1.2603, "text": "wassupp guyss firstly sorry for the grainy screenshots. they r from my lapse videos. ok so today what i did was firstly i polished up the y axis movement and added a stand of sorts. then i tried x axis movement but didnt work so well cos i tried to use 2 servos to move entire y axis setup platform i also saw the pillars which pivot y axis are not stuck firmly so they move along with the servo. next time im gonna get ice cream sticks and make a gyro-thingy to house the motor so i can make a lighter setup and also easier induvidual axis movement. c ya later"}, {"post_id": 74258, "ts": "2026-09-27T02:43:50Z", "hours": 0.55, "text": "hi guyss. so im making a thrust vectoring setup for any diy edf planes. im hoping that the design i finally wind up on can be universal and preferrably use no extra 3 d parts other than the edf. the try project link leads to my lapse vide will update it later with a flow diagram of my works. check out the source to get details of whatever is done till now."}]...
|
Title: Thrust vectoring hack ?? by @shyamks1828 | Title: Thrust vectoring hack ?? by @shyamks1828 | Stardance
Devlogs:
hi guyss. so im making a thrust vectoring setup for any diy edf planes. im hoping that the design i finally wind up on can be universal and preferrably use no extra 3 d parts other than the edf. the try project link leads to my lapse vide will update it later with a flow diagram of my works. check out the source to get details of whatever is done till now.
wassupp guyss firstly sorry for the grainy screenshots. they r from my lapse videos. ok so today what i did was firstly i polished up the y axis movement and added a stand of sorts. then i tried x axis movement but didnt work so well cos i tried to use 2 servos to move entire y axis setup platform i also saw the pillars which pivot y axis are not stuck firmly so they move along with the servo. next time im gonna get ice cream sticks and make a gyro-thingy to house the motor so i can make a lighter setup and also easier induvidual axis movement. c ya later
Hiya guyss. so finally saw a tutorial and got an idea as to how to get the two axis movement. but as you can see in the video, it is extremely rigid with low freedom of movement. so next devlog im gonna figure out how to get more freedom of movement. and also attatch the servos and try it out. cudnt do it tdy cos i just wanted to test out axis movement working. and also here the link to the video i saw. its as old as me :) https://youtu.be/iFtUr_BnjEk?si=CrDhz44iGBbtpkKw
hello guyss, so the thrust vectoring thing wil be added to a larger physical project im doing. So today i was doing some cfd analysis with respect to that. im using ansys student version for it. thats all for tdy nothing uch to say. tmrw i will post a follow up of the modified 2 axis movement with more rage of motion. and heres a bit of sneekpeak on the cfd:)
Hi guysss. after some research this is the best design that can be universally used for any edf. the diagram is very simple. i will list materials required on my github repo. i will try to make a 3d printable file also. ik yes i said no need 3d printer but those who have one can also use this low effort. i think with tha this project is a wrap. c ya later
Ships:
hi guyss. so im making a thrust vectoring setup for any diy edf planes. im hoping that the design i finally wind up on can be universal and preferrably use no extra 3 d parts other than the edf. the try project link leads to my lapse vide will update it later with a flow diagram of my works. check out the source to get details of whatever is done till now.–ALSO GUYS MY GOAL IS TO GET BAMBU LABS A1 MINI SO I CAN 3D PRINT THE REQUIRED STUFF AT HOME PLS SUPPORT ME TO YOUR BEST POSSIBLE EXTENT:) (BTWN U AND ME I GOT THE DUCTED FANS FOR 5 DOLLARS AND I HAD TO CYCLE 3KM TO PICK IT UP - U CAN CHANGE THAT:)) ALSO CHCK OUT THE VIDEO IN MY DEVLOG...
|
1793062172.5476642
|
1793148572.5476642
|
|
66163
|
Perfect Day Website by @Imobes | Stardance
|
Imobes
|
1
|
0.34
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:52:53Z", "hours": 0.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "I made a website showing my perfect indoors day by creating a mug brownie recipe! It was challenging customizing my website by adding cool Google fonts because it was my first time coding.", "repo": "https://github.com/aroushkhan13/Perfect-Day", "demo": "https://aroushkhan13.github.io/Perfect-Day/"}]...
|
[{"post_id": 75798, "ts": "202 [{"post_id": 75798, "ts": "2026-10-01T05:27:46Z", "hours": 0.3433, "text": "I worked on adding more images to my site and a few more links and tried to get a good background color but that is all."}, {"post_id": 74301, "ts": "2026-09-27T04:44:11Z", "hours": 0.3444, "text": "A website depicting my perfect day! I built this at my local Sunbeam in around 6 hours. It was my first time coding! The website shows a quick mug brownie recipe as well as some tips."}]...
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Title: Perfect Day Website by @Imobes | Stardance
Title: Perfect Day Website by @Imobes | Stardance
Devlogs:
A website depicting my perfect day! I built this at my local Sunbeam in around 6 hours. It was my first time coding! The website shows a quick mug brownie recipe as well as some tips.
I worked on adding more images to my site and a few more links and tried to get a good background color but that is all.
Ships:
I made a website showing my perfect indoors day by creating a mug brownie recipe! It was challenging customizing my website by adding cool Google fonts because it was my first time coding....
|
1793062173.6966333
|
1793148573.6966333
|
|
66164
|
animeos by @shauz | Stardance
|
shauz
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T05:35:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, here i have finnaly completed the anime webOS which is obviously a web os but anime themed, i made ive added wallpaper, added apps such as paint, notepad, watch list and a really cool chakra animation app. ive made a taskbar with real time clock and a start menu with the ability to pin apps to taskbar(just click it in the start menu) ive used some japanese to for the icons and the taskbar since this was anime themed and it looks cool so thats about it. css was bit challenging so ive used some ai help for css part and debugging. Thanks", "repo": "https://github.com/wowaidummy/animeos", "demo": "https://animeos-rust.vercel.app/"}]...
|
[{"post_id": 74313, "ts": "202 [{"post_id": 74313, "ts": "2026-09-27T05:15:22Z", "hours": 0.4189, "text": "so i revamped the css, ive added more apps, paint, notepad, watch history, a cool chakra app (it doesnt have a big funtion but has a cool animation) ive also implemented taskbar, clock , start menue and pin to taskbar feature. since the app is anime theme i decided to use my japanese skills and made the logos in japanese i think this is cool and complete"}, {"post_id": 74283, "ts": "2026-09-27T03:49:29Z", "hours": 0.3342, "text": "so i succesfully made this completly anime themes i hope you like it"}, {"post_id": 74268, "ts": "2026-09-27T03:15:49Z", "hours": 0.2803, "text": "so i have started this anime os project today and created a basic os now were gonna add elements to it PS: (i realised in the editor i was making it didnt have hackatime linked :( so only 16 mins it says)"}]...
|
Title: animeos by @shauz | Stardance
Devlogs:
so Title: animeos by @shauz | Stardance
Devlogs:
so i have started this anime os project today and created a basic os now were gonna add elements to it PS: (i realised in the editor i was making it didnt have hackatime linked :( so only 16 mins it says)
so i succesfully made this completly anime themes i hope you like it
so i revamped the css, ive added more apps, paint, notepad, watch history, a cool chakra app (it doesnt have a big funtion but has a cool animation) ive also implemented taskbar, clock , start menue and pin to taskbar feature. since the app is anime theme i decided to use my japanese skills and made the logos in japanese i think this is cool and complete
Ships:
So, here i have finnaly completed the anime webOS which is obviously a web os but anime themed, i made ive added wallpaper, added apps such as paint, notepad, watch list and a really cool chakra animation app. ive made a taskbar with real time clock and a start menu with the ability to pin apps to taskbar(just click it in the start menu) ive used some japanese to for the icons and the taskbar since this was anime themed and it looks cool so thats about it. css was bit challenging so ive used some ai help for css part and debugging. Thanks...
|
1793062174.8800476
|
1793148574.8800476
|
|
66196
|
Hack Club Marina Chapter by @cognitayohan | Starda Hack Club Marina Chapter by @cognitayohan | Stardance...
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cognitayohan
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T03:32:23Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Hack Club Marina Chapter’s official website! This website is a full-stack webapp created through the VITE framework within React.js. It utilizes typescript and some index.html/CSS formatting. It took a few large commits to build the website. The website is fully deployed at https://marinahackclub.com . I decided to use some mix of Hack Club’s CSS styling while incorporating some of my own “Marina” touch to it. The website includes a dashboard for main users to keep track of costs for the club.", "repo": "https://github.com/robot3-track/marina-hackclub-chapter", "demo": "https://marinahackclub.com"}]...
|
[{"post_id": 76298, "ts": "202 [{"post_id": 76298, "ts": "2026-10-03T03:27:47Z", "hours": 1.9578, "text": "Hack Club Marina Chapter Website CSS Update I updated the UX of the site to make it easier to work with- I also made some manual edits to the CSS as well as some of the font configurations. The site is now ready for shipping! Also got a .com domain for it… yay"}, {"post_id": 74667, "ts": "2026-09-27T22:32:37Z", "hours": 0.5964, "text": "Hack Club Marina Chapter Website Update Today I updated the website for the club by changing some of the UI styling to be more adherent to hackclub.com/brand . I also spaced out the website with color coding for easier viewing of the application."}, {"post_id": 74322, "ts": "2026-09-27T05:28:26Z", "hours": 0.8972, "text": "The beginning of something new… Coding brought to Marina HS!! On September 24-25th, Marina HS had its club rush. And this time, for the first time in the history of Marina HS, Hackclub was introduced! We were able to get lots of signups as a club and introduce lots of people to the big Hackclub family. And yes, every good club needs a good website. So we have started creating our website to become as good as it can be, reflecting the Hackclub Site Brand Styling. One thing we noticed about Hackclub is the love of using Phantom Sans as the font, as well as the orange/red color scheme."}]...
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Title: Hack Club Marina Chapter by @cognitayohan | Title: Hack Club Marina Chapter by @cognitayohan | Stardance
Devlogs:
The beginning of something new… Coding brought to Marina HS!! On September 24-25th, Marina HS had its club rush. And this time, for the first time in the history of Marina HS, Hackclub was introduced! We were able to get lots of signups as a club and introduce lots of people to the big Hackclub family. And yes, every good club needs a good website. So we have started creating our website to become as good as it can be, reflecting the Hackclub Site Brand Styling. One thing we noticed about Hackclub is the love of using Phantom Sans as the font, as well as the orange/red color scheme.
Hack Club Marina Chapter Website Update Today I updated the website for the club by changing some of the UI styling to be more adherent to hackclub.com/brand . I also spaced out the website with color coding for easier viewing of the application.
Hack Club Marina Chapter Website CSS Update I updated the UX of the site to make it easier to work with- I also made some manual edits to the CSS as well as some of the font configurations. The site is now ready for shipping! Also got a .com domain for it… yay
Ships:
This is Hack Club Marina Chapter’s official website! This website is a full-stack webapp created through the VITE framework within React.js. It utilizes typescript and some index.html/CSS formatting. It took a few large commits to build the website. The website is fully deployed at https://marinahackclub.com . I decided to use some mix of Hack Club’s CSS styling while incorporating some of my own “Marina” touch to it. The website includes a dashboard for main users to keep track of costs for the club....
|
1793062176.0001354
|
1793148576.0001354
|
|
66206
|
Simon says by @rounaknayak17649 | Stardance
|
rounaknayak17649
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1
|
16.0
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16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T10:50:43Z", "hours": 16.0, "multiplier": 1.02, "payout": 16, "blessing": "neutral", "text": "I built a classic Simon Says memory game using HTML, CSS, and JavaScript!. Getting the game deployed correctly and making sure the file structure lined up seamlessly with Vercel and GitHub.I’m super proud of pulling everything together from scratch, styling it with custom gradients and layouts, and getting the live deployment working smoothly.Just click the “Try project” button, press any key to start, and watch the sequence closely to see how high of a score you can get", "repo": "https://github.com/crazyboy118/Simon-says", "demo": "https://simon-says-mauve.vercel.app"}]...
|
[{"post_id": 75162, "ts": "202 [{"post_id": 75162, "ts": "2026-09-29T10:45:20Z", "hours": 6.7075, "text": "debuging the codes"}, {"post_id": 74351, "ts": "2026-09-27T06:54:56Z", "hours": 9.3747, "text": "I have created logic, structure, design"}]...
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Title: Simon says by @rounaknayak17649 | Stardance Title: Simon says by @rounaknayak17649 | Stardance
Devlogs:
I have created logic, structure, design
debuging the codes
Ships:
I built a classic Simon Says memory game using HTML, CSS, and JavaScript!. Getting the game deployed correctly and making sure the file structure lined up seamlessly with Vercel and GitHub.I’m super proud of pulling everything together from scratch, styling it with custom gradients and layouts, and getting the live deployment working smoothly.Just click the “Try project” button, press any key to start, and watch the sequence closely to see how high of a score you can get...
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1793062177.2052138
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1793148577.2052138
|
|
66255
|
personal website by @niyattt | Stardance
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niyattt
|
1
|
6.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T11:14:32Z", "hours": 6.0, "multiplier": 2.84, "payout": 17, "blessing": "neutral", "text": "Finished building a simple, brief personal website built to introduce myself and my interests, and serve as my first coding project and introduction to coding Features About me section Music interests section Hobbies section Currently learning section Simple, visually appealing design Invertible colours for accessibility Built with: HTML, CSS and JavaScript", "repo": "https://github.com/AltereddStudios/personal-website", "demo": "https://altereddstudios.github.io/personal-website/"}]...
|
[{"post_id": 74423, "ts": "202 [{"post_id": 74423, "ts": "2026-09-27T11:12:07Z", "hours": 0.2939, "text": "Finished site, introduced invert colours button for accessibility"}, {"post_id": 74411, "ts": "2026-09-27T10:35:06Z", "hours": 5.6672, "text": "Personal Website - First draft Spent a solid hour trying to figure out how to use html + css, then started building this first draft of the site. Overall very close to completion, plan to introduce an interactive element such as a colour inverter for accessibility and to make the site feel more complete"}]...
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Title: personal website by @niyattt | Stardance
D Title: personal website by @niyattt | Stardance
Devlogs:
Personal Website - First draft Spent a solid hour trying to figure out how to use html + css, then started building this first draft of the site. Overall very close to completion, plan to introduce an interactive element such as a colour inverter for accessibility and to make the site feel more complete
Finished site, introduced invert colours button for accessibility
Ships:
Finished building a simple, brief personal website built to introduce myself and my interests, and serve as my first coding project and introduction to coding Features About me section Music interests section Hobbies section Currently learning section Simple, visually appealing design Invertible colours for accessibility Built with: HTML, CSS and JavaScript...
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1793062178.0722883
|
1793148578.0722883
|
|
66259
|
os by @fraunzen07 | Stardance
|
fraunzen07
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T08:38:36Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple OS running completely locally on your browser. I am currently working on other function, this is just a demo. It would be really helpful if you tell me what you think about it!", "repo": "https://github.com/neverwinter6/bobOS", "demo": "https://bob-os-lac.vercel.app/"}]...
|
[{"post_id": 74792, "ts": "202 [{"post_id": 74792, "ts": "2026-09-28T08:17:13Z", "hours": 0.2667, "text": "Demo is finished!"}, {"post_id": 74469, "ts": "2026-09-27T13:29:07Z", "hours": 1.9147, "text": "Currently working on the OS layout"}]...
|
Title: os by @fraunzen07 | Stardance
Devlogs:
Cur Title: os by @fraunzen07 | Stardance
Devlogs:
Currently working on the OS layout
Demo is finished!
Ships:
This is a simple OS running completely locally on your browser. I am currently working on other function, this is just a demo. It would be really helpful if you tell me what you think about it!...
|
1793062178.9205215
|
1793148578.9205215
|
|
66265
|
Manhunt Mod by @aayushbashyal92 | Stardance
|
aayushbashyal92
|
1
|
41.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T15:48:41Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Manhunt — A Minecraft Fabric Mod Manhunt is a Minecraft mod I made to bring the classic Runner vs. Hunters game mode into Minecraft with my own features and systems. The idea is simple: one player becomes the Runner and tries to defeat the Ender Dragon, while the Hunters try to find and stop them before they succeed. I wanted to make it easier to play Manhunt with friends without having to manage everything manually. I built features like a player selection screen, different player roles, a tracking compass for Hunters, a match timer HUD, and spectator controls. The mod also handles match rules, including when the chase begins and how the game ends. Spectators can switch between players to follow the action, while the Runner and Hunters focus on their own objectives. I built this project using Java and the Fabric modding API. While working on it, I learned more about Minecraft’s systems, user interfaces, networking, game logic, and how different parts of a mod work together. Debugging errors and testing features in-game were also important parts of the process. This project started as a way for me to learn Minecraft modding by making something I would actually enjoy playing. I’m still learning and improving my skills, and this mod is a step forward in understanding how to turn an idea into a working game experience.", "repo": "https://github.com/Aayush-Bashyal/Manhunt", "demo": "https://www.curseforge.com/minecraft/mc-mods/manhunt-finalchase"}]...
|
[{"post_id": 80060, "ts": "202 [{"post_id": 80060, "ts": "2026-10-16T03:36:50Z", "hours": 3.455, "text": "the manhunt mod is being polished and is now ready to publish after a final test"}, {"post_id": 79550, "ts": "2026-10-14T15:51:11Z", "hours": 6.2919, "text": "Today, I continued working on my Minecraft Manhunt mod. I reviewed the main game code, tracker, and commands to check the existing features and find possible bugs. I confirmed that the automatic start system already checks the 15-block distance between the runner and hunters. I also worked on improving the manual start command so the game cannot start without a selected runner and at least one hunter. I’m reviewing the code file by file to make the mod more stable and fix any remaining issues."}, {"post_id": 79260, "ts": "2026-10-13T07:31:08Z", "hours": 1.9378, "text": "Today, I worked on saving the selected roles in the Manhunt mod. I created payloads to request and send the saved runner, hunters, and spectators between the server and client. I also added the networking code so that when the admin reopens the Player Selection screen, the previously assigned roles can be loaded again."}, {"post_id": 78384, "ts": "2026-10-10T16:42:29Z", "hours": 5.2286, "text": "Today, I continued working on my Minecraft Manhunt mod, focusing on the player selection UI and spectator system! Player Selection UI Improved the customized player selection screen.Organized the Runner, Hunter, and Spectator roles into separate sections.Worked on making the role selection interface cleaner and easier to use.Added support for selecting spectators alongside Runners and Hunters. Spectator SystemCreated a spectator target manager to track the Runner and Hunters.Added [ and ] keybindings to switch between players’ POVs.Updated the networking system to send player targets to spectators. Current ProgressI’m fixing a duplicate packet registration issue before testing the spectator system in-game.One step closer to making the Manhunt experience more polished and enjoyable! #Minecraft #FabricMC #Java #MinecraftModding #HackClub #GameDev"}, {"post_id": 77842, "ts": "2026-10-08T14:25:14Z", "hours": 0.5203, "text": "Today I continued improving the Manhunt admin system and GUI. I added an admin-only Player Selection button to the pause menu and connected it to the player selection screen. I also worked on matching the button’s size and position with the vanilla Minecraft pause-menu buttons. I spent some time working with Mixins and Minecraft 26.1’s GUI methods to get everything working correctly."}, {"post_id": 77616, "ts": "2026-10-07T17:22:02Z", "hours": 2.5767, "text": "Today I worked on improving the Manhunt mod’s admin system and GUI. I added admin status networking so the client knows whether the current player is an admin. I also made the Player Selection button appear only for admins on the Manhunt start screen. I started working on adding a Player Selection button to the Minecraft pause menu, but I still need to finish the mixin part. and i have a lot more to do"}, {"post_id": 77323, "ts": "2026-10-06T15:21:24Z", "hours": 1.5125, "text": "Solving all the problems and errors and making the mod fully functional."}, {"post_id": 76654, "ts": "2026-10-04T08:36:34Z", "hours": 2.8006, "text": "Today I worked on improving my Minecraft Manhunt mod.I fixed the compass tracking when the runner changes dimensions and made it track the portal properly. I also fixed the compass after hunter respawns and made it disappear when the game ends.I improved the HUD to make it smaller and cleaner, showing only the Manhunt title and timer.Also improved /manhunt status to show the runner, hunters, time, winner, and final time with better formatting.Slowly getting the mod closer to being fully playable! 🚀"}, {"post_id": 76296, "ts": "2026-10-03T03:23:46Z", "hours": 1.5119, "text": "I worked mainly on the player selection system for my Manhunt mod.I improved the starting GUI and made the flow more organized:Added the “LET’S PLAY MANHUNT” starting screen.Added Open LAN World and Start Manhunt buttons.Made the LAN screen return to the player selection screen after opening the world.Created a new Select Players screen.Added separate RUNNER and HUNTERS sections.Players can now be selected using checkbox-style buttons like [ ] and [✓].Only one player can be selected as the Runner.Multiple players can be selected as Hunters.A selected Runner cannot also be selected as a Hunter.Added the ability to unselect the Runner or Hunters.Made the player list update when players join or leave.Started converting the selected player names into their UUIDs.Created the ManhuntRoleSelectionPayload to prepare for sending the selected roles from the client to the server.The next step is connecting this selection system to the server so the selected Runner and Hunters actually become the roles used by the Manhunt game.Slowly getting the full Manhunt system together! 🚀"}, {"post_id": 75923, "ts": "2026-10-01T16:48:53Z", "hours": 1.5508, "text": "Today I worked mainly on the GUI system for my Minecraft Manhunt mod.What I worked onAdded the “LET’S PLAY MANHUNT” starting screen.Added an OPEN LAN WORLD button so the host can open the world to other players.Added a START MANHUNT button that opens the player selection screen.Created a new SELECT PLAYERS GUI.Designed the player selection screen with a centered panel and separate RUNNER and HUNTERS sections.Improved the GUI layout and changed the player buttons to a smaller size so they don’t take up too much space.Added detection of players currently connected to the world using the client connection.Started implementing runner selection by turning connected player names into clickable buttons.Added a selectedRunner variable to keep track of the selected runner.Tested the GUI and confirmed that clicking a player can register them as the selected runner.Cleaned up some of the selection code and layout.Current GUI flowMinecraft World ↓ LET’S PLAY MANHUNT ↓ [ OPEN LAN WORLD ] [ START MANHUNT ] ↓ SELECT PLAYERS ↓ RUNNER [ Player ] HUNTERS [ Player ] [ Player ] [ DONE ]The GUI is still being developed. The next step is to properly separate Runner selection from Hunter selection, allow multiple hunters, and then send the selected roles to the server to actually start the Manhunt.Overall, today was mostly about building the foundation of the custom Manhunt GUI and getting player selection started."}, {"post_id": 75775, "ts": "2026-10-01T02:09:42Z", "hours": 1.5614, "text": "i did all the fixing work that my mod was missing . i figured out the problems and sloved them"}, {"post_id": 75076, "ts": "2026-09-29T02:28:59Z", "hours": 12.2078, "text": "Manhunt Mod where i have made Manhunt simpler and more interesting"}]...
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Title: Manhunt Mod by @aayushbashyal92 | Stardance Title: Manhunt Mod by @aayushbashyal92 | Stardance
Devlogs:
Manhunt Mod where i have made Manhunt simpler and more interesting
i did all the fixing work that my mod was missing . i figured out the problems and sloved them
Today I worked mainly on the GUI system for my Minecraft Manhunt mod.What I worked onAdded the “LET’S PLAY MANHUNT” starting screen.Added an OPEN LAN WORLD button so the host can open the world to other players.Added a START MANHUNT button that opens the player selection screen.Created a new SELECT PLAYERS GUI.Designed the player selection screen with a centered panel and separate RUNNER and HUNTERS sections.Improved the GUI layout and changed the player buttons to a smaller size so they don’t take up too much space.Added detection of players currently connected to the world using the client connection.Started implementing runner selection by turning connected player names into clickable buttons.Added a selectedRunner variable to keep track of the selected runner.Tested the GUI and confirmed that clicking a player can register them as the selected runner.Cleaned up some of the selection code and layout.Current GUI flowMinecraft World ↓ LET’S PLAY MANHUNT ↓ [ OPEN LAN WORLD ] [ START MANHUNT ] ↓ SELECT PLAYERS ↓ RUNNER [ Player ] HUNTERS [ Player ] [ Player ] [ DONE ]The GUI is still being developed. The next step is to properly separate Runner selection from Hunter selection, allow multiple hunters, and then send the selected roles to the server to actually start the Manhunt.Overall, today was mostly about building the foundation of the custom Manhunt GUI and getting player selection started.
I worked mainly on the player selection system for my Manhunt mod.I improved the starting GUI and made the flow more organized:Added the “LET’S PLAY MANHUNT” starting screen.Added Open LAN World and Start Manhunt buttons.Made the LAN screen return to the player selection screen after opening the world.Created a new Select Players screen.Added separate RUNNER and HUNTERS sections.Players can now be selected using checkbox-style buttons like [ ] and [✓].Only one player can be selected as the Runner.Multiple players can be selected as Hunters.A selected Runner cannot also be selected as a Hunter.Added the ability to unselect the Runner or Hunters.Made the player list update when players join or leave.Started converting the selected player names into their UUIDs.Created the ManhuntRoleSelectionPayload to prepare for sending the selected roles from the client to the server.The next step is connecting this selection system to the server so the selected Runner and Hunters actually become the roles used by the Manhunt game.Slowly getting the full Manhunt system together! 🚀
Today I worked on improving my Minecraft Manhunt mod.I fixed the compass tracking when the runner changes dimensions and made it track the portal properly. I also fixed the compass after hunter respawns and made it disappear when the game ends.I improved the HUD to make it smaller and cleaner, showing only the Manhunt title and timer.Also improved /manhunt status to show the runner, hunters, time, winner, and final time with better formatting.Slowly getting the mod closer to being fully playable! 🚀
Solving all the problems and errors and making the mod fully functional.
Today I worked on improving the Manhunt mod’s admin system and GUI. I added admin status networking so the client knows whether the current player is an admin. I also made the Player Selection button appear only for admins on the Manhunt start screen. I started working on adding a Player Selection button to the Minecraft pause menu, but I still need to finish the mixin part. and i have a lot more to do
Today I continued improving the Manhunt admin system and GUI. I added an admin-only Player Selection button to the pause menu and connected it to the player selection screen. I also worked on matching the button’s size and position with the vanilla Minecraft pause-menu buttons. I spent some time working with Mixins and Minecraft 26.1’s GUI methods to get everything working correctly.
Today, I continued working on my Minecraft Manhunt mod, focusing on the player selection UI and spectator system! Player Selection UI Improved the customized player selection screen.Organized the Runner, Hunter, and Spectator roles into separate sections.Worked on making the role selection interface cleaner and easier to use.Added support for selecting spectators alongside Runners and Hunters. Spectator SystemCreated a spectator target manager to track the Runner and Hunters.Added [ and ] keybindings to switch between players’ POVs.Updated the networking system to send player targets to spectators. Current ProgressI’m fixing a duplicate packet registration issue before testing the spectator system in-game.One step closer to making the Manhunt experience more polished and enjoyable! #Minecraft #FabricMC #Java #MinecraftModding #HackClub #GameDev
Today, I worked on saving the selected roles in the Manhunt mod. I created payloads to request and send the saved runner, hunters, and spectators between the server and client. I also added the networking code so that when the admin reopens the Player Selection screen, the previously assigned roles can be loaded again.
Today, I continued working on my Minecraft Manhunt mod. I reviewed the main game code, tracker, and commands to check the existing features and find possible bugs. I confirmed that the automatic start system already checks the 15-block distance between the runner and hunters. I also worked on improving the manual start command so the game cannot start without a selected runner and at least one hunter. I’m reviewing the code file by file to make the mod more stable and fix any remaining issues.
the manhunt mod is being polished and is now ready to publish after a final test
Ships:
Manhunt — A Minecraft Fabric Mod Manhunt is a Minecraft mod I made to bring the classic Runner vs. Hunters game mode into Minecraft with my own features and systems. The idea is simple: one player becomes the Runner and tries to defeat the Ender Dragon, while the Hunters try to find and stop them before they succeed. I wanted to make it easier to play Manhunt with friends without having to manage everything manually. I built features like a player selection screen, different player roles, a tracking compass for Hunters, a match timer HUD, and spectator controls. The mod also handles match rules, including when the chase begins and how the game ends. Spectators can switch between players to follow the action, while the Runner and Hunters focus on their own objectives. I built this project using Java and the Fabric modding API. While working on it, I learned more about Minecraft’s systems, user interfaces, networking, game logic, and how different parts of a mod work together. Debugging errors and testing features in-game were also important parts of the process. This project started as a way for me to learn Minecraft modding by making something I would actually enjoy playing. I’m still learning and improving my skills, and this mod is a step forward in understanding how to turn an idea into a working game experience....
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1793098120.8393428
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1793184520.8393428
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66267
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FUNNY QUIZ by @LeFi | Stardance
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LeFi
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1
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9.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:07:58Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a simple quiz based Codesistency’s vido on yt. I had so much fun making it my own. I feel like i have the power to make anything and it feel incredible!!!", "repo": "https://github.com/LeFi2312/quitz", "demo": "https://lefi2312.github.io/quitz/"}]...
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[{"post_id": 74432, "ts": "202 [{"post_id": 74432, "ts": "2026-09-27T11:26:45Z", "hours": 8.7439, "text": "it’s pretty much done.. idk if i should add smth but i like how it turned out"}]...
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Title: FUNNY QUIZ by @LeFi | Stardance
Devlogs:
i Title: FUNNY QUIZ by @LeFi | Stardance
Devlogs:
it’s pretty much done.. idk if i should add smth but i like how it turned out
Ships:
It’s a simple quiz based Codesistency’s vido on yt. I had so much fun making it my own. I feel like i have the power to make anything and it feel incredible!!!...
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1793062179.782974
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1793148579.782974
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66286
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Stardance Helper by @Moiz67 | Stardance
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Moiz67
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T12:31:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Stardance Helper is a Slack bot built with JavaScript and Slack Bolt. It provides handy slash commands for jokes, trivia, weather, polls, reminders, and more, and runs 24/7 on Hack Club Nest.", "repo": "https://github.com/abdulmoiz5718-blip/Stardance-helper", "demo": "https://hackclub.enterprise.slack.com/archives/C0C64FSRZQQ"}]...
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[{"post_id": 78057, "ts": "202 [{"post_id": 78057, "ts": "2026-10-09T12:18:06Z", "hours": 0.9003, "text": "Completed it and now its running as well."}]...
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Title: Stardance Helper by @Moiz67 | Stardance
De Title: Stardance Helper by @Moiz67 | Stardance
Devlogs:
Completed it and now its running as well.
Ships:
Stardance Helper is a Slack bot built with JavaScript and Slack Bolt. It provides handy slash commands for jokes, trivia, weather, polls, reminders, and more, and runs 24/7 on Hack Club Nest....
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1793062182.2793884
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1793148582.2793884
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66291
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My Portfolio by @revankotapati | Stardance
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revankotapati
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1
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1.55
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T16:36:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Created a minimalistic version of my portfolio containing some of project overview, contact information, and an about-me section. It was a simple project without much difficulty.", "repo": "https://github.com/RevanK10/Portfolio_V2", "demo": "https://revank10.github.io/Portfolio_V2/"}]...
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[{"post_id": 76213, "ts": "202 [{"post_id": 76213, "ts": "2026-10-02T18:19:46Z", "hours": 0.5489, "text": "Changed the look of my portfolio to follow my first version that I did when I was in 10th grade for the nostalgic feel."}, {"post_id": 76176, "ts": "2026-10-02T16:15:53Z", "hours": 0.5744, "text": "I am working on my portfolio site. This is just a minimalstic version of the site. I will continue to build on it over time. The site shows 3 of my projects and my contact info, like LinkedIn."}]...
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Title: My Portfolio by @revankotapati | Stardance
Title: My Portfolio by @revankotapati | Stardance
Devlogs:
I am working on my portfolio site. This is just a minimalstic version of the site. I will continue to build on it over time. The site shows 3 of my projects and my contact info, like LinkedIn.
Changed the look of my portfolio to follow my first version that I did when I was in 10th grade for the nostalgic feel.
Ships:
Created a minimalistic version of my portfolio containing some of project overview, contact information, and an about-me section. It was a simple project without much difficulty....
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1793062183.1624048
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1793148583.1624048
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66306
|
smart home system by @Farooq121 | Stardance
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Farooq121
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T09:31:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this for handicapped people", "repo": "https://github.com/u53982253-blip/esp32home", "demo": ""}]...
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[{"post_id": 78677, "ts": "202 [{"post_id": 78677, "ts": "2026-10-11T08:43:07Z", "hours": 0.5231, "text": "i am working on a handicapped system for lrg handi capped people that when one on then rlya first on like that rset"}]...
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Title: smart home system by @Farooq121 | Stardance Title: smart home system by @Farooq121 | Stardance
Devlogs:
i am working on a handicapped system for lrg handi capped people that when one on then rlya first on like that rset
Ships:
i made this for handicapped people...
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1793062184.297246
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1793148584.297246
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66307
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EKG using arduino by @Nakul27 | Stardance
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Nakul27
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T08:08:08Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an EKG using arduino uno and an ad8232 sensor. It wasnt that hard but the correct debugging in the arduino ide was required as it was too twitchy now its fixed. I hope a more advanced/more accurate version of this EKG can be made within this budget as I believe it can hepl people with low to no access to medical devices due to various things like wars ,famines etc. Thank you", "repo": "https://github.com/GLizzyGoose/Primitive-ekg", "demo": ""}]...
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[{"post_id": 74489, "ts": "202 [{"post_id": 74489, "ts": "2026-09-27T14:27:38Z", "hours": 0.3064, "text": "im making a simple ekg using arduino. Today i made the base build tomorrow im making a shell or case . it works using an arduino uno,ad 8232, and a few wires and the output is shown in the arduino ide’s serial plotter will change it into a proccessing program"}]...
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Title: EKG using arduino by @Nakul27 | Stardance
Title: EKG using arduino by @Nakul27 | Stardance
Devlogs:
im making a simple ekg using arduino. Today i made the base build tomorrow im making a shell or case . it works using an arduino uno,ad 8232, and a few wires and the output is shown in the arduino ide’s serial plotter will change it into a proccessing program
Ships:
I made an EKG using arduino uno and an ad8232 sensor. It wasnt that hard but the correct debugging in the arduino ide was required as it was too twitchy now its fixed. I hope a more advanced/more accurate version of this EKG can be made within this budget as I believe it can hepl people with low to no access to medical devices due to various things like wars ,famines etc. Thank you...
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1793062185.1402123
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1793148585.1402123
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66309
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My first bot by @Elio2009 | Stardance
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Elio2009
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T17:42:13Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot, which you can use different commands to tell a joke, a catfact or commands if you need help", "repo": "https://github.com/ElioXY/my-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 76388, "ts": "202 [{"post_id": 76388, "ts": "2026-10-03T11:38:06Z", "hours": 0.3644, "text": "Got my bot working!"}]...
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Title: My first bot by @Elio2009 | Stardance
Devl Title: My first bot by @Elio2009 | Stardance
Devlogs:
Got my bot working!
Ships:
I made a Slack bot, which you can use different commands to tell a joke, a catfact or commands if you need help...
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1793062186.003004
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1793148586.003004
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66310
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Math_Bot_ by @rudranshjain | Stardance
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rudranshjain
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T14:19:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made SmartestBot, a Slack MULTIPLICATION bot that has three commands: a ping command for checking THE latency, a help command that shows the available commands, and a calculator command for multiplying two numbers. The most challenging part was learning how to use VS Code, the terminal, Slack’s bot setup, and deploying the bot to Hack Club Nest so it stays online 24/7. I also had to figure out how Socket Mode and the environment variables work. I used ai (thanks) to set it up and use terminal(im vibe codr) To test it, open the demo Slack channel and try /smartestbot-help , /smartestbot-ping , or `/smartestbot-calc", "repo": "https://github.com/rudranshjain0123/R2", "demo": "https://app.slack.com/client/E09V59WQY1E/D0C5U4K9H24"}]...
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[{"post_id": 74869, "ts": "202 [{"post_id": 74869, "ts": "2026-09-28T14:08:16Z", "hours": 1.9875, "text": "Multiplication Bot"}]...
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Title: Math_Bot_ by @rudranshjain | Stardance
Dev Title: Math_Bot_ by @rudranshjain | Stardance
Devlogs:
Multiplication Bot
Ships:
I made SmartestBot, a Slack MULTIPLICATION bot that has three commands: a ping command for checking THE latency, a help command that shows the available commands, and a calculator command for multiplying two numbers. The most challenging part was learning how to use VS Code, the terminal, Slack’s bot setup, and deploying the bot to Hack Club Nest so it stays online 24/7. I also had to figure out how Socket Mode and the environment variables work. I used ai (thanks) to set it up and use terminal(im vibe codr) To test it, open the demo Slack channel and try /smartestbot-help , /smartestbot-ping , or `/smartestbot-calc...
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1793062186.8843896
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1793148586.8843896
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66318
|
maxx by @wnxvra011 | Stardance
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wnxvra011
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1
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6.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T18:20:58Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yea i got with the live web very hard one to make it online ,after many errors in the code and made a high UI,I am feeling great for this work,every one can use this so they can get very fast answers", "repo": "https://github.com/spyx011/maxx", "demo": "https://maxx-l17d.onrender.com/"}]...
|
[{"post_id": 80749, "ts": "202 [{"post_id": 80749, "ts": "2026-10-18T18:16:19Z", "hours": 2.1669, "text": "guy’s the last one but not the endddddd see you in another project"}, {"post_id": 75277, "ts": "2026-09-29T16:57:25Z", "hours": 1.8589, "text": "GUY’S this is my updated version and guy’s try this AI, this version has much more bright colour’s and i have add ML/AI to this so it can cook."}, {"post_id": 74910, "ts": "2026-09-28T16:12:39Z", "hours": 1.1817, "text": "i see around ans see that ai is taking every thing we can make and every one think how an ai works so guy’s not muuch but i also want to know so i just build this “ THE MAXX”"}, {"post_id": 74532, "ts": "2026-09-27T16:02:53Z", "hours": 0.5017, "text": "MAXX — hloo there this is the start"}]...
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Title: maxx by @wnxvra011 | Stardance
Devlogs:
MA Title: maxx by @wnxvra011 | Stardance
Devlogs:
MAXX — hloo there this is the start
i see around ans see that ai is taking every thing we can make and every one think how an ai works so guy’s not muuch but i also want to know so i just build this “ THE MAXX”
GUY’S this is my updated version and guy’s try this AI, this version has much more bright colour’s and i have add ML/AI to this so it can cook.
guy’s the last one but not the endddddd see you in another project
Ships:
yea i got with the live web very hard one to make it online ,after many errors in the code and made a high UI,I am feeling great for this work,every one can use this so they can get very fast answers...
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1793008264.8874235
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1793094664.8874235
|
|
66340
|
Lost Signal by @Red0x | Stardance
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Red0x
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1
|
13.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T11:10:02Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made LOST SIGNAL, a small browser puzzle game where you have to follow clues and figure out what each signal is trying to tell you. I made the pages with HTML and CSS and used JavaScript for the puzzle interactions and hints. What was challenging? The hardest part was honestly getting everything to work together. I kept breaking the CSS, changing the design, fixing buttons, and debugging JavaScript when something didn’t work. Making the different pages connect properly was also more annoying than I expected . What are you proud of? I’m mostly proud that I actually finished it and made it myself. It started as a pretty simple idea, but I kept adding to it until it became an actual playable puzzle. I’m also happy with how the signals connect instead of each page just being a random puzzle. What should people know so they can test your project? Start from the beginning and don’t skip the clues. Signal 01 gives you the information you need for Signal 02, so paying attention matters. Some parts aren’t immediately obvious, and you’re supposed to investigate and figure things out instead of just clicking everything. Also, if something seems strange or hidden… it probably is.", "repo": "https://github.com/Red0x-106/Lost-signal", "demo": "https://red0x-106.github.io/Lost-signal.github.io/"}]...
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[{"post_id": 76679, "ts": "202 [{"post_id": 76679, "ts": "2026-10-04T10:18:54Z", "hours": 0.4875, "text": "LOST SIGNAL – LAST - Devlog this part was actually annoying I finally got all the signals connected and working properly.I had problems with pretty much every signal. Some buttons weren’t taking me to the right page, some links were broken, and a few pages just wouldn’t load properly on GitHub Pages.At one point I decided to just delete all the files from the repo and start over instead of trying to fix everything one by one.I added the project folder again and then separated and uploaded the files one by one. That made everything way easier to manage because I could actually see which files were there and which ones weren’t.I also had some problems with uppercase and lowercase letters in the file names. I didn’t realize how much that could mess up the links. A file could be there, but if the link used a different capitalization, GitHub Pages wouldn’t find it.So I went through the links and made sure they matched the actual file names exactly.After fixing all of that, I finally got the whole thing connected:Signal 01 -> Signal 02 -> Signal 03 -> Signal 04 And now… Signal 04 is finished too. Honestly, getting all the puzzles to work was only half the problem. Making all the different pages connect properly was a whole challenge by itself.But it’s finally working. No more broken links.No more random missing pages.No more GitHub Pages confusion. The whole signal chain is connected now. LOST SIGNAL IS BACK ONLINE. SIGNAL 01 -> SIGNAL 02 -> SIGNAL 03 -> SIGNAL 04 PROJECT COMPLETE. 😁😁"}, {"post_id": 76636, "ts": "2026-10-04T07:20:19Z", "hours": 0.755, "text": "Final Devlog — LOST SIGNAL And yeah… I think LOST SIGNAL is finally done.This project started as a simple idea for a puzzle website, but it ended up taking way longer than I expected. I built the pages myself with HTML and CSS, and then added JavaScript when I wanted the puzzles to actually react to what the player was doing.The first signal was probably the part I spent the most time messing around with. I had the code 18 - 5 - 4 - 24 , and the idea was that the numbers weren’t really numbers. After getting the first puzzle working, I added the wrong-attempt system, hints, and eventually the continue button that takes the player to the next part.Then came Signal 02.I wanted it to feel different from the first puzzle instead of just being another text box. The player has to use the numbers from Signal 01, find the right boxes, and then figure out what the message means. I also connected the later clues to my own website, which made the whole thing feel more like an actual trail instead of separate random puzzles.Honestly, I broke things a lot while making this.There were times when the CSS looked completely wrong, buttons didn’t look like buttons, pages didn’t match each other, and some of the JavaScript didn’t behave the way I wanted. I also kept changing small design things because I wanted the site to feel like something I actually made instead of a random template.The biggest thing I learned was that making a project isn’t just writing code until it works. A lot of the time was spent figuring out why something didn’t work, changing it, testing it again, and sometimes realizing that my first idea wasn’t even that good.I also got much more comfortable with HTML, CSS and JavaScript during this project. Before starting, I didn’t really understand how much the different parts of a website could work together. Now I can actually build a page, style it, add interactions and connect multiple pages into one project.LOST SIGNAL isn’t some huge game, but I’m genuinely happy with it because I made it myself and I learned a lot while building it. So…SIGNAL LOST. PROJECT COMPLETE. Thanks to everyone who helped me when I got stuck."}, {"post_id": 76429, "ts": "2026-10-03T14:28:49Z", "hours": 0.4156, "text": "LOST SIGNAL — CSS ImprovementsToday I mainly worked on improving the CSS of LOST SIGNAL.I changed the overall look of the signals and made the backgrounds feel more connected to the mystery/puzzle theme. Signal 01 and Signal 02 now have their own slightly different styles instead of looking exactly the same.I also cleaned up some of the spacing, borders, buttons and puzzle boxes so everything fits better on the page. I kept the grid effect in Signal 03 and the game area because it actually fits the design, but removed some of the extra lines that were making the page look too crowded.I also made sure the design still feels like LOST SIGNAL instead of making it look like a random website template.Next, I want to move forward with Signal 04 and keep improving the project as I go."}, {"post_id": 76394, "ts": "2026-10-03T12:11:42Z", "hours": 1.8469, "text": "LOST SIGNAL — Signal 03 Signal 03 is finally starting to feel like an actual game instead of just a bunch of questions.I’ve finished the first part of the Signal 03 puzzle chain. It starts with a riddle, then moves through a few different steps before leading the player to a real-world location.After that, I started working on the first actual mini-game.The player has to cross a signal area while avoiding moving obstacles. I made the player start at the bottom and the exit at the top, with multiple lanes and obstacles moving in different directions. There’s also a timer, so you can’t just stand there forever.I also ran into a pretty annoying JavaScript problem where the WASD controls were blocking letters inside the answer boxes . I fixed that by making the controls activate only when the mini-game is running.The whole Signal 03 mini-game is staying inside the same , file instead of making a bunch of separate pages.There’s still a lot more planned for Signal 03, including another puzzle, a hidden clue, and a memory game.Signal 03 is definitely getting bigger than the first two signals."}, {"post_id": 76341, "ts": "2026-10-03T07:54:02Z", "hours": 1.0572, "text": "LOST SIGNAL - Signal 03 Location Section Done Signal 03 is moving forward.I finished the location section and connected it to the main puzzle chain. The coordinates now lead to a city, and then another clue reveals the next location.I had a small stupid bug while testing because I accidentally put some Signal 03 code into the wrong file but I fixed it and everything is working now.No answers or spoilers here. Next: Mini-game"}, {"post_id": 76177, "ts": "2026-10-02T16:17:23Z", "hours": 0.5086, "text": "LOST SIGNAL - Signal 03 JavaScript Done Signal 03 is finally working now.I finished the JavaScript for the main puzzle chain. The riddle works, the equations unlock one after another, and the final coordinates appear after solving them.This part took a bit of testing because I wanted each puzzle to unlock only after the previous one was solved.The main Signal 03 puzzle is now working, so next I’m moving on to the location section and the mini-game.No answers or spoilers here.Next: Location section -> mini-game"}, {"post_id": 76160, "ts": "2026-10-02T15:26:59Z", "hours": 1.2517, "text": "LOST SIGNAL - Signal 03 HTML AND CSS DONE Signal 03 is finally looking like an actual part of LOST SIGNAL now.I just finished the whole HTML and CSS for Signal 03 together. This one is much bigger than the previous signals, so getting the layout and design done took a while.Now I’m moving on to the JavaScript and actually making the puzzles work.No answers or spoilers here Next: JavaScript"}, {"post_id": 76129, "ts": "2026-10-02T13:11:05Z", "hours": 1.6919, "text": "LOST SIGNAL - Signal 03 HTML DONE finally finished the whole HTML for Signal 03 at once, which is the third puzzle stage of LOST SIGNAL.This one is going to be a much bigger part of the project compared to the previous signals. I’ve finished the basic HTML structure, and now I’m moving on to the actual logic and puzzles.Next I’m going to work on the JavaScript for the puzzle stages, then the coordinate part, and after that I’ll start building the location-based section. I also want to add a small playable mini-game and another puzzle after it, so Signal 03 doesn’t just feel like a bunch of questions.I’m also planning to connect everything together so the player has to actually notice things and figure out what to do next instead of just entering random answers.I’m not sharing the answers or the actual puzzle solutions here because that would completely ruin the point of the project Signal 03 is still being built, but the main HTML structure is finally done.Next: JavaScript -> puzzles -> location section -> mini-game -> more clues."}, {"post_id": 76074, "ts": "2026-10-02T08:14:04Z", "hours": 1.5128, "text": "Completed the signal02 It took me long time to get through the grid box in html then i went to CSS to style the box then , I hopped to js to get the message box and to make the grid really work also after clearing the grid stage i added my site for one of the puzzle stage including my instagram ID:D"}, {"post_id": 75632, "ts": "2026-09-30T16:30:40Z", "hours": 1.2111, "text": "Today I finished Signal 02.I first made the Signal 02 page and added the message for the player. There is nothing to decode in this one, so the player has to look somewhere else.I also added the continue button and made it go to learn.html.Then I went back to Signal 01 because I wanted the player to only be able to reach Signal 02 after actually solving Signal 01. So I added another continue button there which stays hidden at first.After the player enters the code and gets ACCESS GRANTED, the continue button appears. Clicking it takes them to Signal 02.I also made a separate CSS section for Signal 02 so I could change its design without messing up Signal 01.Had a few stupid mistakes while doing the JS , like putting the script stuff in the wrong place, a typo in getElementById and forgetting to add the result element. Fixed those and now the flow works.Signal 01 -> solve ->ACCESS GRANTED -> CONTINUE -> Signal 02Next I can continue building the next part."}, {"post_id": 75286, "ts": "2026-09-29T17:14:01Z", "hours": 0.9178, "text": "LOST SIGNAL — Signal 01 CompleteI finally finished the first puzzle of my game, LOST SIGNAL.The first puzzle is pretty simple, but I wanted it to feel like an actual signal instead of just a normal question.The player gets this:**13 - 1 - 19 - 11 **The clue says that the numbers aren’t really numbers. The player has to figure out that they represent letters using A = 1, B = 2, C = 3…That gives:13 = M1 = A19 = S11 = KSo the final answer is mask. (BUT OBVIOUSLY I CHANGED THE WORD)I also added different hints depending on how many times the player gets the answer wrong. And after 12 wrong attempts, I added a little message because why not Signal 01 is now finished.Now I’m moving on to Signal 02, where I want to make things much more interesting and have the player move through multiple pages to find clues."}, {"post_id": 74839, "ts": "2026-09-28T12:38:07Z", "hours": 0.6336, "text": "LOST SIGNAL DEVLOG #2 I worked more on the first version of LOST SIGNAL.I started building the actual website using HTML and CSS. The basic game layout is now there, including the signal section, clue, answer box and decode button.I also worked on the visual style. I didn’t want it to look dry or a boring website, so I went with a darker blue and gray look with some small interface details.It’s starting to feel more like an actual game now instead of just a normal webpage.Next, I want to work on the first puzzle and make the interactions actually work."}, {"post_id": 74819, "ts": "2026-09-28T11:38:29Z", "hours": 0.4136, "text": "LOST SIGNAL DEVLOG #1 I started working on a new project called LOST SIGNAL.It’s going to be an interactive puzzle game where you have to find clues, solve puzzles and figure out what is actually going on. I’m making it with HTML, CSS and JavaScript.Right now I have the basic files set up and I’m planning out the first puzzle, right now i am just creating the first puzzle!I don’t want it to be hard or boring, so anyone should play and solve them by paying attention and thinking."}]...
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Title: Lost Signal by @Red0x | Stardance
Devlogs: Title: Lost Signal by @Red0x | Stardance
Devlogs:
LOST SIGNAL DEVLOG #1 I started working on a new project called LOST SIGNAL.It’s going to be an interactive puzzle game where you have to find clues, solve puzzles and figure out what is actually going on. I’m making it with HTML, CSS and JavaScript.Right now I have the basic files set up and I’m planning out the first puzzle, right now i am just creating the first puzzle!I don’t want it to be hard or boring, so anyone should play and solve them by paying attention and thinking.
LOST SIGNAL DEVLOG #2 I worked more on the first version of LOST SIGNAL.I started building the actual website using HTML and CSS. The basic game layout is now there, including the signal section, clue, answer box and decode button.I also worked on the visual style. I didn’t want it to look dry or a boring website, so I went with a darker blue and gray look with some small interface details.It’s starting to feel more like an actual game now instead of just a normal webpage.Next, I want to work on the first puzzle and make the interactions actually work.
LOST SIGNAL — Signal 01 CompleteI finally finished the first puzzle of my game, LOST SIGNAL.The first puzzle is pretty simple, but I wanted it to feel like an actual signal instead of just a normal question.The player gets this:**13 - 1 - 19 - 11 **The clue says that the numbers aren’t really numbers. The player has to figure out that they represent letters using A = 1, B = 2, C = 3…That gives:13 = M1 = A19 = S11 = KSo the final answer is mask. (BUT OBVIOUSLY I CHANGED THE WORD)I also added different hints depending on how many times the player gets the answer wrong. And after 12 wrong attempts, I added a little message because why not Signal 01 is now finished.Now I’m moving on to Signal 02, where I want to make things much more interesting and have the player move through multiple pages to find clues.
Today I finished Signal 02.I first made the Signal 02 page and added the message for the player. There is nothing to decode in this one, so the player has to look somewhere else.I also added the continue button and made it go to learn.html.Then I went back to Signal 01 because I wanted the player to only be able to reach Signal 02 after actually solving Signal 01. So I added another continue button there which stays hidden at first.After the player enters the code and gets ACCESS GRANTED, the continue button appears. Clicking it takes them to Signal 02.I also made a separate CSS section for Signal 02 so I could change its design without messing up Signal 01.Had a few stupid mistakes while doing the JS , like putting the script stuff in the wrong place, a typo in getElementById and forgetting to add the result element. Fixed those and now the flow works.Signal 01 -> solve ->ACCESS GRANTED -> CONTINUE -> Signal 02Next I can continue building the next part.
Completed the signal02 It took me long time to get through the grid box in html then i went to CSS to style the box then , I hopped to js to get the message box and to make the grid really work also after clearing the grid stage i added my site for one of the puzzle stage including my instagram ID:D
LOST SIGNAL - Signal 03 HTML DONE finally finished the whole HTML for Signal 03 at once, which is the third puzzle stage of LOST SIGNAL.This one is going to be a much bigger part of the project compared to the previous signals. I’ve finished the basic HTML structure, and now I’m moving on to the actual logic and puzzles.Next I’m going to work on the JavaScript for the puzzle stages, then the coordinate part, and after that I’ll start building the location-based section. I also want to add a small playable mini-game and another puzzle after it, so Signal 03 doesn’t just feel like a bunch of questions.I’m also planning to connect everything together so the player has to actually notice things and figure out what to do next instead of just entering random answers.I’m not sharing the answers or the actual puzzle solutions here because that would completely ruin the point of the project Signal 03 is still being built, but the main HTML structure is finally done.Next: JavaScript -> puzzles -> location section -> mini-game -> more clues.
LOST SIGNAL - Signal 03 HTML AND CSS DONE Signal 03 is finally looking like an actual part of LOST SIGNAL now.I just finished the whole HTML and CSS for Signal 03 together. This one is much bigger than the previous signals, so getting the layout and design done took a while.Now I’m moving on to the JavaScript and actually making the puzzles work.No answers or spoilers here Next: JavaScript
LOST SIGNAL - Signal 03 JavaScript Done Signal 03 is finally working now.I finished the JavaScript for the main puzzle chain. The riddle works, the equations unlock one after another, and the final coordinates appear after solving them.This part took a bit of testing because I wanted each puzzle to unlock only after the previous one was solved.The main Signal 03 puzzle is now working, so next I’m moving on to the location section and the mini-game.No answers or spoilers here.Next: Location section -> mini-game
LOST SIGNAL - Signal 03 Location Section Done Signal 03 is moving forward.I finished the location section and connected it to the main puzzle chain. The coordinates now lead to a city, and then another clue reveals the next location.I had a small stupid bug while testing because I accidentally put some Signal 03 code into the wrong file but I fixed it and everything is working now.No answers or spoilers here. Next: Mini-game
LOST SIGNAL — Signal 03 Signal 03 is finally starting to feel like an actual game instead of just a bunch of questions.I’ve finished the first part of the Signal 03 puzzle chain. It starts with a riddle, then moves through a few different steps before leading the player to a real-world location.After that, I started working on the first actual mini-game.The player has to cross a signal area while avoiding moving obstacles. I made the player start at the bottom and the exit at the top, with multiple lanes and obstacles moving in different directions. There’s also a timer, so you can’t just stand there forever.I also ran into a pretty annoying JavaScript problem where the WASD controls were blocking letters inside the answer boxes . I fixed that by making the controls activate only when the mini-game is running.The whole Signal 03 mini-game is staying inside the same , file instead of making a bunch of separate pages.There’s still a lot more planned for Signal 03, including another puzzle, a hidden clue, and a memory game.Signal 03 is definitely getting bigger than the first two signals.
LOST SIGNAL — CSS ImprovementsToday I mainly worked on improving the CSS of LOST SIGNAL.I changed the overall look of the signals and made the backgrounds feel more connected to the mystery/puzzle theme. Signal 01 and Signal 02 now have their own slightly different styles instead of looking exactly the same.I also cleaned up some of the spacing, borders, buttons and puzzle boxes so everything fits better on the page. I kept the grid effect in Signal 03 and the game area because it actually fits the design, but removed some of the extra lines that were making the page look too crowded.I also made sure the design still feels like LOST SIGNAL instead of making it look like a random website template.Next, I want to move forward with Signal 04 and keep improving the project as I go.
Final Devlog — LOST SIGNAL And yeah… I think LOST SIGNAL is finally done.This project started as a simple idea for a puzzle website, but it ended up taking way longer than I expected. I built the pages myself with HTML and CSS, and then added JavaScript when I wanted the puzzles to actually react to what the player was doing.The first signal was probably the part I spent the most time messing around with. I had the code 18 - 5 - 4 - 24 , and the idea was that the numbers weren’t really numbers. After getting the first puzzle working, I added the wrong-attempt system, hints, and eventually the continue button that takes the player to the next part.Then came Signal 02.I wanted it to feel different from the first puzzle instead of just being another text box. The player has to use the numbers from Signal 01, find the right boxes, and then figure out what the message means. I also connected the later clues to my own website, which made the whole thing feel more like an actual trail instead of separate random puzzles.Honestly, I broke things a lot while making this.There were times when the CSS looked completely wrong, buttons didn’t look like buttons, pages didn’t match each other, and some of the JavaScript didn’t behave the way I wanted. I also kept changing small design things because I wanted the site to feel like something I actually made instead of a random template.The biggest thing I learned was that making a project isn’t just writing code until it works. A lot of the time was spent figuring out why something didn’t work, changing it, testing it again, and sometimes realizing that my first idea wasn’t even that good.I also got much more comfortable with HTML, CSS and JavaScript during this project. Before starting, I didn’t really understand how much the different parts of a website could work together. Now I can actually build a page, style it, add interactions and connect multiple pages into one project.LOST SIGNAL isn’t some huge game, but I’m genuinely happy with it because I made it myself and I learned a lot while building it. So…SIGNAL LOST. PROJECT COMPLETE. Thanks to everyone who helped me when I got stuck.
LOST SIGNAL – LAST - Devlog this part was actually annoying I finally got all the signals connected and working properly.I had problems with pretty much every signal. Some buttons weren’t taking me to the right page, some links were broken, and a few pages just wouldn’t load properly on GitHub Pages.At one point I decided to just delete all the files from the repo and start over instead of trying to fix everything one by one.I added the project folder again and then separated and uploaded the files one by one. That made everything way easier to manage because I could actually see which files were there and which ones weren’t.I also had some problems with uppercase and lowercase letters in the file names. I didn’t realize how much that could mess up the links. A file could be there, but if the link used a different capitalization, GitHub Pages wouldn’t find it.So I went through the links and made sure they matched the actual file names exactly.After fixing all of that, I finally got the whole thing connected:Signal 01 -> Signal 02 -> Signal 03 -> Signal 04 And now… Signal 04 is finished too. Honestly, getting all the puzzles to work was only half the problem. Making all the different pages connect properly was a whole challenge by itself.But it’s finally working. No more broken links.No more random missing pages.No more GitHub Pages confusion. The whole signal chain is connected now. LOST SIGNAL IS BACK ONLINE. SIGNAL 01 -> SIGNAL 02 -> SIGNAL 03 -> SIGNAL 04 PROJECT COMPLETE. 😁😁
Ships:
What did you make? I made LOST SIGNAL, a small browser puzzle game where you have to follow clues and figure out what each signal is trying to tell you. I made the pages with HTML and CSS and used JavaScript for the puzzle interactions and hints. What was challenging? The hardest part was honestly getting everything to work together. I kept breaking the CSS, changing the design, fixing buttons, and debugging JavaScript when something didn’t work. Making the different pages connect properly was also more annoying than I expected . What are you proud of? I’m mostly proud that I actually finished it and made it myself. It started as a pretty simple idea, but I kept adding to it until it became an actual playable puzzle. I’m also happy with how the signals connect instead of each page just being a random puzzle. What should people know so they can test your project? Start from the beginning and don’t skip the clues. Signal 01 gives you the information you need for Signal 02, so paying attention matters. Some parts aren’t immediately obvious, and you’re supposed to investigate and figure things out instead of just clicking everything. Also, if something seems strange or hidden… it probably is....
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1793062189.1924472
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1793148589.1924472
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66350
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My own New Tab! by @PahalDesai | Stardance
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PahalDesai
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1
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2.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T13:53:29Z", "hours": 2.0, "multiplier": 1.95, "payout": 2, "blessing": "neutral", "text": "This is a custom new tab page that looks like a newspaper. through this i learnt some really cool tricks of using css flexbox and grid to create a newspaper layout. i also learnt how to use pseudo-elements and pseudo-classes to create a more vintage look. it shows only 2 hours but it took me about 3-4 hours to learn about the CSS layout tools like flexbox and grid", "repo": "https://github.com/pahal-desai/Newspaper-New-Tab-Page", "demo": "https://pahal-desai.github.io/Newspaper-New-Tab-Page"}]...
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[{"post_id": 74859, "ts": "202 [{"post_id": 74859, "ts": "2026-09-28T13:45:19Z", "hours": 1.155, "text": "Sorry for no devlogs in between. i locked in for about a few hours watching youtube tutorials for formating the news articles and actually added some articles. Also, i added the search bar and wrote simple js to make it work. and of course i added some speed dial links below the search bar. And let me admit it, the article was AI generated. the code was written by me though."}, {"post_id": 74597, "ts": "2026-09-27T18:37:56Z", "hours": 0.9081, "text": "today i started working on a new tab page project which has a retro 70s newspaper style. I will try to add as much of detail as i can. today, i wrote basic html, css positioning, custom fonts for the title, and the current date script."}]...
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Title: My own New Tab! by @PahalDesai | Stardance
Title: My own New Tab! by @PahalDesai | Stardance
Devlogs:
today i started working on a new tab page project which has a retro 70s newspaper style. I will try to add as much of detail as i can. today, i wrote basic html, css positioning, custom fonts for the title, and the current date script.
Sorry for no devlogs in between. i locked in for about a few hours watching youtube tutorials for formating the news articles and actually added some articles. Also, i added the search bar and wrote simple js to make it work. and of course i added some speed dial links below the search bar. And let me admit it, the article was AI generated. the code was written by me though.
Ships:
This is a custom new tab page that looks like a newspaper. through this i learnt some really cool tricks of using css flexbox and grid to create a newspaper layout. i also learnt how to use pseudo-elements and pseudo-classes to create a more vintage look. it shows only 2 hours but it took me about 3-4 hours to learn about the CSS layout tools like flexbox and grid...
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1793062190.417314
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1793148590.417314
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66364
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Mad Circuit by @k0nvulsion | Stardance
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k0nvulsion
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T16:17:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i am working on a prototype of a game called mad circuit, the problems i encountered are EVERYTHING!!! I DECIDED TO TRY TO MAKE IT IN RAW JS AND I REGRET MY DECISION!!!! please check what i used ai on to know what i had a problem with (basically most of the js… (and if you cannot check ill include the ai declaration thingy on the bottom of this description)), before you test it please know this is a early prototype and BE BRUTAL WITH THE RATING I NEED TO KNOW WHAT TO IMPROVE! assisted myself with ai on the following files game.js kart.js seed.js physics.js renderer.js visualFallbacks.js", "repo": "", "demo": ""}]...
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[{"post_id": 74904, "ts": "202 [{"post_id": 74904, "ts": "2026-09-28T15:53:12Z", "hours": 0.7936, "text": "heres a veeeeery veeerry early prototype of the game im working on, next up im gonna try to implenet some graphics to it and make the car faster of course, and after that add randomized tracks"}, {"post_id": 74626, "ts": "2026-09-27T19:58:02Z", "hours": 0.2789, "text": "Today i wrote the base of the web based game im working on, along that i made some file structures, after i come back from my school and gym im gonna absolutely work myself off on this as i have everything planned and written down"}]...
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Title: Mad Circuit by @k0nvulsion | Stardance
Dev Title: Mad Circuit by @k0nvulsion | Stardance
Devlogs:
Today i wrote the base of the web based game im working on, along that i made some file structures, after i come back from my school and gym im gonna absolutely work myself off on this as i have everything planned and written down
heres a veeeeery veeerry early prototype of the game im working on, next up im gonna try to implenet some graphics to it and make the car faster of course, and after that add randomized tracks
Ships:
i am working on a prototype of a game called mad circuit, the problems i encountered are EVERYTHING!!! I DECIDED TO TRY TO MAKE IT IN RAW JS AND I REGRET MY DECISION!!!! please check what i used ai on to know what i had a problem with (basically most of the js… (and if you cannot check ill include the ai declaration thingy on the bottom of this description)), before you test it please know this is a early prototype and BE BRUTAL WITH THE RATING I NEED TO KNOW WHAT TO IMPROVE! assisted myself with ai on the following files game.js kart.js seed.js physics.js renderer.js visualFallbacks.js...
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1793062191.2772496
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1793148591.2772496
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66382
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Why Do Leaves Fall (Game Jam) by @Guragam | Starda Why Do Leaves Fall (Game Jam) by @Guragam | Stardance...
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Guragam
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:53:14Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is a game Made for a GAme Jam hosted in the Jam Game in Slack and it was a really fun 3 days and really stressful.. The game Shows the Journey of a leaf and how a tree nourishes it and how the leaf hold on to the tree even in the harshest condition but at the end it has to let go, it cant hold onto it forever. it symbolizes how in life also sometimes we have to let our precious things go. The wind and rain mechanic and other were difficult to implement also The Constant Bug fixes and stuff was really tough but i am glad i pulled thorugh All you need to know is where are arrow keys", "repo": "https://github.com/guragam-singh/Why-Do-Leaves-Fall-Game-Jam-", "demo": "https://arhaanarora.itch.io/why-do-leaves-fall"}]...
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[{"post_id": 74642, "ts": "202 [{"post_id": 74642, "ts": "2026-09-27T20:43:44Z", "hours": 5.4886, "text": "Working On Adding Rain and Wind assets"}]...
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Title: Why Do Leaves Fall (Game Jam) by @Guragam | Title: Why Do Leaves Fall (Game Jam) by @Guragam | Stardance
Devlogs:
Working On Adding Rain and Wind assets
Ships:
It is a game Made for a GAme Jam hosted in the Jam Game in Slack and it was a really fun 3 days and really stressful.. The game Shows the Journey of a leaf and how a tree nourishes it and how the leaf hold on to the tree even in the harshest condition but at the end it has to let go, it cant hold onto it forever. it symbolizes how in life also sometimes we have to let our precious things go. The wind and rain mechanic and other were difficult to implement also The Constant Bug fixes and stuff was really tough but i am glad i pulled thorugh All you need to know is where are arrow keys...
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1793062192.1394358
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1793148592.1394358
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66413
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Unity tutorial minigames by @Triter12hi | Stardanc Unity tutorial minigames by @Triter12hi | Stardance...
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Triter12hi
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:19:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This isn’t a project, its a milestone in learning, rate on how well you think i learned unity esenstials", "repo": "https://github.com/Triter12hi/Tutorial-minigames", "demo": "https://play.unity.com/api/v1/games/game/accd4cd2-94cf-4460-b071-a98fe3c4a954/build/latest/frame"}]...
|
[{"post_id": 74710, "ts": "202 [{"post_id": 74710, "ts": "2026-09-28T01:24:39Z", "hours": 0.4711, "text": "Ok this is just for stardust cause well.. just look at my description will ship soon"}]...
|
Title: Unity tutorial minigames by @Triter12hi | S Title: Unity tutorial minigames by @Triter12hi | Stardance
Devlogs:
Ok this is just for stardust cause well.. just look at my description will ship soon
Ships:
This isn’t a project, its a milestone in learning, rate on how well you think i learned unity esenstials...
|
1793062193.0087729
|
1793148593.0087729
|
|
66432
|
RamWatcher by @AbhiRamS | Stardance
|
AbhiRamS
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T04:32:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I had to spend a lot of time researching this. I made a program that watches your ram limit and deletes the programs that are taking up the most ram. If it’s not sure, it’ll ask you about it. Look at ram_watcher_log.txt to see your history.", "repo": "https://github.com/abhiramsuravajjala/RamWatcher", "demo": "https://abhiramsuravajjala.github.io/RamWatcher/"}]...
|
[{"post_id": 74754, "ts": "202 [{"post_id": 74754, "ts": "2026-09-28T04:29:46Z", "hours": 0.2914, "text": "Fixed annoying popups"}]...
|
Title: RamWatcher by @AbhiRamS | Stardance
Devlog Title: RamWatcher by @AbhiRamS | Stardance
Devlogs:
Fixed annoying popups
Ships:
I had to spend a lot of time researching this. I made a program that watches your ram limit and deletes the programs that are taking up the most ram. If it’s not sure, it’ll ask you about it. Look at ram_watcher_log.txt to see your history....
|
1793062193.8787096
|
1793148593.8787096
|
|
66457
|
Docs - A Premium Draggable Notes & Todo Web Ap Docs - A Premium Draggable Notes & Todo Web App by @pandityashkaushik4963 | Stardance...
|
pandityashkaushik4963
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T09:43:35Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built Docs, a premium dark-themed draggable notes and todo web app using React and Vite. The most challenging part was resolving the Netlify single-page application refresh routing bug and building an advanced layout that is completely responsive from desktop to mobile screens. I am incredibly proud of implementing a seamless, fluid draggable interface that works flawlessly across all devices. Users can test it live immediately via the deployment link to manage their workflow with custom note organization and dynamic todo states.", "repo": "https://github.com/pandityashkaushik4963-cmyk/Docs", "demo": "https://docs-draggable-app.netlify.app/"}]...
|
[{"post_id": 75145, "ts": "202 [{"post_id": 75145, "ts": "2026-09-29T09:10:20Z", "hours": 4.6694, "text": "📝 Project Update: Docs is Officially Live & Fully Responsive! I have successfully built, optimized, and completed the core functionality of “Docs”, a premium draggable notes and todo web app. ✨ Key Features Built: => “Dynamic Note Creation:” Users can seamlessly create custom notes on the fly. => “Premium Draggable Interface:” Cards can be dragged around freely for custom workflow organization. => “Smart Task Management:” Seamlessly track tasks using distinct Pending and Completed state filters. => “100% Responsive UI:” Optimized using advanced styling layouts so that the entire interface adapts beautifully from desktop down to mobile viewports without any breakages! 📱 🛠️ Development & Optimization: “Time Invested”: Spent 4 hours and 40 minutes refining the interactive user experience. “Performance”: Handled dynamic item sorting and ensured a lightning-fast experience using Vite and React . “Deployment”: The application is hosted on Netlify and officially ready for use! 🚀"}]...
|
Title: Docs - A Premium Draggable Notes & Todo Title: Docs - A Premium Draggable Notes & Todo Web App by @pandityashkaushik4963 | Stardance
Devlogs:
📝 Project Update: Docs is Officially Live & Fully Responsive! I have successfully built, optimized, and completed the core functionality of “Docs”, a premium draggable notes and todo web app. ✨ Key Features Built: => “Dynamic Note Creation:” Users can seamlessly create custom notes on the fly. => “Premium Draggable Interface:” Cards can be dragged around freely for custom workflow organization. => “Smart Task Management:” Seamlessly track tasks using distinct Pending and Completed state filters. => “100% Responsive UI:” Optimized using advanced styling layouts so that the entire interface adapts beautifully from desktop down to mobile viewports without any breakages! 📱 🛠️ Development & Optimization: “Time Invested”: Spent 4 hours and 40 minutes refining the interactive user experience. “Performance”: Handled dynamic item sorting and ensured a lightning-fast experience using Vite and React . “Deployment”: The application is hosted on Netlify and officially ready for use! 🚀
Ships:
I have built Docs, a premium dark-themed draggable notes and todo web app using React and Vite. The most challenging part was resolving the Netlify single-page application refresh routing bug and building an advanced layout that is completely responsive from desktop to mobile screens. I am incredibly proud of implementing a seamless, fluid draggable interface that works flawlessly across all devices. Users can test it live immediately via the deployment link to manage their workflow with custom note organization and dynamic todo states....
|
1793062194.7591243
|
1793148594.7591243
|
|
66471
|
archpheus by @Erox | Stardance
|
Erox
|
1
|
1.38
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:34:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archpheus is a slack bot , based on node.js , it is a arch user version of orpheus thts roasts errs , segfaults and says I use arch btw", "repo": "https://github.com/Erox-02/archpheus", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C4WJWP3HU"}]...
|
[{"post_id": 75479, "ts": "202 [{"post_id": 75479, "ts": "2026-09-30T06:31:05Z", "hours": 0.3789, "text": "Bruh they literally returned it because it wasnt a ing frm working bot but the pfp of the bot , ok i respect your decision hereby i change the banner"}, {"post_id": 75207, "ts": "2026-09-29T14:19:52Z", "hours": 0.2667, "text": "done hosted on nest and it works fine on slack too . o n the way it wasnt working , i tried all sorts of methods , systemd , the one it etc , pm2 but it didnt work and at last i saw in ssh idh the .env . next is to ship it and write a good enough readme ."}, {"post_id": 74971, "ts": "2026-09-28T18:50:46Z", "hours": 0.3467, "text": "asked for ssh in nest , tried the bot a lot of times , it works fine now waitin for review of nest ."}, {"post_id": 74828, "ts": "2026-09-28T12:03:06Z", "hours": 0.3592, "text": "successfully got its first run good , now gonna add some more things"}, {"post_id": 74817, "ts": "2026-09-28T11:36:11Z", "hours": 0.3903, "text": "followed the guide and made the bot work atleast , next gonna make it troll people"}]...
|
Title: archpheus by @Erox | Stardance
Devlogs:
fo Title: archpheus by @Erox | Stardance
Devlogs:
followed the guide and made the bot work atleast , next gonna make it troll people
successfully got its first run good , now gonna add some more things
asked for ssh in nest , tried the bot a lot of times , it works fine now waitin for review of nest .
done hosted on nest and it works fine on slack too . o n the way it wasnt working , i tried all sorts of methods , systemd , the one it etc , pm2 but it didnt work and at last i saw in ssh idh the .env . next is to ship it and write a good enough readme .
Bruh they literally returned it because it wasnt a ing frm working bot but the pfp of the bot , ok i respect your decision hereby i change the banner
Ships:
Archpheus is a slack bot , based on node.js , it is a arch user version of orpheus thts roasts errs , segfaults and says I use arch btw...
|
1793062195.6580136
|
1793148595.6580136
|
|
66488
|
Slacking Ultima by @GitDpro | Stardance
|
GitDpro
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T14:36:58Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot for the first time ever! Heres what I learend: How slack’s bot structure is and how to write commands , push to Github, connect to a 24/7 server (Nest by Hackclub) More than that I learned how to use python for more than just AI development and that it can be used to power bots. I am happy that I finally have my own machine that runs 24/7 and gives me a bunch of utility on Slack!", "repo": "https://github.com/GitDpro/Slacking-Ultima", "demo": "https://hackclub.enterprise.slack.com/archives/C0C8FH82MA7"}]...
|
[{"post_id": 77052, "ts": "202 [{"post_id": 77052, "ts": "2026-10-05T14:30:50Z", "hours": 0.3894, "text": "Devlog 4: Added one useful thing which is TimeZone command! People usually need to go to google and search for each place but with my bot all u need is to type a command! This is my final commit for now!"}, {"post_id": 76628, "ts": "2026-10-04T06:37:19Z", "hours": 1.1336, "text": "Devlog 3: Finally added a basic calculator and a joke command.. The calculator was created to support quick inline calculations; it can only perform basic arithmetic operations. The dad joke is received from icanhazdadjoke’s website api and then I just printed it out. The app is now hosted online forever using PM2."}, {"post_id": 76214, "ts": "2026-10-02T18:19:59Z", "hours": 1.1231, "text": "Devlog 2: What is a bot without RPS ( Rock paper scissors) I learned the spelling of scissors at last, lol Anyways after in depth research on the functions and methods of slack-bolt I found how to get the user inputs Then slowly but surely I put together a bot which can play rock paper scissors Up Next ( Last thing i will add) is utility commands, maybe I’ll keep adding more…"}, {"post_id": 75582, "ts": "2026-09-30T14:11:24Z", "hours": 0.3858, "text": "Today I have started building my first slack bot!"}]...
|
Title: Slacking Ultima by @GitDpro | Stardance
De Title: Slacking Ultima by @GitDpro | Stardance
Devlogs:
Today I have started building my first slack bot!
Devlog 2: What is a bot without RPS ( Rock paper scissors) I learned the spelling of scissors at last, lol Anyways after in depth research on the functions and methods of slack-bolt I found how to get the user inputs Then slowly but surely I put together a bot which can play rock paper scissors Up Next ( Last thing i will add) is utility commands, maybe I’ll keep adding more…
Devlog 3: Finally added a basic calculator and a joke command.. The calculator was created to support quick inline calculations; it can only perform basic arithmetic operations. The dad joke is received from icanhazdadjoke’s website api and then I just printed it out. The app is now hosted online forever using PM2.
Devlog 4: Added one useful thing which is TimeZone command! People usually need to go to google and search for each place but with my bot all u need is to type a command! This is my final commit for now!
Ships:
I made a slack bot for the first time ever! Heres what I learend: How slack’s bot structure is and how to write commands , push to Github, connect to a 24/7 server (Nest by Hackclub) More than that I learned how to use python for more than just AI development and that it can be used to power bots. I am happy that I finally have my own machine that runs 24/7 and gives me a bunch of utility on Slack!...
|
1793062196.8298645
|
1793148596.8298645
|
|
66504
|
slayerOS by @tanzeemrockz | Stardance
|
tanzeemrockz
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T13:13:40Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Well, after HOURS of learning and building, here it is: slayerOS is now officially live! So slayerOS is a web-based OS like environment and it has a “slay” menu, a taskbar, a notes app that saves to localStorage, a calculator app that works , and an F1 hub app that shows you live formula 1 race results! that’s almost it but i learnt a LOT on my way!", "repo": "https://github.com/tanzeemrockz/slayerOS/", "demo": "https://slayeros.cyberslayercorpz.dev/"}]...
|
[{"post_id": 77818, "ts": "202 [{"post_id": 77818, "ts": "2026-10-08T12:14:16Z", "hours": 0.6572, "text": "well, i’m workin on a bit of the f1 hub app and it’s a pain ngl but stay tuned!"}, {"post_id": 76065, "ts": "2026-10-02T07:29:10Z", "hours": 0.8264, "text": "okay guys i just added a new app (calculator) and MAN I HATE JAVASCRIPT it’s soo bad and it’s just messing with my mind atp. but, now that’s all i’ve done for the last hour (you might call it 49 mins but nah) okay that’s all for the devlog looking forward to maybe add an f1 tracker in the next one. cya!"}, {"post_id": 75657, "ts": "2026-09-30T17:28:56Z", "hours": 0.3283, "text": "so, the last devlog was a bit funky, as i wrote the devlog and then went off to go code (but i forgot to click on post) so this post says 19 mins when it was definitely MORE than 45 mins. anyways, i just added functionality to the minimize button, added the apps to the taskbar, and now the start menu has smth (if not nothing it looks bad but i mean who cares) so looking forward to makin it better!"}, {"post_id": 75639, "ts": "2026-09-30T16:58:08Z", "hours": 0.9378, "text": "next up, i just wired up the notes app to localStorage (it failed to work due to a missing comma at first i basically gave up at that point lol) then now the maximize button is also working! looking forward to fixing the minimize button, make a start-menu perhaps (slay-menu lol) so stay tuned!"}, {"post_id": 75608, "ts": "2026-09-30T15:31:13Z", "hours": 0.3217, "text": "so i just made the close button and the desktop shortcut for the only app (notepad) work so now looking forward to make this better!"}, {"post_id": 75487, "ts": "2026-09-30T07:29:22Z", "hours": 0.9481, "text": "Well, just fixed a few things and made the window moving! well, that was quite hard and i accidentally made just the header move first then i had to debug a LOT and fixed it but, works like a charm!"}, {"post_id": 74850, "ts": "2026-09-28T13:16:02Z", "hours": 0.53, "text": "Just added a notes windows (looks draggable but it’s not lol) and fixed the time with some JavaScript, and looking forward!"}, {"post_id": 74841, "ts": "2026-09-28T12:40:49Z", "hours": 1.475, "text": "So, just got the shell ready, ultra-basic, has no functionality whatsoever, and I used a stock image as the bg-image lol!"}]...
|
Title: slayerOS by @tanzeemrockz | Stardance
Devl Title: slayerOS by @tanzeemrockz | Stardance
Devlogs:
So, just got the shell ready, ultra-basic, has no functionality whatsoever, and I used a stock image as the bg-image lol!
Just added a notes windows (looks draggable but it’s not lol) and fixed the time with some JavaScript, and looking forward!
Well, just fixed a few things and made the window moving! well, that was quite hard and i accidentally made just the header move first then i had to debug a LOT and fixed it but, works like a charm!
so i just made the close button and the desktop shortcut for the only app (notepad) work so now looking forward to make this better!
next up, i just wired up the notes app to localStorage (it failed to work due to a missing comma at first i basically gave up at that point lol) then now the maximize button is also working! looking forward to fixing the minimize button, make a start-menu perhaps (slay-menu lol) so stay tuned!
so, the last devlog was a bit funky, as i wrote the devlog and then went off to go code (but i forgot to click on post) so this post says 19 mins when it was definitely MORE than 45 mins. anyways, i just added functionality to the minimize button, added the apps to the taskbar, and now the start menu has smth (if not nothing it looks bad but i mean who cares) so looking forward to makin it better!
okay guys i just added a new app (calculator) and MAN I HATE JAVASCRIPT it’s soo bad and it’s just messing with my mind atp. but, now that’s all i’ve done for the last hour (you might call it 49 mins but nah) okay that’s all for the devlog looking forward to maybe add an f1 tracker in the next one. cya!
well, i’m workin on a bit of the f1 hub app and it’s a pain ngl but stay tuned!
Ships:
Well, after HOURS of learning and building, here it is: slayerOS is now officially live! So slayerOS is a web-based OS like environment and it has a “slay” menu, a taskbar, a notes app that saves to localStorage, a calculator app that works , and an F1 hub app that shows you live formula 1 race results! that’s almost it but i learnt a LOT on my way!...
|
1793062197.9650726
|
1793148597.9650726
|
|
66506
|
Pixelart.js by @safwanxd | Stardance
|
safwanxd
|
1
|
7.28
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T12:17:27Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a mspaint clone that features 7 tools (brush, spray, pen, eraser, circle, rectangle and triangle. You can also customise the tool settings and adjust the strokes of shapes. After you are done drawing, you can export your work as a png.", "repo": "https://github.com/sawfan1/pixelart.js", "demo": "https://sawfan1.github.io/pixelart.js/"}]...
|
[{"post_id": 77877, "ts": "202 [{"post_id": 77877, "ts": "2026-10-08T17:06:48Z", "hours": 0.2783, "text": "Updated the readme.md file, which is now more descriptive."}, {"post_id": 77543, "ts": "2026-10-07T12:13:38Z", "hours": 1.07, "text": "Triangles work now, I put the finishing touches on the the app, yay!"}, {"post_id": 76316, "ts": "2026-10-03T05:24:42Z", "hours": 1.0131, "text": "Added download and clear buttons to export the image."}, {"post_id": 76146, "ts": "2026-10-02T14:22:07Z", "hours": 1.1608, "text": "The circles and rectangles now work properly"}, {"post_id": 75871, "ts": "2026-10-01T13:05:54Z", "hours": 0.9872, "text": "The spray brush works now, woohoo"}, {"post_id": 75844, "ts": "2026-10-01T10:10:34Z", "hours": 0.4928, "text": "Added color support"}, {"post_id": 75569, "ts": "2026-09-30T13:54:17Z", "hours": 0.4969, "text": "Improved the brush tool, will add color support"}, {"post_id": 75561, "ts": "2026-09-30T13:13:32Z", "hours": 1.2539, "text": "Working on improving the brush tool, everything coming together slowly."}, {"post_id": 74867, "ts": "2026-09-28T14:05:58Z", "hours": 0.8061, "text": "Made the basic UI, deciding on which architecture to use to represent the canvas state."}]...
|
Title: Pixelart.js by @safwanxd | Stardance
Devlo Title: Pixelart.js by @safwanxd | Stardance
Devlogs:
Made the basic UI, deciding on which architecture to use to represent the canvas state.
Working on improving the brush tool, everything coming together slowly.
Improved the brush tool, will add color support
Added color support
The spray brush works now, woohoo
The circles and rectangles now work properly
Added download and clear buttons to export the image.
Triangles work now, I put the finishing touches on the the app, yay!
Updated the readme.md file, which is now more descriptive.
Ships:
I made a mspaint clone that features 7 tools (brush, spray, pen, eraser, circle, rectangle and triangle. You can also customise the tool settings and adjust the strokes of shapes. After you are done drawing, you can export your work as a png....
|
1793062199.2188828
|
1793148599.2188828
|
|
66513
|
Summer Diary 2026 by @Sgattix | Stardance
|
Sgattix
|
1
|
10.0
|
61
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:05:07Z", "hours": 10.0, "multiplier": 6.21, "payout": 61, "blessing": "neutral", "text": "I built a simple website to store songs, memories, pictures and other media of the past summer using NextJS and TailwindCSS. The tricky part was to build a page structure that would’ve allowed me to add and remove sections while also avoiding rewriting the code. After hours of thinking, the best option was to build every page by itself, while also attaching a “metadata.json” to make the page rigid, but also highly customizable.", "repo": "https://github.com/Sgattix/summer-diary-2026", "demo": "https://diary.sgattix.online"}]...
|
[{"post_id": 74929, "ts": "202 [{"post_id": 74929, "ts": "2026-09-28T16:41:24Z", "hours": 9.8067, "text": "Hi guys. Have you ever felt that feeling, at the end of the summer, when you just can’t move on to fall. But as Richard Feynman reminds us, “What is a memory? It is a memory of a past moment, a remembered feeling, an echo of a time. But a memory is also a feeling that can be remade. It is a new moment, a new feeling, a new memory, when you choose to recall the past.”. So this is my way to keep the memories of this past summer: an headless Next.js application that acts as an extension to the physical diary I wrote to handle media, knowledge and experience sharing. How it works On the physical diary, I printed one QRCode per page. So the “user” flow is: Open the physical diaryScan the QRCode Play any media available on the page In the meanwhile read the daily reflection Have fun while reading. What’s done I built the main infrastructure, while focusing more on flexibility rather then scalability Wrote some of the pages (20) What’s missing Add some twists Finish writing all the pages (80) Wish me luck! NOTE: The diary and the pages are all written in italian because this was part of a school project, hope it doesn’t bother anyone. I suggest you to use google translate to translate the entire page"}]...
|
Title: Summer Diary 2026 by @Sgattix | Stardance
Title: Summer Diary 2026 by @Sgattix | Stardance
Devlogs:
Hi guys. Have you ever felt that feeling, at the end of the summer, when you just can’t move on to fall. But as Richard Feynman reminds us, “What is a memory? It is a memory of a past moment, a remembered feeling, an echo of a time. But a memory is also a feeling that can be remade. It is a new moment, a new feeling, a new memory, when you choose to recall the past.”. So this is my way to keep the memories of this past summer: an headless Next.js application that acts as an extension to the physical diary I wrote to handle media, knowledge and experience sharing. How it works On the physical diary, I printed one QRCode per page. So the “user” flow is: Open the physical diaryScan the QRCode Play any media available on the page In the meanwhile read the daily reflection Have fun while reading. What’s done I built the main infrastructure, while focusing more on flexibility rather then scalability Wrote some of the pages (20) What’s missing Add some twists Finish writing all the pages (80) Wish me luck! NOTE: The diary and the pages are all written in italian because this was part of a school project, hope it doesn’t bother anyone. I suggest you to use google translate to translate the entire page
Ships:
I built a simple website to store songs, memories, pictures and other media of the past summer using NextJS and TailwindCSS. The tricky part was to build a page structure that would’ve allowed me to add and remove sections while also avoiding rewriting the code. After hours of thinking, the best option was to build every page by itself, while also attaching a “metadata.json” to make the page rigid, but also highly customizable....
|
1793062200.3956163
|
1793148600.3956163
|
|
66522
|
CalcAmAlatoR by @Grodzia91 | Stardance
|
Grodzia91
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:40:44Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Version 1.0 First release of the CalcAmAlatoR!!! Dependencies Python (preferably the latest; You can get it ) sympy Use Just download the zip in the Github repo and run the “Main_v1.0.py” file using Python", "repo": "https://github.com/CHeesee69/CalcAmAlatoR", "demo": "https://github.com/CHeesee69/CalcAmAlatoR/releases/tag/Release"}]...
|
[{"post_id": 75456, "ts": "202 [{"post_id": 75456, "ts": "2026-09-30T04:43:08Z", "hours": 2.1253, "text": "DEVLOG 1: CalcAmAlatoR v1.0 is ready. Currently, I have a few separate scripts with four different functions. Basic arithmetic (1+1 stuff) Geometric shapes (area, volume, etc) Trigonometry (sin, cos, etc) Basic algebra (y=mx+b stuff) I am planning to realese at least 10, while also brushing up on the current ones"}]...
|
Title: CalcAmAlatoR by @Grodzia91 | Stardance
Dev Title: CalcAmAlatoR by @Grodzia91 | Stardance
Devlogs:
DEVLOG 1: CalcAmAlatoR v1.0 is ready. Currently, I have a few separate scripts with four different functions. Basic arithmetic (1+1 stuff) Geometric shapes (area, volume, etc) Trigonometry (sin, cos, etc) Basic algebra (y=mx+b stuff) I am planning to realese at least 10, while also brushing up on the current ones
Ships:
Version 1.0 First release of the CalcAmAlatoR!!! Dependencies Python (preferably the latest; You can get it ) sympy Use Just download the zip in the Github repo and run the “Main_v1.0.py” file using Python...
|
1793062201.270241
|
1793148601.270241
|
|
66543
|
Elnawras Cafe by @essamabobakr900 | Stardance
|
essamabobakr900
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T16:24:05Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple and user-friendly website for a café where customers can explore the menu, place orders, read reviews, and find all the necessary contact and café information. the most challenging part was to design the top bar efficiently, I am proud of the quality it appeared with.", "repo": "https://github.com/essamabobakr900-bit/Cafe-Website", "demo": "https://essamabobakr900-bit.github.io/Cafe-Website/"}]...
|
[{"post_id": 74892, "ts": "202 [{"post_id": 74892, "ts": "2026-09-28T15:13:09Z", "hours": 16.3708, "text": "a website for a cafe, serving food and drinks"}]...
|
Title: Elnawras Cafe by @essamabobakr900 | Stardan Title: Elnawras Cafe by @essamabobakr900 | Stardance
Devlogs:
a website for a cafe, serving food and drinks
Ships:
This is a simple and user-friendly website for a café where customers can explore the menu, place orders, read reviews, and find all the necessary contact and café information. the most challenging part was to design the top bar efficiently, I am proud of the quality it appeared with....
|
1793062202.1316423
|
1793148602.1316423
|
|
66561
|
Game DinoUno by @Piiyush | Stardance
|
Piiyush
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T16:07:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made a simple cactus-dino running game. The challenging part was actually the idea that i got to make this and im proud of i got revange of the dino from the cactus by doing uno reverse. Any one can play this this made of simple html-css-js nothing Rocket Science.", "repo": "https://github.com/peeyushki/DinoUno", "demo": "https://quiet-horse-07b0e5.netlify.app/"}]...
|
[{"post_id": 74907, "ts": "202 [{"post_id": 74907, "ts": "2026-09-28T16:01:09Z", "hours": 2.2158, "text": "Its a game where the victim is the cactus who runs and the obstacles are dinos (uno reverse the role) and we will be controlling it from Hand gesture"}]...
|
Title: Game DinoUno by @Piiyush | Stardance
Devlo Title: Game DinoUno by @Piiyush | Stardance
Devlogs:
Its a game where the victim is the cactus who runs and the obstacles are dinos (uno reverse the role) and we will be controlling it from Hand gesture
Ships:
I just made a simple cactus-dino running game. The challenging part was actually the idea that i got to make this and im proud of i got revange of the dino from the cactus by doing uno reverse. Any one can play this this made of simple html-css-js nothing Rocket Science....
|
1793062203.1041079
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1793148603.1041079
|
|
66593
|
KernOS by @PahalDesai | Stardance
|
PahalDesai
|
1
|
6.32
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T16:20:05Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "KernOS KernOS is an x86 hobby operating system written in C and Assembly. It features a custom shell with commands like help , ver , clear , and neofetch , keyboard input, hardware information detection, a Hangman game, and a custom hand-made boot screen. What was challenging The assembly part was very painful. Assembly itself is difficult to understand. after spending a lot of time in assembly and figuring out nothing, I decided to make the kernel in C. It made it much easier. But C was still challenging as it lacked libc. So, the basic functions like printf() , comparison of 2 strings in the if statement, scanf() and all were not available. I had to manually define all of them before using them. I am proud of I made the very first version of a custom operating system with minimal use of ai! what comes in the next ship In the next ship of this project, I will add features to create/edit/delete files and a custom text editor. for people testing the project Download the iso file from the GitHub releases page. use qemu with the following command - qemu-system-i386 -cdrom KernOS.iso -device isa-debug-exit,iobase=0xf4,iosize=0x04", "repo": "https://github.com/pahal-desai/kernel/", "demo": "https://github.com/pahal-desai/kernel/releases/tag/v1.0"}]...
|
[{"post_id": 76223, "ts": "202 [{"post_id": 76223, "ts": "2026-10-02T18:43:22Z", "hours": 0.3178, "text": "Devlog 5 Added testing instructions in the readme file."}, {"post_id": 75910, "ts": "2026-10-01T16:02:40Z", "hours": 1.0883, "text": "Devlog 4 I added a new hangman minigame and a new custom bootscreen (designed by hand on a touchpad :D) This makes kernos ready for the first ship!!"}, {"post_id": 75653, "ts": "2026-09-30T17:24:01Z", "hours": 2.2428, "text": "DEVLOG 3 I finally learnt the proper way to write devlogs :D i added a lot of things:- The logic of commands and outputs Some basic commands like clear, help, ver Neofetch command!! (the beggest one) And an easter egg command I have had a really terrible experience here as i had to define every single thing. It doesn’t have libc. i had to define basic functions like printf() and it coudn’t even compare 2 strings in the if statement. i had to define the compare 2 strings function T_T. but now it’s a nice and good looking CLI os kinda thing ig."}, {"post_id": 75185, "ts": "2026-09-29T12:39:46Z", "hours": 1.4667, "text": "I tried moving to the kernel section. I spent some time programming the kernel in assembly. it was really painful… really…. really…. really…. painful 💔. So i shifted to a kernel written in C. It really made the task much easier than to code in assembly (precisely x86 32 bit protected mode NASM assembly 🥴). I wrote the kernel hello world kinda test program in C (the one used in kernel, da real c is way easier). Also, i used GRUB as the bootloader!"}, {"post_id": 74951, "ts": "2026-09-28T17:38:21Z", "hours": 0.7992, "text": "today i learnt some very basic assembly and wrote my first hello world os!"}]...
|
Title: KernOS by @PahalDesai | Stardance
Devlogs: Title: KernOS by @PahalDesai | Stardance
Devlogs:
today i learnt some very basic assembly and wrote my first hello world os!
I tried moving to the kernel section. I spent some time programming the kernel in assembly. it was really painful… really…. really…. really…. painful 💔. So i shifted to a kernel written in C. It really made the task much easier than to code in assembly (precisely x86 32 bit protected mode NASM assembly 🥴). I wrote the kernel hello world kinda test program in C (the one used in kernel, da real c is way easier). Also, i used GRUB as the bootloader!
DEVLOG 3 I finally learnt the proper way to write devlogs :D i added a lot of things:- The logic of commands and outputs Some basic commands like clear, help, ver Neofetch command!! (the beggest one) And an easter egg command I have had a really terrible experience here as i had to define every single thing. It doesn’t have libc. i had to define basic functions like printf() and it coudn’t even compare 2 strings in the if statement. i had to define the compare 2 strings function T_T. but now it’s a nice and good looking CLI os kinda thing ig.
Devlog 4 I added a new hangman minigame and a new custom bootscreen (designed by hand on a touchpad :D) This makes kernos ready for the first ship!!
Devlog 5 Added testing instructions in the readme file.
Ships:
KernOS KernOS is an x86 hobby operating system written in C and Assembly. It features a custom shell with commands like help , ver , clear , and neofetch , keyboard input, hardware information detection, a Hangman game, and a custom hand-made boot screen. What was challenging The assembly part was very painful. Assembly itself is difficult to understand. after spending a lot of time in assembly and figuring out nothing, I decided to make the kernel in C. It made it much easier. But C was still challenging as it lacked libc. So, the basic functions like printf() , comparison of 2 strings in the if statement, scanf() and all were not available. I had to manually define all of them before using them. I am proud of I made the very first version of a custom operating system with minimal use of ai! what comes in the next ship In the next ship of this project, I will add features to create/edit/delete files and a custom text editor. for people testing the project Download the iso file from the GitHub releases page. use qemu with the following command - qemu-system-i386 -cdrom KernOS.iso -device isa-debug-exit,iobase=0xf4,iosize=0x04...
|
1793062203.9765456
|
1793148603.9765456
|
|
66608
|
PULSAR OS by @N1kamaro | Stardance
|
N1kamaro
|
1
|
40.01
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T13:49:59Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!", "repo": "https://github.com/N1kamaro/Project-PULSAR-OS", "demo": "https://n1kamaro.github.io/Project-PULSAR-OS/"}]...
|
[{"post_id": 82143, "ts": "202 [{"post_id": 82143, "ts": "2026-10-24T03:02:22Z", "hours": 6.56, "text": "FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)"}, {"post_id": 78172, "ts": "2026-10-09T21:04:34Z", "hours": 6.5275, "text": "THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )"}, {"post_id": 76585, "ts": "2026-10-04T02:01:03Z", "hours": 8.9256, "text": "Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D"}, {"post_id": 76133, "ts": "2026-10-02T13:29:44Z", "hours": 7.5233, "text": "YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE."}, {"post_id": 75649, "ts": "2026-09-30T17:17:00Z", "hours": 5.0481, "text": "OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D"}, {"post_id": 75297, "ts": "2026-09-29T17:45:11Z", "hours": 5.8247, "text": "YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D"}]...
|
Title: PULSAR OS by @N1kamaro | Stardance
Devlogs Title: PULSAR OS by @N1kamaro | Stardance
Devlogs:
YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D
OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D
YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE.
Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D
THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )
FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)
Ships:
This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!...
|
1793062205.3073149
|
1793148605.3073149
|
|
66613
|
Portfolio Website by @HackPlayAar | Stardance
|
HackPlayAar
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T08:04:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created my personal portfolio website which I can use to add to my resume and get internship", "repo": "https://github.com/Aaravshah2806/Portfolio", "demo": "https://www.hackplayaar.me/"}]...
|
[{"post_id": 75821, "ts": "202 [{"post_id": 75821, "ts": "2026-10-01T08:02:04Z", "hours": 8.9672, "text": "I have created my personal portfolio website so i can add to my resume"}]...
|
Title: Portfolio Website by @HackPlayAar | Stardan Title: Portfolio Website by @HackPlayAar | Stardance
Devlogs:
I have created my personal portfolio website so i can add to my resume
Ships:
I have created my personal portfolio website which I can use to add to my resume and get internship...
|
1793062206.4820514
|
1793148606.4820514
|
|
66631
|
What do I make for dinner? by @PahalDesai | Starda What do I make for dinner? by @PahalDesai | Stardance...
|
PahalDesai
|
1
|
4.31
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T11:27:53Z", "hours": 3.0, "multiplier": 2.82, "payout": 4, "blessing": "neutral", "text": "this tool solves a major problem in every household in the world - “what do I make for dinner?” to fix this I have made a tool that asks you a few questions and according to your answers, it generates recommendations. you can also see the recipes of the items it suggests at a single place. You can also ask the ai to suggest you recipes based on the ingredients you have at home. You can also ask the ai to suggest you recipes based on the type of cuisine you want to try. What I am proud of:- I used API for the first time in JavaScript (as I usually use it in my python projects). I have also made a dedicated tutorial page for dummies too :)", "repo": "https://github.com/pahal-desai/what-do-i-make-for-dinner", "demo": "https://pahal-desai.github.io/what-do-i-make-for-dinner/"}]...
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[{"post_id": 75877, "ts": "202 [{"post_id": 75877, "ts": "2026-10-01T13:33:25Z", "hours": 0.7256, "text": "Hi. Today, i added 2 more features - a daily dinner planner and a reminder. This adds 2 more QoL for the Frictionless misson. It was not that hard to make this time as i knew the documentation and how to implement it. Previously, i didn’t know what to do and spent hours figuring out how to use api and all in js. 3 QoL Improvements automatic dinner sugestion - when you don’t know what yo make, you can get quick suggestions with recipes. Daily Dinner planner - you can now plan dinner for a whole week! Notifications - notifies what you have to make today so that you don’t forget!"}, {"post_id": 75715, "ts": "2026-09-30T20:43:16Z", "hours": 0.5847, "text": "added a hackclub api key option. I had to use very little ai for that as i couldnt figure out how to use it. and i had to set up a backend cloudflare worker for it too."}, {"post_id": 75522, "ts": "2026-09-30T11:06:44Z", "hours": 1.9217, "text": "sorry for not posting devlogs as i forgot to do so (it’s been a habbit ig). I locked tf in and completed this site. It’s ready to be shipped!!!"}, {"post_id": 75369, "ts": "2026-09-29T21:12:43Z", "hours": 0.8656, "text": "This is an ai based dinner suggestion website. It suggest you what to make for dinner. you only have to answer some question about the type of dinner you want. It requires an api key tho. Today, I have made the basic layout of the page, the tutorial (where they show you how to get an api key) and the page where they ask you your api key to continue to use the project."}]...
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Title: What do I make for dinner? by @PahalDesai | Title: What do I make for dinner? by @PahalDesai | Stardance
Devlogs:
This is an ai based dinner suggestion website. It suggest you what to make for dinner. you only have to answer some question about the type of dinner you want. It requires an api key tho. Today, I have made the basic layout of the page, the tutorial (where they show you how to get an api key) and the page where they ask you your api key to continue to use the project.
sorry for not posting devlogs as i forgot to do so (it’s been a habbit ig). I locked tf in and completed this site. It’s ready to be shipped!!!
added a hackclub api key option. I had to use very little ai for that as i couldnt figure out how to use it. and i had to set up a backend cloudflare worker for it too.
Hi. Today, i added 2 more features - a daily dinner planner and a reminder. This adds 2 more QoL for the Frictionless misson. It was not that hard to make this time as i knew the documentation and how to implement it. Previously, i didn’t know what to do and spent hours figuring out how to use api and all in js. 3 QoL Improvements automatic dinner sugestion - when you don’t know what yo make, you can get quick suggestions with recipes. Daily Dinner planner - you can now plan dinner for a whole week! Notifications - notifies what you have to make today so that you don’t forget!
Ships:
this tool solves a major problem in every household in the world - “what do I make for dinner?” to fix this I have made a tool that asks you a few questions and according to your answers, it generates recommendations. you can also see the recipes of the items it suggests at a single place. You can also ask the ai to suggest you recipes based on the ingredients you have at home. You can also ask the ai to suggest you recipes based on the type of cuisine you want to try. What I am proud of:- I used API for the first time in JavaScript (as I usually use it in my python projects). I have also made a dedicated tutorial page for dummies too :)...
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1793062207.3253639
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1793148607.3253639
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66640
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My own site! by @CipherNull | Stardance
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CipherNull
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T23:22:52Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website that tells people things about me, like my intrests, my future, my goals, etc.", "repo": "https://github.com/CipherNull0/Personal-Site", "demo": "https://github.com/CipherNull0/Personal-Site.git"}]...
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[{"post_id": 75399, "ts": "202 [{"post_id": 75399, "ts": "2026-09-29T23:15:58Z", "hours": 0.7611, "text": "Personal Site"}, {"post_id": 75350, "ts": "2026-09-29T20:15:55Z", "hours": 0.7072, "text": "My Personal Site"}]...
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Title: My own site! by @CipherNull | Stardance
De Title: My own site! by @CipherNull | Stardance
Devlogs:
My Personal Site
Personal Site
Ships:
I made a personal website that tells people things about me, like my intrests, my future, my goals, etc....
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1793062208.467294
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1793148608.467294
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66648
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One Tiny Delivery by @RobbieMa | Stardance
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RobbieMa
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1
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51.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T06:10:10Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is “One Tiny Delivery” made this in around 4 weeks. It is a complete small exploration game about going around delivering packages on an island. The hardest part of this project from a technical perspective would be optimization. I tried all the ways to optimize my game and it finally came out to a steady 100 fps on my laptop. It gave me a lot of new knowledge how Unity renders scenes and how batching and the new resident drawer feature can boost FPS. The hardest thing from a non-technical perspective would be the music. I am NOT a composer, i have no music theory, the only instrument i play is the flute, i don’t know what sounds good or not i can only guess and check. Making this project has been really fun, see yall on the next one!", "repo": "https://github.com/lamp-dude/One-Tiny-Delivery1/", "demo": "https://lamp-dude.itch.io/one-tiny-delivery"}]...
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[{"post_id": 80063, "ts": "202 [{"post_id": 80063, "ts": "2026-10-16T03:47:25Z", "hours": 1.0853, "text": "BUILDS COMPLETED i had to fix some final build bugs but two builds have finally successfully completed! both windows and mac builds have been uploaded to itch.io!"}, {"post_id": 80032, "ts": "2026-10-16T01:07:06Z", "hours": 3.4142, "text": "FINAL DEVLOG!! THE GAME HAS BEEN BUILT. I built it for both mac and windows and now i am gonna try and see if it can also build on webGL. I have added the following features in these two hours. Pause menu End credits New keybinds Changes to prologue Loading optimization (with some major help using AI to help me figure out how to solve lag spikes)"}, {"post_id": 79982, "ts": "2026-10-15T18:46:10Z", "hours": 1.2328, "text": "Devlog 32: working on menu music, ending music theme variations. after that the project would be completed with just building the game and editing player settings making it ready to be played and published to the public"}, {"post_id": 79723, "ts": "2026-10-15T07:01:25Z", "hours": 0.3736, "text": "Devlog 31 I made it so that the prologue preloads terrain, this why gameplay is smooth and there is no such thing as a loading time! As the player is always doing something. I also made each terrain have it’s own grass renderer so the unnesscary ones dont have to be rendered at the very beginning"}, {"post_id": 79719, "ts": "2026-10-15T06:36:22Z", "hours": 2.58, "text": "Devlog 30: The main menu has been completed with all pages working! i’ve made sure that each resolution works and every button works too. did some fun camera effects for the background then i screenshotted it and added a panel overlay for where the “menu” part resides. I have also added a prologue (that i wont show for spoilers) and an ending. now is just left for the credits!"}, {"post_id": 79679, "ts": "2026-10-15T01:27:49Z", "hours": 1.2225, "text": "Devlog 29 finally added in a driver! finished up prologue (i won’t spoil it) and started on a menu! the second image is the background subject to change. the final few devlogs and this project will be over!"}, {"post_id": 79662, "ts": "2026-10-14T23:46:04Z", "hours": 2.3153, "text": "Devlog 28 The project is like 98% done. all that is left is main menu and ending scene. players can now restart a mission if their load falls off the bed or if they get stuck. I have also added ambient sound zones and more sound effects. various easter eggs have been added, more sound effects, and more polish has been done to the handling of the vehicle. I have also started on the prologue of the game."}, {"post_id": 79644, "ts": "2026-10-14T20:18:39Z", "hours": 1.1378, "text": "Devlog 27 Getting animations in! Maximo is a savior, very easy alsmot drag and drop animations into unity. (of course there more than that but it’s easy for my case) There are more that i won’t spoil! all there is left is to add MUSIC, MENU, ENDING!!!"}, {"post_id": 79622, "ts": "2026-10-14T18:54:44Z", "hours": 2.1094, "text": "Devlog 26 Polish. Polish. Polish. So much polish, bugtesting and just the most fun yet boring parts of the game! I had to do like 9 full run throughs of the game which is really hard because i designed it so that players are gonna have to go slow on the roads to avoid falling off the mountain or loosing the load. I optimized the flowers more, overhauled the dialogue visuals with a new font and animation, and changed some dialogue. The work is very close to being finished!"}, {"post_id": 79538, "ts": "2026-10-14T14:44:50Z", "hours": 0.435, "text": "Devlog 25 Since i can’t track my time on garage band, only 26 minutes for this… but i spent my entire morning completely redoing the theme for the game. it now looks like this and sounds loads better than the other one. It has some simple cords and a simple but pretty melody and i made it a waltz-like piece. This melody is probably gonna be repeated a lot through the game with variations so it’s short, memorable, and easily looped."}, {"post_id": 79465, "ts": "2026-10-14T04:40:49Z", "hours": 1.9589, "text": "Devlog 24 Adding MUSIC to the game! (AND A NEW LOCATION!!) using garage band, i’ve cooked up a theme for the game, the piece is mostly piano and it is very simple with lots of repetition. I’m gonna see if i can use my inner music composing skills to make this sound better and incorporate it into the game somehow. I have also added a new location! the TEMPLE! it acts as the second to last place to stop and offers a great view. This is where the final mission happens. There are a lot of polishing to do before release but i am almost there!"}, {"post_id": 79442, "ts": "2026-10-14T00:41:19Z", "hours": 0.3667, "text": "Devlog 23: The story is almost done! i’ve optimized the systems better and improved some graphics. Look at that fog! isn’t that just absolute eye candy? There are some weird shadow bugs becuase i turned the resolution down but the cell-shading helps a lot with that so it doesnt look TOO bad."}, {"post_id": 79438, "ts": "2026-10-14T00:00:13Z", "hours": 1.1219, "text": "Devlog 22: Working on the story, added a new location, a hiker’s tent half way up the mountain acting as the midpoint for the journey up the mountain. Or i’m thinking of adding a temple thing near the top of the mountain for more variation so the player doesn’t get bored. I have also started to add more deliverables and worked on the story more"}, {"post_id": 79388, "ts": "2026-10-13T19:28:22Z", "hours": 0.3861, "text": "Devlog 21:: More storyline adding! Making the story takes up a lot of time and thinking, i’m trying to make them all feel smoothly integrated and made with care."}, {"post_id": 79350, "ts": "2026-10-13T16:30:07Z", "hours": 1.9183, "text": "Devlog 20: The delivery system is fully completed with my own custom script-writing UI for the editor! Before i had this problem of the editor being REALLY slow due to all the voice lines I have but I have fixed that making script writing much more enjoyable and easy to look at/change things. i have completed the first mission which is very easy and acts like a guide for new players. the cubes are placeholders for actual characters that I will actually import when i get done with the main systems and story."}, {"post_id": 79228, "ts": "2026-10-13T03:40:04Z", "hours": 0.7667, "text": "devlog 19: Revamping the different packages so it isn’t just cubes anymore. First delivery will be apples and apple juice!"}, {"post_id": 79221, "ts": "2026-10-13T02:35:52Z", "hours": 2.1008, "text": "Devlog 18: Almost done with the storyline! Stay tuned! after storyline the game will be mostly complete. The remaining story line will probably take not much time using the system i made to streamline the process. Each delivery is unique but follows the same steps. Start, arrival, return dialogue for both, start new delivery, repeat."}, {"post_id": 79164, "ts": "2026-10-12T21:02:54Z", "hours": 1.2075, "text": "Devlog 18: Working on the story line and FLOWERS!!! The flowers use the same system as the grass does, I just make some different textures (the flowers dont even have stems because it will just spawn on top of the grass that acts like its stem to save performance). I probably have to tune them more so they dont spawn as much on mountains, make them more fluid and natural spawning and not just in circles, and scale them better. It already looks like a huge glowup for the field so that is nice!"}, {"post_id": 78944, "ts": "2026-10-12T03:35:02Z", "hours": 2.6322, "text": "Devlog 17: Optimizations, optimizations, optimizations. that my friends is the summary of what I have done in these near 3 hours. lowering shadow quality, lowering reflection quality, batching, and just testing with a variety of different settings, it finally runs at a stable ~100 fps. before, the terrain were way too detailed, each point of the terrain casting a bunch of very high quality shadows, now, they still cast shadows because i cant lower resolution of the terrain since that would erase the terrain data, BUT i could lower the shadows resolution which gave me a huge performance boost."}, {"post_id": 78890, "ts": "2026-10-11T21:47:58Z", "hours": 1.7333, "text": "Devlog 16: FINALLY COMPLETED THE ROUTE!!! The route is now fully complete from the fields, to the forests, and to the mountains. The journey to the top of this mountain is NOT easy, and would probably require a lot of skill to complete the journey without falling off. Though there is a great award tho… a wonderful view that i will not spoil. Thanks you unity’s additional terrain tools, it wasn’t as hard sculpting roads out of the mountain but it WAS hard getting those roads to be easy for the player to access since the player’s vehicle is quite limited in torque and speed."}, {"post_id": 78780, "ts": "2026-10-11T16:15:18Z", "hours": 0.3667, "text": "Devlog 15: Becuase of the uneven terrain, staying upright is almost impossible say less about keeping the delivery on the bed of the truck! It isn’t supposed to be a ragebait game so I made a feature in the script so that when the player holds down shift, the player will keep grounded and go along with the terrain angles."}, {"post_id": 78519, "ts": "2026-10-11T02:16:52Z", "hours": 1.5433, "text": "Devlog 14 Slowly but surely making my way up the mountain… Terrain sculpting takes so much time!!"}, {"post_id": 78481, "ts": "2026-10-10T22:25:22Z", "hours": 1.2, "text": "Devlog 13: Starting on the ascent to the peak of the mountain! Hopefully all goes well, it is the hardest part of the map design part because of how hard it is to flatten steep hills and cliffs to make it drivable and look natural. The player’s car does not provide a lot of torque so the changes in incline have to be very gradual. I will see how this goes! I have made a lot of progress on the storyline aspect of the game, i made it so players can choose to go on side quests or stick to the main objective whihc takes a shorter amount of time."}, {"post_id": 77733, "ts": "2026-10-08T03:53:57Z", "hours": 2.755, "text": "Devlog 13: I have started making the delivery system script! GOt some basic dialogue interaction system using trigger colliders. I’m going to try to make it really customizable because this is going to be the main gameplay mechanic for the rest of the game. Going on, I won’t leak too much of the story making process, that would kinda ruin it. But there will be updates on all the other stuff!"}, {"post_id": 77423, "ts": "2026-10-06T22:30:18Z", "hours": 1.3033, "text": "Devlog 12: Added a gas station (complete with a great view of the ocean thats probably gonna be covered up with trees in the near future)! And expanded the forest complete with LODs and more optimization features like decreasing shadow distance and quality. how it runs at a locked and stead 60 FPS which should be good for most people,"}, {"post_id": 77181, "ts": "2026-10-05T23:27:51Z", "hours": 2.0072, "text": "Devlog 11 Got some more env design up! I have made a lake a completed the river (maybe in the future i’ll add a waterfall and more branches like a delta) and also made a gravel road! I have also edited the mountains a little so the scale seems bigger and started to plan out possible routes up the mountain! Many more are planned for more possible delivery locations, stay tuned!"}, {"post_id": 76928, "ts": "2026-10-05T03:20:44Z", "hours": 0.7667, "text": "MOUNTAINS!!! Devlog 10 Using unity’s terrain extended tools, I got some very nice looking mountains up in a short amount of time. For painting the cliffs and the snow, I wrote up a custom editor tool to help me paint the grey texture at certain incline angles and to check the altitude and add a noise variation to the snow. Looks pretty nice, the hard part will just be designing the details on it."}, {"post_id": 76885, "ts": "2026-10-04T22:43:39Z", "hours": 2.2297, "text": "Devlog 9 Fixed up the terrain. Unity terrain is a PAIN to get right.. there are so many numbers you can mess up on that gets your terrain data wiped and have to redo it again.. guess what i did. I got the numbers wrong. The map was WAY too big, so I scaled it down. When i scaled it down the resolution was WAY too high (since all of them somehow were auto set to 4k resolution) and CRASHED my laptop with 32gb ram.. Scary times. But i got it over with and now we have a nice little map with in WIP forest"}, {"post_id": 76638, "ts": "2026-10-04T07:28:36Z", "hours": 1.1333, "text": "Devlog 8 Got the rough map layout done! Took me a lot of remakes and editing but the general sizing of it should be the final map’s sizing. It is pretty big, it is 1.5km in length and 1km in width. Thought that ight sound small, the bigness comes from the vehicle speed and i’m tinking of adding lakes, rivers, and a final mountain on this map. It will constantly be editing as I go. I also made a new little cozy area! It will be the first delivery mission destination"}, {"post_id": 76586, "ts": "2026-10-04T02:03:52Z", "hours": 0.9333, "text": "Devlog 7.5 Adding more things and lowering the density of the grass! (Gives an FPS boost ykyk)"}, {"post_id": 76571, "ts": "2026-10-04T00:28:38Z", "hours": 1.2333, "text": "Devlog 7 The making of the starting area! added a house and a path for the player to go through, my idea for this starting point is like a coastal plain, not very rough terrain, fairly easy for players to start off without losing any cargo and designed for them to learn the controls."}, {"post_id": 76047, "ts": "2026-10-02T05:28:06Z", "hours": 0.4, "text": "Devlog 6 added a water shader from a old project and painting terrain! Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff! The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!"}, {"post_id": 76038, "ts": "2026-10-02T04:41:26Z", "hours": 0.4667, "text": "trying out to see if Unity’s terrain system will suit my needs, I have concluded it does! Trying to get an idea for the map now.."}, {"post_id": 75756, "ts": "2026-09-30T23:52:20Z", "hours": 0.49, "text": "Devlog 5.5 Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally."}, {"post_id": 75465, "ts": "2026-09-30T05:26:11Z", "hours": 1.1458, "text": "Devlog 5 Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!"}, {"post_id": 75414, "ts": "2026-09-30T01:00:07Z", "hours": 0.4, "text": "Devlog 4 Graphics update!! Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly. What do you think? Does it look good? Help me out here…"}, {"post_id": 75408, "ts": "2026-09-30T00:21:06Z", "hours": 0.2667, "text": "Devlog 3 We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder. After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster"}, {"post_id": 75404, "ts": "2026-09-29T23:37:53Z", "hours": 0.5006, "text": "Devlog 2.5 Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees."}, {"post_id": 75082, "ts": "2026-09-29T02:56:41Z", "hours": 1.2917, "text": "Devlog 2 The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works. I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!"}, {"post_id": 75033, "ts": "2026-09-28T22:40:52Z", "hours": 0.3667, "text": "Devlog 1 Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great! NO AI WAS USED!!"}]...
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Title: One Tiny Delivery by @RobbieMa | Stardance
Title: One Tiny Delivery by @RobbieMa | Stardance
Devlogs:
Devlog 1 Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great! NO AI WAS USED!!
Devlog 2 The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works. I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!
Devlog 2.5 Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees.
Devlog 3 We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder. After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster
Devlog 4 Graphics update!! Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly. What do you think? Does it look good? Help me out here…
Devlog 5 Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!
Devlog 5.5 Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally.
trying out to see if Unity’s terrain system will suit my needs, I have concluded it does! Trying to get an idea for the map now..
Devlog 6 added a water shader from a old project and painting terrain! Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff! The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!
Devlog 7 The making of the starting area! added a house and a path for the player to go through, my idea for this starting point is like a coastal plain, not very rough terrain, fairly easy for players to start off without losing any cargo and designed for them to learn the controls.
Devlog 7.5 Adding more things and lowering the density of the grass! (Gives an FPS boost ykyk)
Devlog 8 Got the rough map layout done! Took me a lot of remakes and editing but the general sizing of it should be the final map’s sizing. It is pretty big, it is 1.5km in length and 1km in width. Thought that ight sound small, the bigness comes from the vehicle speed and i’m tinking of adding lakes, rivers, and a final mountain on this map. It will constantly be editing as I go. I also made a new little cozy area! It will be the first delivery mission destination
Devlog 9 Fixed up the terrain. Unity terrain is a PAIN to get right.. there are so many numbers you can mess up on that gets your terrain data wiped and have to redo it again.. guess what i did. I got the numbers wrong. The map was WAY too big, so I scaled it down. When i scaled it down the resolution was WAY too high (since all of them somehow were auto set to 4k resolution) and CRASHED my laptop with 32gb ram.. Scary times. But i got it over with and now we have a nice little map with in WIP forest
MOUNTAINS!!! Devlog 10 Using unity’s terrain extended tools, I got some very nice looking mountains up in a short amount of time. For painting the cliffs and the snow, I wrote up a custom editor tool to help me paint the grey texture at certain incline angles and to check the altitude and add a noise variation to the snow. Looks pretty nice, the hard part will just be designing the details on it.
Devlog 11 Got some more env design up! I have made a lake a completed the river (maybe in the future i’ll add a waterfall and more branches like a delta) and also made a gravel road! I have also edited the mountains a little so the scale seems bigger and started to plan out possible routes up the mountain! Many more are planned for more possible delivery locations, stay tuned!
Devlog 12: Added a gas station (complete with a great view of the ocean thats probably gonna be covered up with trees in the near future)! And expanded the forest complete with LODs and more optimization features like decreasing shadow distance and quality. how it runs at a locked and stead 60 FPS which should be good for most people,
Devlog 13: I have started making the delivery system script! GOt some basic dialogue interaction system using trigger colliders. I’m going to try to make it really customizable because this is going to be the main gameplay mechanic for the rest of the game. Going on, I won’t leak too much of the story making process, that would kinda ruin it. But there will be updates on all the other stuff!
Devlog 13: Starting on the ascent to the peak of the mountain! Hopefully all goes well, it is the hardest part of the map design part because of how hard it is to flatten steep hills and cliffs to make it drivable and look natural. The player’s car does not provide a lot of torque so the changes in incline have to be very gradual. I will see how this goes! I have made a lot of progress on the storyline aspect of the game, i made it so players can choose to go on side quests or stick to the main objective whihc takes a shorter amount of time.
Devlog 14 Slowly but surely making my way up the mountain… Terrain sculpting takes so much time!!
Devlog 15: Becuase of the uneven terrain, staying upright is almost impossible say less about keeping the delivery on the bed of the truck! It isn’t supposed to be a ragebait game so I made a feature in the script so that when the player holds down shift, the player will keep grounded and go along with the terrain angles.
Devlog 16: FINALLY COMPLETED THE ROUTE!!! The route is now fully complete from the fields, to the forests, and to the mountains. The journey to the top of this mountain is NOT easy, and would probably require a lot of skill to complete the journey without falling off. Though there is a great award tho… a wonderful view that i will not spoil. Thanks you unity’s additional terrain tools, it wasn’t as hard sculpting roads out of the mountain but it WAS hard getting those roads to be easy for the player to access since the player’s vehicle is quite limited in torque and speed.
Devlog 17: Optimizations, optimizations, optimizations. that my friends is the summary of what I have done in these near 3 hours. lowering shadow quality, lowering reflection quality, batching, and just testing with a variety of different settings, it finally runs at a stable ~100 fps. before, the terrain were way too detailed, each point of the terrain casting a bunch of very high quality shadows, now, they still cast shadows because i cant lower resolution of the terrain since that would erase the terrain data, BUT i could lower the shadows resolution which gave me a huge performance boost.
Devlog 18: Working on the story line and FLOWERS!!! The flowers use the same system as the grass does, I just make some different textures (the flowers dont even have stems because it will just spawn on top of the grass that acts like its stem to save performance). I probably have to tune them more so they dont spawn as much on mountains, make them more fluid and natural spawning and not just in circles, and scale them better. It already looks like a huge glowup for the field so that is nice!
Devlog 18: Almost done with the storyline! Stay tuned! after storyline the game will be mostly complete. The remaining story line will probably take not much time using the system i made to streamline the process. Each delivery is unique but follows the same steps. Start, arrival, return dialogue for both, start new delivery, repeat.
devlog 19: Revamping the different packages so it isn’t just cubes anymore. First delivery will be apples and apple juice!
Devlog 20: The delivery system is fully completed with my own custom script-writing UI for the editor! Before i had this problem of the editor being REALLY slow due to all the voice lines I have but I have fixed that making script writing much more enjoyable and easy to look at/change things. i have completed the first mission which is very easy and acts like a guide for new players. the cubes are placeholders for actual characters that I will actually import when i get done with the main systems and story.
Devlog 21:: More storyline adding! Making the story takes up a lot of time and thinking, i’m trying to make them all feel smoothly integrated and made with care.
Devlog 22: Working on the story, added a new location, a hiker’s tent half way up the mountain acting as the midpoint for the journey up the mountain. Or i’m thinking of adding a temple thing near the top of the mountain for more variation so the player doesn’t get bored. I have also started to add more deliverables and worked on the story more
Devlog 23: The story is almost done! i’ve optimized the systems better and improved some graphics. Look at that fog! isn’t that just absolute eye candy? There are some weird shadow bugs becuase i turned the resolution down but the cell-shading helps a lot with that so it doesnt look TOO bad.
Devlog 24 Adding MUSIC to the game! (AND A NEW LOCATION!!) using garage band, i’ve cooked up a theme for the game, the piece is mostly piano and it is very simple with lots of repetition. I’m gonna see if i can use my inner music composing skills to make this sound better and incorporate it into the game somehow. I have also added a new location! the TEMPLE! it acts as the second to last place to stop and offers a great view. This is where the final mission happens. There are a lot of polishing to do before release but i am almost there!
Devlog 25 Since i can’t track my time on garage band, only 26 minutes for this… but i spent my entire morning completely redoing the theme for the game. it now looks like this and sounds loads better than the other one. It has some simple cords and a simple but pretty melody and i made it a waltz-like piece. This melody is probably gonna be repeated a lot through the game with variations so it’s short, memorable, and easily looped.
Devlog 26 Polish. Polish. Polish. So much polish, bugtesting and just the most fun yet boring parts of the game! I had to do like 9 full run throughs of the game which is really hard because i designed it so that players are gonna have to go slow on the roads to avoid falling off the mountain or loosing the load. I optimized the flowers more, overhauled the dialogue visuals with a new font and animation, and changed some dialogue. The work is very close to being finished!
Devlog 27 Getting animations in! Maximo is a savior, very easy alsmot drag and drop animations into unity. (of course there more than that but it’s easy for my case) There are more that i won’t spoil! all there is left is to add MUSIC, MENU, ENDING!!!
Devlog 28 The project is like 98% done. all that is left is main menu and ending scene. players can now restart a mission if their load falls off the bed or if they get stuck. I have also added ambient sound zones and more sound effects. various easter eggs have been added, more sound effects, and more polish has been done to the handling of the vehicle. I have also started on the prologue of the game.
Devlog 29 finally added in a driver! finished up prologue (i won’t spoil it) and started on a menu! the second image is the background subject to change. the final few devlogs and this project will be over!
Devlog 30: The main menu has been completed with all pages working! i’ve made sure that each resolution works and every button works too. did some fun camera effects for the background then i screenshotted it and added a panel overlay for where the “menu” part resides. I have also added a prologue (that i wont show for spoilers) and an ending. now is just left for the credits!
Devlog 31 I made it so that the prologue preloads terrain, this why gameplay is smooth and there is no such thing as a loading time! As the player is always doing something. I also made each terrain have it’s own grass renderer so the unnesscary ones dont have to be rendered at the very beginning
Devlog 32: working on menu music, ending music theme variations. after that the project would be completed with just building the game and editing player settings making it ready to be played and published to the public
FINAL DEVLOG!! THE GAME HAS BEEN BUILT. I built it for both mac and windows and now i am gonna try and see if it can also build on webGL. I have added the following features in these two hours. Pause menu End credits New keybinds Changes to prologue Loading optimization (with some major help using AI to help me figure out how to solve lag spikes)
BUILDS COMPLETED i had to fix some final build bugs but two builds have finally successfully completed! both windows and mac builds have been uploaded to itch.io!
Ships:
This is “One Tiny Delivery” made this in around 4 weeks. It is a complete small exploration game about going around delivering packages on an island. The hardest part of this project from a technical perspective would be optimization. I tried all the ways to optimize my game and it finally came out to a steady 100 fps on my laptop. It gave me a lot of new knowledge how Unity renders scenes and how batching and the new resident drawer feature can boost FPS. The hardest thing from a non-technical perspective would be the music. I am NOT a composer, i have no music theory, the only instrument i play is the flute, i don’t know what sounds good or not i can only guess and check. Making this project has been really fun, see yall on the next one!...
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1793008266.04218
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1793094666.04218
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66663
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Bukus VS Beans by @Al_Lee | Stardance
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Al_Lee
|
1
|
22.0
|
403
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T01:44:40Z", "hours": 22.0, "multiplier": 18.45, "payout": 403, "blessing": "neutral", "text": "I made a game where you play as a brave buku, and your job is to shoot down the ship and the beans while dodging attacks. I found challenging learning godot’s scripting, since this is my first game on a actual game engine (scratch doesnt count). I am really proud of how my game came together, it looks so polished for my first game. Others should read the controls in the README or Itch.io page and be aware that it takes a few attempts to beat the boss", "repo": "https://github.com/alchoilee-lgtm/The-Bukan-War", "demo": "https://inzpire.itch.io/the-bukan-war"}]...
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[{"post_id": 77193, "ts": "202 [{"post_id": 77193, "ts": "2026-10-06T01:13:34Z", "hours": 2.5953, "text": "The Bukan War is offically DONE :) I’ve made it possible to skip the story I added extra polish, to the win screen, and got rid of some exploits Made the game more fun by adjusting difficulty The YAP: To detect the story skip thing, I just whipped up a simple script that, when space bar is pressed, makes a clone of the transition and swaps scenes. There was an exploit (thanks @Ethen for finding it), that if you go behind the boss, you can just avoid the attacks and just win. I patched this by putting a Staticbody2D, so that it blocks the player from going behind the boss. Also, for the difficulty, I made the player AND the boss have more health, and made it that you can HEAL heath when you shoot Beans and your health bar is full. The extra health is a GENIUS, 100IQ effort to get players to play my game longer while also making it a bit easier with those struggling with the game (like me). OH yeah, to the win screen, I just added rainbow coloured particles coming out from the bottom middle of the screen. I just made the colour curve light red, and made the hue variation as MAXED as possible for rainbow colour :)"}, {"post_id": 76916, "ts": "2026-10-05T02:28:02Z", "hours": 9.5928, "text": "IM DONEEEEEEEEE A bit more playtesting and polishing, and I’ll be done What I’ve Done Made a text-to-bullet function for a boss attack. This took SOOOOO long, probably the most technical thing the project. To simplify a lot, its a 5x5 bitmap code shot out with a function to create text Made a shockwave attack. It shoots in a semi circle pattern with some gaps in it Made a bunch of art Added voicelines done by family, which was sped up for less cracking and cuz the voice seemed a but weird Fixed a bunch of bugs Made menu, and made buttons whiter when hovered and darker when clicked Made ded and win screen"}, {"post_id": 76101, "ts": "2026-10-02T10:09:57Z", "hours": 4.3194, "text": "I got a bit done :) Today I managed to add 2/5 boss attacks as well as soundtrack (from pixabay) and some SFX from JSFXR (they really are the best SFX website lol) What I have left: Make 3 more boss attacks Not get cooked up by the boss in my own game Do voice lines for dramatic story Fix 50 trillion bugs Make some actual art for the bullets Make a Main Menu Since I dont know a lot of Godot coding, my progress is a bit slow, but at least I get more hours in lol :D"}, {"post_id": 75448, "ts": "2026-09-30T03:54:04Z", "hours": 4.2678, "text": "2nd Devlog of Bukus vs Beans I added a ship that the player has to shoot at, I added randomly moving “drunk” beans, so that the player can shoot for ammo/energy for their gun. The beans just pick a direction and move in a direction for some time, and they keep doing that I also added shoot particles and background particles which, I think, looks quite nice :) It look like quite a while getting hang of the particle system, but I can now confidently use it :) Shoutout to @hedgehog81 for helping me with the particles and other stuff"}, {"post_id": 75161, "ts": "2026-09-29T10:30:49Z", "hours": 1.0744, "text": "I’m making a boss game, where the Bukus have to shoot down the Bean’s ship. The lore: The beans and bukus have been fighting for 10 years now, and both sides are tired of it. A buku buku called “Bukuysses” comes up with a genius idea. They get a statue, for the Beanthena, and they choose one strong buku buku to go inside it. They leave it floating in space, and the Beans protector ship ( which is a bean pod), collect the statue :) The warriors inside the ship get drunk celebrating and go back to they planet, and the brave warrior comes out, of the spaceship and starts shooting at the spaceship. the problem is, he forgot to bring the correct gun, so he has to use Bean Energy, which you get by killing the beans. The beans bounce around the screen randomly because they are drunk and they get vaporized into energy in 1 shot. The ship has this “defence mechanism”, that acts as the boss fight (I got inspired by The Odyssey plz dont sue me)"}]...
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Title: Bukus VS Beans by @Al_Lee | Stardance
Devl Title: Bukus VS Beans by @Al_Lee | Stardance
Devlogs:
I’m making a boss game, where the Bukus have to shoot down the Bean’s ship. The lore: The beans and bukus have been fighting for 10 years now, and both sides are tired of it. A buku buku called “Bukuysses” comes up with a genius idea. They get a statue, for the Beanthena, and they choose one strong buku buku to go inside it. They leave it floating in space, and the Beans protector ship ( which is a bean pod), collect the statue :) The warriors inside the ship get drunk celebrating and go back to they planet, and the brave warrior comes out, of the spaceship and starts shooting at the spaceship. the problem is, he forgot to bring the correct gun, so he has to use Bean Energy, which you get by killing the beans. The beans bounce around the screen randomly because they are drunk and they get vaporized into energy in 1 shot. The ship has this “defence mechanism”, that acts as the boss fight (I got inspired by The Odyssey plz dont sue me)
2nd Devlog of Bukus vs Beans I added a ship that the player has to shoot at, I added randomly moving “drunk” beans, so that the player can shoot for ammo/energy for their gun. The beans just pick a direction and move in a direction for some time, and they keep doing that I also added shoot particles and background particles which, I think, looks quite nice :) It look like quite a while getting hang of the particle system, but I can now confidently use it :) Shoutout to @hedgehog81 for helping me with the particles and other stuff
I got a bit done :) Today I managed to add 2/5 boss attacks as well as soundtrack (from pixabay) and some SFX from JSFXR (they really are the best SFX website lol) What I have left: Make 3 more boss attacks Not get cooked up by the boss in my own game Do voice lines for dramatic story Fix 50 trillion bugs Make some actual art for the bullets Make a Main Menu Since I dont know a lot of Godot coding, my progress is a bit slow, but at least I get more hours in lol :D
IM DONEEEEEEEEE A bit more playtesting and polishing, and I’ll be done What I’ve Done Made a text-to-bullet function for a boss attack. This took SOOOOO long, probably the most technical thing the project. To simplify a lot, its a 5x5 bitmap code shot out with a function to create text Made a shockwave attack. It shoots in a semi circle pattern with some gaps in it Made a bunch of art Added voicelines done by family, which was sped up for less cracking and cuz the voice seemed a but weird Fixed a bunch of bugs Made menu, and made buttons whiter when hovered and darker when clicked Made ded and win screen
The Bukan War is offically DONE :) I’ve made it possible to skip the story I added extra polish, to the win screen, and got rid of some exploits Made the game more fun by adjusting difficulty The YAP: To detect the story skip thing, I just whipped up a simple script that, when space bar is pressed, makes a clone of the transition and swaps scenes. There was an exploit (thanks @Ethen for finding it), that if you go behind the boss, you can just avoid the attacks and just win. I patched this by putting a Staticbody2D, so that it blocks the player from going behind the boss. Also, for the difficulty, I made the player AND the boss have more health, and made it that you can HEAL heath when you shoot Beans and your health bar is full. The extra health is a GENIUS, 100IQ effort to get players to play my game longer while also making it a bit easier with those struggling with the game (like me). OH yeah, to the win screen, I just added rainbow coloured particles coming out from the bottom middle of the screen. I just made the colour curve light red, and made the hue variation as MAXED as possible for rainbow colour :)
Ships:
I made a game where you play as a brave buku, and your job is to shoot down the ship and the beans while dodging attacks. I found challenging learning godot’s scripting, since this is my first game on a actual game engine (scratch doesnt count). I am really proud of how my game came together, it looks so polished for my first game. Others should read the controls in the README or Itch.io page and be aware that it takes a few attempts to beat the boss...
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1793062209.3810985
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1793148609.3810985
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66665
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ShareList by @Huseyin | Stardance
|
Huseyin
|
1
|
23.0
|
222
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T22:42:16Z", "hours": 23.0, "multiplier": 9.69, "payout": 222, "blessing": "neutral", "text": "ShareList You have seen the plethora of different playlist services offered in different apps and websites. You can make a playlist in Youtube. You can make a playlist in Spotify. Heck you can even make a playlist of sorts in Scratch! The problem is that all those platforms allow you to make a playlist of ONLY whatever you find on that platform, and I have not seen otherwise. With ShareList, you can make a simple playlist, give it a name, a description(optional), a cool icon(optional), a password for editing further, and an expiration date so Firestore doesn’t end up crying later!! Features No Account Required Straight to the Point; No Bluff Cool UI Fast No Restrictions Anonymous No Tracking(rare these days) Open-Source Bakes you a cookie 😢 Final Regards Thank you for checking our ShareList and sharing your experiences with others.", "repo": "https://github.com/krambo345/ShareList", "demo": "https://sharelist.krambo.space"}]...
|
[{"post_id": 80828, "ts": "202 [{"post_id": 80828, "ts": "2026-10-18T22:29:08Z", "hours": 0.9003, "text": "Last Devlog After some quick clean up and polish, ShareList is practically ready for shipping. Things I Did Fix responsive ui Remove browser assumption of “password” fields Thats really it"}, {"post_id": 79863, "ts": "2026-10-15T17:26:08Z", "hours": 6.7394, "text": "RESPONSIVE Sharelist is now responsive dont got much time will keep this short… made responsive fixed some ui now you can completely edit, save, things like that… share button for sharing about page for abouting things like that. cool images from cool website btw…"}, {"post_id": 79513, "ts": "2026-10-14T12:12:06Z", "hours": 3.3314, "text": "UI 🎨 [Devlog 3] After some work, I finished the CSS side of things for the playlists… So now, you can see your playlist and it’s information better. Other Additions You can now somewhat toggle between the edit mode and view mode of a playlist. Well, it is kind of a one-way thing. So if you start editing, you can not save yet. Added a function for synchronizing changes to Firebase . Not used rn. Added the input elements and buttons to allow changing values of a playlist. Right now, they are only toggle-able."}, {"post_id": 76941, "ts": "2026-10-05T04:41:38Z", "hours": 7.0897, "text": "Got the Back end! [Devlog 2] Last devlog, I worked on the main UI, and added very cool effects. NEW This devlog, I got other stuff!! OK.. maybe just a bit more cool UI The Firebase side of stuff is pretty complete! Now, you can make a playlist inside the create page, and when made, it will redirect you to a URL(/p/id) which will be your playlist! I had to look through many ways i could implement security. However, I stayed with a basic sha256 hashing system. Because there are no accounts on the app, there really is no other alternative. And sha256 is very easy. Made layout for create page and playlist page. Conclusion These are pretty cool! What else do you want added? Let me know in comments below!!"}, {"post_id": 75068, "ts": "2026-09-29T01:44:46Z", "hours": 4.8722, "text": "ShareList [Devlog 1] Youtube has a playlist system… for Youtube only videos. Spotify has a playlist system… for Spotify only audio. Why not a web app that allows you to make a playlist of both worlds? With ShareList, you will be able to make a playlist that can have content stretching from videos to music to websites, with the additional benefit of being able to share them! Starting off… Today, I worked on the main structure of the project, and did a whole lot of styling. I think it worked out pretty cool. I did things like: Box-shadows for the bar atop the page, which interacts with the mouse and is actually split in two! A glow ⭐ on the mouse, which is pretty cool and awesome looking. Night/Light mode. 404 Page(my first time) There is way more, but I will not list em’. Things I am/will work on… It is time for the back-end now… yay… 🙄 Need to make the about and playlist pages themselves. The form-like interface to make/edit a playlist. Conclusion So I think I overdid myself today, which is pretty tuff . I am really hoping to finish this so people can use it ASAP!!"}]...
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Title: ShareList by @Huseyin | Stardance
Devlogs: Title: ShareList by @Huseyin | Stardance
Devlogs:
ShareList [Devlog 1] Youtube has a playlist system… for Youtube only videos. Spotify has a playlist system… for Spotify only audio. Why not a web app that allows you to make a playlist of both worlds? With ShareList, you will be able to make a playlist that can have content stretching from videos to music to websites, with the additional benefit of being able to share them! Starting off… Today, I worked on the main structure of the project, and did a whole lot of styling. I think it worked out pretty cool. I did things like: Box-shadows for the bar atop the page, which interacts with the mouse and is actually split in two! A glow ⭐ on the mouse, which is pretty cool and awesome looking. Night/Light mode. 404 Page(my first time) There is way more, but I will not list em’. Things I am/will work on… It is time for the back-end now… yay… 🙄 Need to make the about and playlist pages themselves. The form-like interface to make/edit a playlist. Conclusion So I think I overdid myself today, which is pretty tuff . I am really hoping to finish this so people can use it ASAP!!
Got the Back end! [Devlog 2] Last devlog, I worked on the main UI, and added very cool effects. NEW This devlog, I got other stuff!! OK.. maybe just a bit more cool UI The Firebase side of stuff is pretty complete! Now, you can make a playlist inside the create page, and when made, it will redirect you to a URL(/p/id) which will be your playlist! I had to look through many ways i could implement security. However, I stayed with a basic sha256 hashing system. Because there are no accounts on the app, there really is no other alternative. And sha256 is very easy. Made layout for create page and playlist page. Conclusion These are pretty cool! What else do you want added? Let me know in comments below!!
UI 🎨 [Devlog 3] After some work, I finished the CSS side of things for the playlists… So now, you can see your playlist and it’s information better. Other Additions You can now somewhat toggle between the edit mode and view mode of a playlist. Well, it is kind of a one-way thing. So if you start editing, you can not save yet. Added a function for synchronizing changes to Firebase . Not used rn. Added the input elements and buttons to allow changing values of a playlist. Right now, they are only toggle-able.
RESPONSIVE Sharelist is now responsive dont got much time will keep this short… made responsive fixed some ui now you can completely edit, save, things like that… share button for sharing about page for abouting things like that. cool images from cool website btw…
Last Devlog After some quick clean up and polish, ShareList is practically ready for shipping. Things I Did Fix responsive ui Remove browser assumption of “password” fields Thats really it
Ships:
ShareList You have seen the plethora of different playlist services offered in different apps and websites. You can make a playlist in Youtube. You can make a playlist in Spotify. Heck you can even make a playlist of sorts in Scratch! The problem is that all those platforms allow you to make a playlist of ONLY whatever you find on that platform, and I have not seen otherwise. With ShareList, you can make a simple playlist, give it a name, a description(optional), a cool icon(optional), a password for editing further, and an expiration date so Firestore doesn’t end up crying later!! Features No Account Required Straight to the Point; No Bluff Cool UI Fast No Restrictions Anonymous No Tracking(rare these days) Open-Source Bakes you a cookie 😢 Final Regards Thank you for checking our ShareList and sharing your experiences with others....
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1793008267.376395
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1793094667.376395
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66681
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My first slack bot! by @leonardo_da_kimchi | Stard My first slack bot! by @leonardo_da_kimchi | Stardance...
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leonardo_da_kimchi
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1
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1.35
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T01:05:35Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic Slack Bot. First time working with java script so i had to use ai to understand some stuff. Three commands work though the first one doesnt work for some strange reason. proud of my work for my first project.", "repo": "https://github.com/zirius1123/Slack-Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*hwz6f*_gcl_au*ODg3MTcwODYyLjE3OTA2NDU0MDMuLS4tLjE3OTA2NDU0MDMuMTA2NzQ1MDAyNi4xNzkwNjQ1NDA0LjE3OTA2NTAwMTY."}]...
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[{"post_id": 77969, "ts": "202 [{"post_id": 77969, "ts": "2026-10-09T01:35:21Z", "hours": 0.3486, "text": "Revising and just seeing how the code works and whatnot. Code works pretty well but can’t receive input quite yet. Maybe I’ll figure that out later."}, {"post_id": 77962, "ts": "2026-10-09T00:45:32Z", "hours": 0.3489, "text": "Adding more stuff and then pushing it. Tried pushin the code forward after putting more things but things got wonky so this is about all that i can upload for now."}, {"post_id": 77464, "ts": "2026-10-07T03:11:48Z", "hours": 0.5619, "text": "Working on uploading more commands. New at Javascript so lets see how it goes. Also working on uploading it to Nest"}]...
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Title: My first slack bot! by @leonardo_da_kimchi Title: My first slack bot! by @leonardo_da_kimchi | Stardance
Devlogs:
Working on uploading more commands. New at Javascript so lets see how it goes. Also working on uploading it to Nest
Adding more stuff and then pushing it. Tried pushin the code forward after putting more things but things got wonky so this is about all that i can upload for now.
Revising and just seeing how the code works and whatnot. Code works pretty well but can’t receive input quite yet. Maybe I’ll figure that out later.
Ships:
I made a basic Slack Bot. First time working with java script so i had to use ai to understand some stuff. Three commands work though the first one doesnt work for some strange reason. proud of my work for my first project....
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1793062210.5299828
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1793148610.5299828
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66713
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Pac-Man by @ojasthakur | Stardance
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ojasthakur
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1
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2.0
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4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T07:06:38Z", "hours": 2.0, "multiplier": 1.7, "payout": 4, "blessing": "neutral", "text": "I’m a beginner with C lol. Idts its a really great start compared to other projects I see out here and I joined late too.. so yeah.", "repo": "https://github.com/OjasQwQ/Pac-Man", "demo": "https://ojasqwq.itch.io/pac-man"}]...
|
[{"post_id": 75154, "ts": "202 [{"post_id": 75154, "ts": "2026-09-29T09:51:04Z", "hours": 2.1228, "text": "I’m a beginner with coding in C so I decided to put the skills I have to test and built this simple terminal based game, Pa(C)-Man. The ghost is a jumpscare tbh lol. Its full of bugs and its really basic."}]...
|
Title: Pac-Man by @ojasthakur | Stardance
Devlogs Title: Pac-Man by @ojasthakur | Stardance
Devlogs:
I’m a beginner with coding in C so I decided to put the skills I have to test and built this simple terminal based game, Pa(C)-Man. The ghost is a jumpscare tbh lol. Its full of bugs and its really basic.
Ships:
I’m a beginner with C lol. Idts its a really great start compared to other projects I see out here and I joined late too.. so yeah....
|
1793062211.6398177
|
1793148611.6398177
|
|
66719
|
MY-PERSONAL-WEBSITE by @ArchitCode2744 | Stardance
|
ArchitCode2744
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T09:49:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a personal website which tell about me. The challenging part was connecting js to html , but I figured it out. I am proud that I have completed the project.", "repo": "https://github.com/ArchCodingHub/MY-PERSONAL-WEBSITE", "demo": "https://archcodinghub.github.io/MY-PERSONAL-WEBSITE/"}]...
|
[{"post_id": 76086, "ts": "202 [{"post_id": 76086, "ts": "2026-10-02T09:36:19Z", "hours": 2.7194, "text": "MY-PERSONAL-WEBSITE . This project is about my personal likings, my projects and some fun facts about me. This site has been made using HTML and CSS. Also, it has been completed."}]...
|
Title: MY-PERSONAL-WEBSITE by @ArchitCode2744 | St Title: MY-PERSONAL-WEBSITE by @ArchitCode2744 | Stardance
Devlogs:
MY-PERSONAL-WEBSITE . This project is about my personal likings, my projects and some fun facts about me. This site has been made using HTML and CSS. Also, it has been completed.
Ships:
I have made a personal website which tell about me. The challenging part was connecting js to html , but I figured it out. I am proud that I have completed the project....
|
1793062212.5276515
|
1793148612.5276515
|
|
66721
|
My own site! by @Icexfire | Stardance
|
Icexfire
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T14:02:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web page, which i explained im learning web development again, i did some in the past but i forgot so i am doing it again, it has another section in which i will update (if i remember) of the next projects i will be doing, and lastly a button that sends you to github. I asked AI for help with the fonts and the “polaroid effect” on the cat image", "repo": "https://github.com/Icexfire098-cpu/Website", "demo": "https://icexfire098-cpu.github.io/Website/"}]...
|
[{"post_id": 75194, "ts": "202 [{"post_id": 75194, "ts": "2026-09-29T13:29:23Z", "hours": 0.4178, "text": "I implemented CSS to the html and later i will add more stuff, i used some ai to help me create the “polaroid effect” on the cat image and also used it for the font."}, {"post_id": 75143, "ts": "2026-09-29T09:03:57Z", "hours": 0.3267, "text": "Finished my first project,"}]...
|
Title: My own site! by @Icexfire | Stardance
Devl Title: My own site! by @Icexfire | Stardance
Devlogs:
Finished my first project,
I implemented CSS to the html and later i will add more stuff, i used some ai to help me create the “polaroid effect” on the cat image and also used it for the font.
Ships:
I made a web page, which i explained im learning web development again, i did some in the past but i forgot so i am doing it again, it has another section in which i will update (if i remember) of the next projects i will be doing, and lastly a button that sends you to github. I asked AI for help with the fonts and the “polaroid effect” on the cat image...
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1793062215.166376
|
1793148615.166376
|
|
66743
|
Zemal Slack Bot by @Zemal | Stardance
|
Zemal
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T22:57:27Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made ZemalBot, my first Slack bot for Hack Club Stardance! My bot has 6 commands. It can say hello, check if it’s online, show its uptime, give random cat facts and jokes using APIs, and show all the commands in a help menu. Honestly before making this project I didn’t know much about Slack bots, APIs or servers. I followed the Hack Club guide and slowly started learning how everything works. The most challenging part for me was GitHub and hosting. I had two GitHub accounts connected and couldn’t understand why my code was not pushing. I also had to learn how to use SSH, connect to my Nest server and keep my bot running using systemd. The part I’m most proud of is that my bot is now running even when my laptop is closed! I tested all 6 commands and they are working. To try my project, join Hack Club Slack, go to #bot-spam and type /zemalbot-help. You can also try /zemalbot-ping, /zemalbot-hello, /zemalbot-status, /zemalbot-catfact and /zemalbot-joke. I’m really happy because this was my first time building something like this and I learned so many new things!", "repo": "https://github.com/zemaldars01-png/zemal-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 82479, "ts": "202 [{"post_id": 82479, "ts": "2026-10-24T22:53:05Z", "hours": 0.5781, "text": "finallyyy my first Slack bot is working!! today i improved my bot by adding a 5 second timeout to the catfact and joke APIs, so if they don’t respond the bot won’t keep waiting. i also improved the error messages, fixed some small mistakes in my code and checked everything again. i updated my README too, explaining what my bot does, all 6 commands, how to run it and what i learned while making it. then i pushed everything to GitHub, updated my Nest server and restarted the bot. i tested all 6 commands in Slack and they are all working!! i honestly learned so many things from this project, especially how APIs, GitHub, SSH and hosting work. i am really happy that i finally made my own bot!"}, {"post_id": 82293, "ts": "2026-10-24T14:21:18Z", "hours": 0.4022, "text": "Today I finally deployed ZemalBot to Hack Club Nest! I learned how to connect to a Linux server using SSH, install Node.js and Git, and set up my project on the server. I also learned how to use systemd to keep my bot running in the background. The best part was testing the bot after disconnecting from SSH, and it still replied in Slack! I also fixed the dependency security issues, improved the help menu and uptime display, and pushed my latest changes to GitHub. I’m really happy with how much I’ve learned while building my first Slack bot!"}, {"post_id": 75196, "ts": "2026-09-29T13:36:26Z", "hours": 1.0439, "text": "Worked on ZemalBot today and made a lot of progress. I finished the local setup, added six custom slash commands, and added API-powered cat fact and joke commands using Axios. I tested all of the commands in Slack, including ping, hello, status, help, cat facts, and jokes, and they are working properly now. I also pushed the full project to GitHub and improved the README with setup instructions, command details, API information, and security notes. The main thing left is deploying ZemalBot to Hack Club Nest so it can stay online 24/7 even when my laptop is off. My Nest application is still pending approval, so I’ll finish the hosting part once I get access."}]...
|
Title: Zemal Slack Bot by @Zemal | Stardance
Devl Title: Zemal Slack Bot by @Zemal | Stardance
Devlogs:
Worked on ZemalBot today and made a lot of progress. I finished the local setup, added six custom slash commands, and added API-powered cat fact and joke commands using Axios. I tested all of the commands in Slack, including ping, hello, status, help, cat facts, and jokes, and they are working properly now. I also pushed the full project to GitHub and improved the README with setup instructions, command details, API information, and security notes. The main thing left is deploying ZemalBot to Hack Club Nest so it can stay online 24/7 even when my laptop is off. My Nest application is still pending approval, so I’ll finish the hosting part once I get access.
Today I finally deployed ZemalBot to Hack Club Nest! I learned how to connect to a Linux server using SSH, install Node.js and Git, and set up my project on the server. I also learned how to use systemd to keep my bot running in the background. The best part was testing the bot after disconnecting from SSH, and it still replied in Slack! I also fixed the dependency security issues, improved the help menu and uptime display, and pushed my latest changes to GitHub. I’m really happy with how much I’ve learned while building my first Slack bot!
finallyyy my first Slack bot is working!! today i improved my bot by adding a 5 second timeout to the catfact and joke APIs, so if they don’t respond the bot won’t keep waiting. i also improved the error messages, fixed some small mistakes in my code and checked everything again. i updated my README too, explaining what my bot does, all 6 commands, how to run it and what i learned while making it. then i pushed everything to GitHub, updated my Nest server and restarted the bot. i tested all 6 commands in Slack and they are all working!! i honestly learned so many things from this project, especially how APIs, GitHub, SSH and hosting work. i am really happy that i finally made my own bot!
Ships:
I made ZemalBot, my first Slack bot for Hack Club Stardance! My bot has 6 commands. It can say hello, check if it’s online, show its uptime, give random cat facts and jokes using APIs, and show all the commands in a help menu. Honestly before making this project I didn’t know much about Slack bots, APIs or servers. I followed the Hack Club guide and slowly started learning how everything works. The most challenging part for me was GitHub and hosting. I had two GitHub accounts connected and couldn’t understand why my code was not pushing. I also had to learn how to use SSH, connect to my Nest server and keep my bot running using systemd. The part I’m most proud of is that my bot is now running even when my laptop is closed! I tested all 6 commands and they are working. To try my project, join Hack Club Slack, go to #bot-spam and type /zemalbot-help. You can also try /zemalbot-ping, /zemalbot-hello, /zemalbot-status, /zemalbot-catfact and /zemalbot-joke. I’m really happy because this was my first time building something like this and I learned so many new things!...
|
1793101927.596712
|
1793188327.596712
|
|
66751
|
SimpleTab by @ashish-raj-singh | Stardance
|
ashish-raj-singh
|
1
|
4.48
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T19:01:43Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this minimilistic new tab page, has sleek animations when opened and also a special search bar animation uses NASA’s APOD API to fetch the image of the day to use as background added feature to let user add custom shortcuts to the page added a special font for the time responsive design for mobile and desktop there are still things like news and weather fetching, but lets leave that for the next ship", "repo": "https://github.com/ashish757/simpleTab", "demo": "https://ashish757.github.io/simpleTab/"}]...
|
[{"post_id": 75490, "ts": "202 [{"post_id": 75490, "ts": "2026-09-30T08:07:21Z", "hours": 0.4778, "text": "Devlog apprantly i think the nasa apod api is down because i read nasa is migrating to wordpress server for its public apis, also this apod api is set to deprectae in dec 2026 so i am going to use their collection of images instead of daily apod"}, {"post_id": 75319, "ts": "2026-09-29T19:00:09Z", "hours": 1.6814, "text": "Devlog 4 used NASA’s APOD API to fetch the image of the day to use as bg added featture to let user add custom shortcuts to the page added a special font for the time"}, {"post_id": 75280, "ts": "2026-09-29T17:03:00Z", "hours": 1.0217, "text": "Devlog 3 This session was all about improving the UI added animations to serachbar, shortcuts and time display the searchbar has greadient border and a blur effect when focused and its width also extends the shortcuts section also fade in with some animation delay time slides up, like its comming from below the searchbar up next bg image let user change shortcuts maybe fetch some news and display it"}, {"post_id": 75226, "ts": "2026-09-29T15:06:57Z", "hours": 0.7208, "text": "Devlog 2 added time display now the selected search engine is saved in local storage and reloaded on page refresh also chagned the placeholder text according to the selected serach engine dynamically poopulated the shortcuts from an array of objects instead of hardcoding them in HTML imporved the responsiveness of shortcuts seciton I found an amazing URL that is basically a servies of google which i can use to get the favicon of any site i used that to get the icons for nay website user want to add as shortcuts"}, {"post_id": 75192, "ts": "2026-09-29T13:28:54Z", "hours": 0.6419, "text": "Devlog 1 created a simple page with a search bar and option to select a serach engine also added a few dummy shortcut links this project is my 2nd try at “Give your website a pulse” mission, last time i used react to make a project of similar kinds, but i got flagged as AI, i tried to update the ui still reviewer says AI, so i just abandoned it, i tried conta ting the support on slack but no replies so i picket it up this time in plain html css and js not react , this is exciting i am like going to write html csss js the old way after writing in react for last 2 years"}]...
|
Title: SimpleTab by @ashish-raj-singh | Stardance
Title: SimpleTab by @ashish-raj-singh | Stardance
Devlogs:
Devlog 1 created a simple page with a search bar and option to select a serach engine also added a few dummy shortcut links this project is my 2nd try at “Give your website a pulse” mission, last time i used react to make a project of similar kinds, but i got flagged as AI, i tried to update the ui still reviewer says AI, so i just abandoned it, i tried conta ting the support on slack but no replies so i picket it up this time in plain html css and js not react , this is exciting i am like going to write html csss js the old way after writing in react for last 2 years
Devlog 2 added time display now the selected search engine is saved in local storage and reloaded on page refresh also chagned the placeholder text according to the selected serach engine dynamically poopulated the shortcuts from an array of objects instead of hardcoding them in HTML imporved the responsiveness of shortcuts seciton I found an amazing URL that is basically a servies of google which i can use to get the favicon of any site i used that to get the icons for nay website user want to add as shortcuts
Devlog 3 This session was all about improving the UI added animations to serachbar, shortcuts and time display the searchbar has greadient border and a blur effect when focused and its width also extends the shortcuts section also fade in with some animation delay time slides up, like its comming from below the searchbar up next bg image let user change shortcuts maybe fetch some news and display it
Devlog 4 used NASA’s APOD API to fetch the image of the day to use as bg added featture to let user add custom shortcuts to the page added a special font for the time
Devlog apprantly i think the nasa apod api is down because i read nasa is migrating to wordpress server for its public apis, also this apod api is set to deprectae in dec 2026 so i am going to use their collection of images instead of daily apod
Ships:
i made this minimilistic new tab page, has sleek animations when opened and also a special search bar animation uses NASA’s APOD API to fetch the image of the day to use as background added feature to let user add custom shortcuts to the page added a special font for the time responsive design for mobile and desktop there are still things like news and weather fetching, but lets leave that for the next ship...
|
1793062217.4692602
|
1793148617.4692602
|
|
66761
|
Openport by @xenoaitham | Stardance
|
xenoaitham
|
1
|
47.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:37:25Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made OpenPorts, an attack surface monitor for small companies: you add a domain, prove you own it by publishing one TXT record at _openports.<yourdomain> , and a scanner that lives inside the web app itself sweeps the 100 most common TCP ports, has one short conversation with every open port, reads the TLS certificate on 443 and the mail ports, and checks SPF, DMARC, MX, HSTS, the http to https redirect and the server header. Every scan is diffed against the previous one, changes are held unconfirmed until a second scan agrees, and verified targets are rescanned every six hours without anyone pressing anything. The whole product is one process and one SQLite file: no redis, no docker, no queue service, two commands to run. The hardest bug was one I inflicted on myself. The scheduler’s due query used ORM column objects inside a raw SQL fragment, the ORM rendered them unqualified, and inside a correlated subquery a bare id resolved to the wrong table, so the query compared every scan against itself and concluded the target was due on every two second tick. The worker scanned the demo host seventeen times in three minutes before I noticed. The fix was hand qualifying the table names and pinning the generated SQL in tests, so the next person who makes that mistake fails a test instead of discovering it from a host’s point of view. The second hard part was honesty under a flapping network: the demo host’s port 80 gives different answers to different conversations seconds apart, so a naive monitor would cry wolf on every run. Changes now announce immediately, tagged unconfirmed, and only confirm when two of the last three scans agree. I am proud that nothing on screen is faked. Findings are never staged; every number in the report came off the wire, including the disagreements, which the report prints instead of hiding. And I am proud of the gate: nothing is ever scanned until ownership is proven, the worker rechecks verification before touching the network, and the single exception is scanme.nmap.org, which the Nmap project runs for exactly this purpose. To test: open https://emotions-finger-earthquake-hints.trycloudflare.com in a browser, nothing to install. Click run scan again on the target and watch a real scan finish in about four seconds, then expand raw scan output to see what actually came off the wire. Or run it locally: npm install, npm run dev, then open http://localhost:4310.", "repo": "https://github.com/xenoaitham/openports", "demo": "https://openports-live-xenoaitham.web.app/"}]...
|
[{"post_id": 78451, "ts": "202 [{"post_id": 78451, "ts": "2026-10-10T20:30:44Z", "hours": 3.3769, "text": "022: v1.0 stamped, the gap priced a fourteenth time One headline: stamp v1.0. Not new scope, just a clean stamp on what already works, so a stranger can clone, install, run, add a domain, publish one TXT record, and get real reports every six hours. The owner added one rule above everything else: commit nothing and push nothing until they say the word, so every git step is prepared and held. The box rebooted again, the fifth pickup like it, and both handoff processes died with it. Restoring them took one command each. The database wasn’t empty this time, since the owner had seeded two scans, and that led to the best surprise: the seed had made the target six hours stale, so on boot the scheduler enqueued a scan by itself. First scheduled rescan on the real clock since the cadence was proven, no rewind, no hand-inserted row, no request in the log before it. Four independent sightings of the due branch now. The scratch got cleared: four places, thirteen lines, all dead comments, a duplicate export and an unused constant, with the test count at 56 before and after. The README got read as a stranger would read it, every claim checked against the code, and none lied. One omission fixed: a single line naming the Node version. The domain question got priced again, and the baseline held on every corner. The cloud CLI lists thirteen projects, and every one answered that the DNS API is disabled. Enabling it and creating a zone is a billable action nobody takes on their own behalf, so two targets on one cadence and two scans at once stay pinned by a race test instead of watched live. A fresh set of twelve screenshots came out clean, though the browser cache was gone again and had to be refetched. The changes feed still has never shown a populated state on live data: seven done scans, every diff empty, nothing staged to force one. The release steps are queued in order, waiting for the word: scratch commit, README commit, version stamp, tag, push, release."}, {"post_id": 78295, "ts": "2026-10-10T10:14:48Z", "hours": 7.8275, "text": "007: the cadence on the real clock, and the gap that stands The oldest open question in the project closed: the six hour cadence fired on the real clock, no rewind, nothing inserted by hand. The scheduled scan appeared about a second after the mark, got claimed seven milliseconds later, finished in under four seconds, and stored the same empty diff as the one before it. Both feeds stayed honestly quiet. Every process watching it had died and the machine had been rebuilt around them, which didn’t matter, since the clock reads the database, not any process. One small decision along the way: the politeness check stays on one stored address per target. Matching every address would need an address history table inside the claim, real machinery for round-robin hosts a small company rarely has, and politeness is a courtesy, not a correctness property. Two lessons for the watching kit. Wiping the database with rm deafens any watcher, since it keeps polling the deleted file and the log just stops with no error, so restart it after every wipe, and after the migrate. And the production server doesn’t migrate, only dev does. The gap that stands: two owned targets sharing the cadence, and two scans running at once, still pinned by a race test instead of watched live. Two more runs checked, and the second went deeper. No DNS credentials anywhere, then a cloud CLI turned up with two accounts, one with a dead token and one that sees ten projects with the DNS service disabled on every one. There’s a difference between no panel and a panel one billable step away, and enabling it is a purchase on someone’s account, not something to do unprompted. Meanwhile the loop held every time: add the public test target, scan it, same four findings, port 80 splitting its personality between a 200 on the banner grab and a refused connection on the redirect check. It never flapped, so the populated changes feed has still never been seen on live data, and nothing was staged to force it."}, {"post_id": 78014, "ts": "2026-10-09T06:27:59Z", "hours": 6.2281, "text": "006: the pool, the bound, and the storm that never got to happen Three jobs landed: a small worker pool with an atomic claim, retention finally observed deleting past its bound on a real run, and a decision about targets that never succeed. Still no second owned domain, so two scans running at once is pinned by a race test instead of watched live. The pool is three workers, one plain constant. The whole design is the claim: one SQL statement picks a queued row and flips it to running in the same breath, so two workers can never take the same row. A test runs two real processes over one database file with twelve queued rows, and together they claimed all twelve, no duplicates. A politeness rule rides on top: a queued scan waits while any scan of the same target, or any target at the same address, is running, so one host never gets swept by two workers at once. Watched it live: a burst of four scans on one host ran strictly one at a time, each starting within a millisecond of the previous finish. Boot recovery marked several stranded running rows failed at once, and a real kill mid-sweep recovered cleanly, the next queued scan picking up seconds later. Retention had never deleted anything, since the real bound is a hundred. Lowered it to five for a soak, then restored it. The prune deleted exactly the five oldest done rows in the same instant, findings and diffs went with them through the cascade, failed rows were untouched, and neither feed noticed. The never-succeeded decision: a target whose scans always fail used to be requeued every two seconds, forever, hammering a host that’s already failing. Now any finished scan resets the cadence, so a failing target is retried once per cadence like a healthy one. Cost, written down: a failed manual scan delays the next scheduled one. One tooling incident: leftover watchers went deaf partway through, and my cleanup matched its own command line and killed a mix of shells and watchers. Watchers get a pidfile now."}, {"post_id": 77487, "ts": "2026-10-07T06:06:47Z", "hours": 9.1194, "text": "005: the window armed, and the run that went dark Planned three things: catch the scheduler firing against a real clock, get a photo of a populated changes feed, and if there was room, add a retention limit to the scans table. The retention part landed clean. The clock-watching part did not, since the whole attempt crashed unexpectedly partway through and came back much later with only a partial trail left behind. Retention is simple and real: keep the last hundred completed scans per target, prune right after a scan finishes, never let a failed cleanup corrupt a scan that actually succeeded. Deleting an old scan correctly drags its stored history with it, since nothing on screen ever looks back further than the limit already allows anyway. The near miss is worth writing down. A log line looked exactly like proof the real scheduler behavior had finally been caught live. It was not, a different unrelated row fired for an unrelated reason, and it nearly got written up as the real finding before a second look caught it. Worse, the machine’s own clock had been wrong for the entire stretch, quietly off by a meaningful margin, so no timing claim from that window can be trusted. Every timing tool now stamps both the wall clock and a separate monotonic clock side by side, so drift shows up honestly instead of lying silently. Someone else picked up the real observation properly, on a trustworthy clock, the same day. One real bug got caught and fixed regardless: a visual check of the live pages turned up literal broken source text rendering in production on every page, leftover from unrelated commits, plus a stray constant pasted into the middle of an unrelated import. Both fixed and disclosed rather than skipped past. The actual lesson: the product held up fine through all of it. The environment around it, crashes, clock errors, lost caches, was what actually failed this time."}, {"post_id": 77153, "ts": "2026-10-05T20:04:08Z", "hours": 5.2897, "text": "004: the feed and the clock Two real jobs this time, since a monitor that rescans itself is useless if nobody can see what changed without opening every target by hand. Gave the changes feed a real home across all targets at once, and then verified the scheduler against an actual running clock instead of just faking the passage of time. The feed now lives on the dashboard as one shared section instead of being buried per target. The part that actually matters: both the per-target view and the new dashboard view call the exact same underlying function with the same inputs, so there’s no way for them to ever quietly disagree, a test pins that guarantee directly. Then watched the scheduler live instead of trusting it on paper. Queued three scans back to back and watched a live monitor poll the database every tenth of a second: each one started within a millisecond of the previous finishing, strictly one at a time, exactly as claimed. Let the scheduler run untouched for a few minutes after and it correctly saw nothing was due yet, zero extra scans fired. Then did a real crash test, killed the server mid-scan for real, and on restart the interrupted scan correctly recorded itself as failed with an honest reason and a real timestamp, while the next queued scan picked up normally right after. Nothing stalled, nothing doubled up. Also added a small “last changed” column to the main table, reading how long ago a target last actually recorded a real change, falling back to an honest dash instead of a false zero when there’s simply no history to look back through. Honest gaps left standing: the scheduler’s actual auto-triggered scan path still hasn’t fired against a real clock, since nothing happened to go stale during this run, and the fully populated version of the new feed has never actually been seen live, since the test target just didn’t flap this time."}, {"post_id": 75862, "ts": "2026-10-01T11:37:09Z", "hours": 5.3144, "text": "003: the monitor runs on its own Three things landed, and one caught a real bug in the tool itself. Targets now get rescanned automatically on a fixed cadence instead of only when someone manually triggers one, with guards so a slow scan never piles another behind it and a crash-interrupted scan gets marked failed on restart instead of stalling the cadence forever. The bug lived in that scheduler. A raw SQL fragment had a column reference that wasn’t properly scoped, so inside a nested subquery it silently matched against the wrong table entirely, meaning every tick thought every target was already stale and due again. The worker rescanned the test target seventeen times in about three minutes before anyone noticed. Killed it, fixed the query by hand, and pinned the actual generated SQL in a test so the same mistake fails loudly next time instead of quietly hammering a shared target. That accidental storm also proved the flap-detection design works for real: the scheduled runs watched the flaky test port close three times, catch it opening once with exactly the single expected unconfirmed alert, then stay quiet through seven more scans that all agreed. One honest announcement, then silence, no crying wolf. Extended certificate checking from just the main port to the mail ports too, and testing it against a real mail server caught another real bug, the handshake was sending the resolved IP address as the server name instead of the actual domain, so every check failed with a false hostname mismatch on a certificate that was actually fine. Fixed to match what a real browser does, and the same server that falsely failed a minute earlier came back clean. Also did another full visual pass and caught a few smaller things left over: red still marking a normal state, a decorative pulsing dot next to text that already said the same thing, inconsistent spacing across tables, and a rare timing mismatch between server-rendered and client-rendered relative timestamps."}, {"post_id": 75721, "ts": "2026-09-30T21:06:20Z", "hours": 4.35, "text": "002: the ui rework The scanner works and the loop is honest, but the frontend read like it came off an assembly line. Screenshotted every page with real data and judged each one as a skeptical stranger: does one person’s point of view show here, or does it pattern-match a template. Verdict: every shot patterned. Terminal-cosplay monospace headline, a numbered marketing-style “how it works” section, prose before any real output, tinted pill badges doing what a plain word could do, a green accent spent purely on decoration. That same review caught two real bugs, not the code review. Findings rendered worst-last instead of worst-first, so the most important result sat at the bottom. And a completely expected, normal state rendered in alarm red, exactly the thing that trains people to ignore red. Rebuilt around one stance: paper, not a dashboard. Off-white background, no rounded corners, no shadows, no gradients. Tables are the interface. Monospace only for actual data, ports, tokens, timestamps. Color appears exactly once, for severity, nothing else. The landing page now shows a real report pulled live from the database instead of marketing copy. Shipped port banner grabbing too, so an open port says what’s listening instead of a bare number. One real security call won along the way: a first draft quietly disabled certificate validation to read self-signed certs, and that got reverted, since a self-signed cert is exactly what a monitoring tool should flag, not quietly read through. Also added a real diff feed between scans. A flaky test target’s port flips open and closed between runs, so announcing every change instantly would be worthless noise. Settled on showing a change immediately but marked unconfirmed until two of the last three scans agree, resolving a one-scan flap back to its real state too. Still missing: scheduled rescans, so the feed only moves when someone manually triggers a scan, and mail TLS ports are identified but not checked for certificate expiry yet."}, {"post_id": 75473, "ts": "2026-09-30T05:53:13Z", "hours": 5.0386, "text": "001: the first loop works OpenPorts watches a domain from the outside and reports what it exposes: open ports, TLS certificates on their way out, mail records that let anyone spoof you, headers that give away the stack. The first full loop went end to end: add a domain, publish one TXT record to prove you own it, then the scanner runs. No record, no scan, one exception for the public test target Nmap itself runs for scanner builders. The scanner stays deliberately modest: one connect sweep over the hundred most likely ports, a TLS handshake to read the certificate, a few DNS lookups for spoofing protection, and three small HTTP checks. Nothing sends a payload, nothing probes services. A full scan takes under three seconds. Two real bugs worth writing down. First, the hand-assembled port list was just wrong, missing port 3389 entirely, so the single highest-severity finding in the whole catalog could never actually fire. A boring test that just checks a list of numbers felt like pure ceremony right up until it caught exactly that. Second, the test target’s port 80 turned out flaky in the worst way for a monitoring product: sometimes it answers fully, sometimes the connection opens but the request just hangs until timeout, and reported findings silently change between runs though nothing on the customer’s end did anything. Now recording exactly what the network said instead of pretending every check came back clean; confirming a change twice before reporting it is next. Architecture choices so far: a simple embedded database instead of a separate one to babysit, and one plain interval-based worker in the main process instead of real job infrastructure, the least moving parts that still survives a restart without double-scanning. What doesn’t work yet: no service identification on open ports, TLS only checked when the main web port answers, and only one scan at a time. Next: naming what’s running on each open port, scheduled rescans, and diffing between scans, since “this port showed up since yesterday” is the real product."}]...
|
Title: Openport by @xenoaitham | Stardance
Devlog Title: Openport by @xenoaitham | Stardance
Devlogs:
001: the first loop works OpenPorts watches a domain from the outside and reports what it exposes: open ports, TLS certificates on their way out, mail records that let anyone spoof you, headers that give away the stack. The first full loop went end to end: add a domain, publish one TXT record to prove you own it, then the scanner runs. No record, no scan, one exception for the public test target Nmap itself runs for scanner builders. The scanner stays deliberately modest: one connect sweep over the hundred most likely ports, a TLS handshake to read the certificate, a few DNS lookups for spoofing protection, and three small HTTP checks. Nothing sends a payload, nothing probes services. A full scan takes under three seconds. Two real bugs worth writing down. First, the hand-assembled port list was just wrong, missing port 3389 entirely, so the single highest-severity finding in the whole catalog could never actually fire. A boring test that just checks a list of numbers felt like pure ceremony right up until it caught exactly that. Second, the test target’s port 80 turned out flaky in the worst way for a monitoring product: sometimes it answers fully, sometimes the connection opens but the request just hangs until timeout, and reported findings silently change between runs though nothing on the customer’s end did anything. Now recording exactly what the network said instead of pretending every check came back clean; confirming a change twice before reporting it is next. Architecture choices so far: a simple embedded database instead of a separate one to babysit, and one plain interval-based worker in the main process instead of real job infrastructure, the least moving parts that still survives a restart without double-scanning. What doesn’t work yet: no service identification on open ports, TLS only checked when the main web port answers, and only one scan at a time. Next: naming what’s running on each open port, scheduled rescans, and diffing between scans, since “this port showed up since yesterday” is the real product.
002: the ui rework The scanner works and the loop is honest, but the frontend read like it came off an assembly line. Screenshotted every page with real data and judged each one as a skeptical stranger: does one person’s point of view show here, or does it pattern-match a template. Verdict: every shot patterned. Terminal-cosplay monospace headline, a numbered marketing-style “how it works” section, prose before any real output, tinted pill badges doing what a plain word could do, a green accent spent purely on decoration. That same review caught two real bugs, not the code review. Findings rendered worst-last instead of worst-first, so the most important result sat at the bottom. And a completely expected, normal state rendered in alarm red, exactly the thing that trains people to ignore red. Rebuilt around one stance: paper, not a dashboard. Off-white background, no rounded corners, no shadows, no gradients. Tables are the interface. Monospace only for actual data, ports, tokens, timestamps. Color appears exactly once, for severity, nothing else. The landing page now shows a real report pulled live from the database instead of marketing copy. Shipped port banner grabbing too, so an open port says what’s listening instead of a bare number. One real security call won along the way: a first draft quietly disabled certificate validation to read self-signed certs, and that got reverted, since a self-signed cert is exactly what a monitoring tool should flag, not quietly read through. Also added a real diff feed between scans. A flaky test target’s port flips open and closed between runs, so announcing every change instantly would be worthless noise. Settled on showing a change immediately but marked unconfirmed until two of the last three scans agree, resolving a one-scan flap back to its real state too. Still missing: scheduled rescans, so the feed only moves when someone manually triggers a scan, and mail TLS ports are identified but not checked for certificate expiry yet.
003: the monitor runs on its own Three things landed, and one caught a real bug in the tool itself. Targets now get rescanned automatically on a fixed cadence instead of only when someone manually triggers one, with guards so a slow scan never piles another behind it and a crash-interrupted scan gets marked failed on restart instead of stalling the cadence forever. The bug lived in that scheduler. A raw SQL fragment had a column reference that wasn’t properly scoped, so inside a nested subquery it silently matched against the wrong table entirely, meaning every tick thought every target was already stale and due again. The worker rescanned the test target seventeen times in about three minutes before anyone noticed. Killed it, fixed the query by hand, and pinned the actual generated SQL in a test so the same mistake fails loudly next time instead of quietly hammering a shared target. That accidental storm also proved the flap-detection design works for real: the scheduled runs watched the flaky test port close three times, catch it opening once with exactly the single expected unconfirmed alert, then stay quiet through seven more scans that all agreed. One honest announcement, then silence, no crying wolf. Extended certificate checking from just the main port to the mail ports too, and testing it against a real mail server caught another real bug, the handshake was sending the resolved IP address as the server name instead of the actual domain, so every check failed with a false hostname mismatch on a certificate that was actually fine. Fixed to match what a real browser does, and the same server that falsely failed a minute earlier came back clean. Also did another full visual pass and caught a few smaller things left over: red still marking a normal state, a decorative pulsing dot next to text that already said the same thing, inconsistent spacing across tables, and a rare timing mismatch between server-rendered and client-rendered relative timestamps.
004: the feed and the clock Two real jobs this time, since a monitor that rescans itself is useless if nobody can see what changed without opening every target by hand. Gave the changes feed a real home across all targets at once, and then verified the scheduler against an actual running clock instead of just faking the passage of time. The feed now lives on the dashboard as one shared section instead of being buried per target. The part that actually matters: both the per-target view and the new dashboard view call the exact same underlying function with the same inputs, so there’s no way for them to ever quietly disagree, a test pins that guarantee directly. Then watched the scheduler live instead of trusting it on paper. Queued three scans back to back and watched a live monitor poll the database every tenth of a second: each one started within a millisecond of the previous finishing, strictly one at a time, exactly as claimed. Let the scheduler run untouched for a few minutes after and it correctly saw nothing was due yet, zero extra scans fired. Then did a real crash test, killed the server mid-scan for real, and on restart the interrupted scan correctly recorded itself as failed with an honest reason and a real timestamp, while the next queued scan picked up normally right after. Nothing stalled, nothing doubled up. Also added a small “last changed” column to the main table, reading how long ago a target last actually recorded a real change, falling back to an honest dash instead of a false zero when there’s simply no history to look back through. Honest gaps left standing: the scheduler’s actual auto-triggered scan path still hasn’t fired against a real clock, since nothing happened to go stale during this run, and the fully populated version of the new feed has never actually been seen live, since the test target just didn’t flap this time.
005: the window armed, and the run that went dark Planned three things: catch the scheduler firing against a real clock, get a photo of a populated changes feed, and if there was room, add a retention limit to the scans table. The retention part landed clean. The clock-watching part did not, since the whole attempt crashed unexpectedly partway through and came back much later with only a partial trail left behind. Retention is simple and real: keep the last hundred completed scans per target, prune right after a scan finishes, never let a failed cleanup corrupt a scan that actually succeeded. Deleting an old scan correctly drags its stored history with it, since nothing on screen ever looks back further than the limit already allows anyway. The near miss is worth writing down. A log line looked exactly like proof the real scheduler behavior had finally been caught live. It was not, a different unrelated row fired for an unrelated reason, and it nearly got written up as the real finding before a second look caught it. Worse, the machine’s own clock had been wrong for the entire stretch, quietly off by a meaningful margin, so no timing claim from that window can be trusted. Every timing tool now stamps both the wall clock and a separate monotonic clock side by side, so drift shows up honestly instead of lying silently. Someone else picked up the real observation properly, on a trustworthy clock, the same day. One real bug got caught and fixed regardless: a visual check of the live pages turned up literal broken source text rendering in production on every page, leftover from unrelated commits, plus a stray constant pasted into the middle of an unrelated import. Both fixed and disclosed rather than skipped past. The actual lesson: the product held up fine through all of it. The environment around it, crashes, clock errors, lost caches, was what actually failed this time.
006: the pool, the bound, and the storm that never got to happen Three jobs landed: a small worker pool with an atomic claim, retention finally observed deleting past its bound on a real run, and a decision about targets that never succeed. Still no second owned domain, so two scans running at once is pinned by a race test instead of watched live. The pool is three workers, one plain constant. The whole design is the claim: one SQL statement picks a queued row and flips it to running in the same breath, so two workers can never take the same row. A test runs two real processes over one database file with twelve queued rows, and together they claimed all twelve, no duplicates. A politeness rule rides on top: a queued scan waits while any scan of the same target, or any target at the same address, is running, so one host never gets swept by two workers at once. Watched it live: a burst of four scans on one host ran strictly one at a time, each starting within a millisecond of the previous finish. Boot recovery marked several stranded running rows failed at once, and a real kill mid-sweep recovered cleanly, the next queued scan picking up seconds later. Retention had never deleted anything, since the real bound is a hundred. Lowered it to five for a soak, then restored it. The prune deleted exactly the five oldest done rows in the same instant, findings and diffs went with them through the cascade, failed rows were untouched, and neither feed noticed. The never-succeeded decision: a target whose scans always fail used to be requeued every two seconds, forever, hammering a host that’s already failing. Now any finished scan resets the cadence, so a failing target is retried once per cadence like a healthy one. Cost, written down: a failed manual scan delays the next scheduled one. One tooling incident: leftover watchers went deaf partway through, and my cleanup matched its own command line and killed a mix of shells and watchers. Watchers get a pidfile now.
007: the cadence on the real clock, and the gap that stands The oldest open question in the project closed: the six hour cadence fired on the real clock, no rewind, nothing inserted by hand. The scheduled scan appeared about a second after the mark, got claimed seven milliseconds later, finished in under four seconds, and stored the same empty diff as the one before it. Both feeds stayed honestly quiet. Every process watching it had died and the machine had been rebuilt around them, which didn’t matter, since the clock reads the database, not any process. One small decision along the way: the politeness check stays on one stored address per target. Matching every address would need an address history table inside the claim, real machinery for round-robin hosts a small company rarely has, and politeness is a courtesy, not a correctness property. Two lessons for the watching kit. Wiping the database with rm deafens any watcher, since it keeps polling the deleted file and the log just stops with no error, so restart it after every wipe, and after the migrate. And the production server doesn’t migrate, only dev does. The gap that stands: two owned targets sharing the cadence, and two scans running at once, still pinned by a race test instead of watched live. Two more runs checked, and the second went deeper. No DNS credentials anywhere, then a cloud CLI turned up with two accounts, one with a dead token and one that sees ten projects with the DNS service disabled on every one. There’s a difference between no panel and a panel one billable step away, and enabling it is a purchase on someone’s account, not something to do unprompted. Meanwhile the loop held every time: add the public test target, scan it, same four findings, port 80 splitting its personality between a 200 on the banner grab and a refused connection on the redirect check. It never flapped, so the populated changes feed has still never been seen on live data, and nothing was staged to force it.
022: v1.0 stamped, the gap priced a fourteenth time One headline: stamp v1.0. Not new scope, just a clean stamp on what already works, so a stranger can clone, install, run, add a domain, publish one TXT record, and get real reports every six hours. The owner added one rule above everything else: commit nothing and push nothing until they say the word, so every git step is prepared and held. The box rebooted again, the fifth pickup like it, and both handoff processes died with it. Restoring them took one command each. The database wasn’t empty this time, since the owner had seeded two scans, and that led to the best surprise: the seed had made the target six hours stale, so on boot the scheduler enqueued a scan by itself. First scheduled rescan on the real clock since the cadence was proven, no rewind, no hand-inserted row, no request in the log before it. Four independent sightings of the due branch now. The scratch got cleared: four places, thirteen lines, all dead comments, a duplicate export and an unused constant, with the test count at 56 before and after. The README got read as a stranger would read it, every claim checked against the code, and none lied. One omission fixed: a single line naming the Node version. The domain question got priced again, and the baseline held on every corner. The cloud CLI lists thirteen projects, and every one answered that the DNS API is disabled. Enabling it and creating a zone is a billable action nobody takes on their own behalf, so two targets on one cadence and two scans at once stay pinned by a race test instead of watched live. A fresh set of twelve screenshots came out clean, though the browser cache was gone again and had to be refetched. The changes feed still has never shown a populated state on live data: seven done scans, every diff empty, nothing staged to force one. The release steps are queued in order, waiting for the word: scratch commit, README commit, version stamp, tag, push, release.
Ships:
I made OpenPorts, an attack surface monitor for small companies: you add a domain, prove you own it by publishing one TXT record at _openports.<yourdomain> , and a scanner that lives inside the web app itself sweeps the 100 most common TCP ports, has one short conversation with every open port, reads the TLS certificate on 443 and the mail ports, and checks SPF, DMARC, MX, HSTS, the http to https redirect and the server header. Every scan is diffed against the previous one, changes are held unconfirmed until a second scan agrees, and verified targets are rescanned every six hours without anyone pressing anything. The whole product is one process and one SQLite file: no redis, no docker, no queue service, two commands to run. The hardest bug was one I inflicted on myself. The scheduler’s due query used ORM column objects inside a raw SQL fragment, the ORM rendered them unqualified, and inside a correlated subquery a bare id resolved to the wrong table, so the query compared every scan against itself and concluded the target was due on every two second tick. The worker scanned the demo host seventeen times in three minutes before I noticed. The fix was hand qualifying the table names and pinning the generated SQL in tests, so the next person who makes that mistake fails a test instead of discovering it from a host’s point of view. The second hard part was honesty under a flapping network: the demo host’s port 80 gives different answers to different conversations seconds apart, so a naive monitor would cry wolf on every run. Changes now announce immediately, tagged unconfirmed, and only confirm when two of the last three scans agree. I am proud that nothing on screen is faked. Findings are never staged; every number in the report came off the wire, including the disagreements, which the report prints instead of hiding. And I am proud of the gate: nothing is ever scanned until ownership is proven, the worker rechecks verification before touching the network, and the single exception is scanme.nmap.org, which the Nmap project runs for exactly this purpose. To test: open https://emotions-finger-earthquake-hints.trycloudflare.com in a browser, nothing to install. Click run scan again on the target and watch a real scan finish in about four seconds, then expand raw scan output to see what actually came off the wire. Or run it locally: npm install, npm run dev, then open http://localhost:4310....
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1793008387.6056929
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1793872387.6056929
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66763
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Gargi (Generally A Really Good Interface) by @Tech Gargi (Generally A Really Good Interface) by @Techiral | Stardance...
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Techiral
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1
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8.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T13:30:44Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this with a basic problem in my mind, “Each AI terminal agent is built for developers, not teenagers”. The teenagers need something fun, personal, so I built this terminal agent. And, second motivation is to get credits in Stardance to earn & claim some hardware.", "repo": "https://github.com/lakshyabuilds/gargi", "demo": "https://github.com/lakshyabuilds/gargi/releases/tag/v1.2.0"}]...
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[{"post_id": 75188, "ts": "202 [{"post_id": 75188, "ts": "2026-09-29T13:05:27Z", "hours": 7.6611, "text": "Hello Everyone! I have built this cute Waifu terminal AI with similar acronym to JARVIS. This isn’t any web app, it’s a TERMINAL app, so install exe, run it, test it, and enjoy it. I have added several features like voice changes, mood changes, conversation maintaining, etc. My MOTIVATION for building this- Getting more credits on Hackclub to get hardware for myself. So, support this one. Thanks All."}]...
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Title: Gargi (Generally A Really Good Interface) b Title: Gargi (Generally A Really Good Interface) by @Techiral | Stardance
Devlogs:
Hello Everyone! I have built this cute Waifu terminal AI with similar acronym to JARVIS. This isn’t any web app, it’s a TERMINAL app, so install exe, run it, test it, and enjoy it. I have added several features like voice changes, mood changes, conversation maintaining, etc. My MOTIVATION for building this- Getting more credits on Hackclub to get hardware for myself. So, support this one. Thanks All.
Ships:
I made this with a basic problem in my mind, “Each AI terminal agent is built for developers, not teenagers”. The teenagers need something fun, personal, so I built this terminal agent. And, second motivation is to get credits in Stardance to earn & claim some hardware....
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1793062218.5738397
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1793148618.5738397
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66775
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The Culinary Guide by @Nivedh_Govil | Stardance
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Nivedh_Govil
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1
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2.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T16:10:09Z", "hours": 2.0, "multiplier": 1.51, "payout": 3, "blessing": "neutral", "text": "This project is a website that has three food items and their descriptions, with their recipes and how to make them. I decided to do something different this time, so I made it without CSS, and I also learned two new things in this project: making a progress bar and a dialog box, which used JavaScript. I also used HTML frames. There are three recipes, and you can see how to make them and their descriptions. I used a progress bar to show how difficult it was, as a rating out of 10, to cook them. I have deployed it using Vercel.", "repo": "https://github.com/NivedhGovil/Culinary-Guide", "demo": "https://culinaryguide-nivedh.vercel.app/"}]...
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[{"post_id": 75616, "ts": "202 [{"post_id": 75616, "ts": "2026-09-30T15:48:45Z", "hours": 1.2417, "text": "Finally done with my website! Updates: Finalized the webpages for each food item. Added Images and made a new logo. New thing learnt: Progress bar and dialog box. Added instructions and steps to make each item. Hope this gets accepted for shipping! :D"}, {"post_id": 75245, "ts": "2026-09-29T15:49:02Z", "hours": 0.4425, "text": "Helloo! First day making a website. This time, the constraint is NO CSS! Only HTML and a little JavaScript. I am making a culinary guide that will have 3 or more recipes and their descriptions. I have an idea of using frames and something like that. Today I made the main page, and the 3 separate pages for each food item."}]...
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Title: The Culinary Guide by @Nivedh_Govil | Stard Title: The Culinary Guide by @Nivedh_Govil | Stardance
Devlogs:
Helloo! First day making a website. This time, the constraint is NO CSS! Only HTML and a little JavaScript. I am making a culinary guide that will have 3 or more recipes and their descriptions. I have an idea of using frames and something like that. Today I made the main page, and the 3 separate pages for each food item.
Finally done with my website! Updates: Finalized the webpages for each food item. Added Images and made a new logo. New thing learnt: Progress bar and dialog box. Added instructions and steps to make each item. Hope this gets accepted for shipping! :D
Ships:
This project is a website that has three food items and their descriptions, with their recipes and how to make them. I decided to do something different this time, so I made it without CSS, and I also learned two new things in this project: making a progress bar and a dialog box, which used JavaScript. I also used HTML frames. There are three recipes, and you can see how to make them and their descriptions. I used a progress bar to show how difficult it was, as a rating out of 10, to cook them. I have deployed it using Vercel....
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1793062219.419823
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1793148619.419823
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66819
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Tic Tac Toe Game by @lunois_vee | Stardance
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lunois_vee
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T09:18:10Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Woooohoooooo! I just finished up this Tic Tac Toe game I was working on. Although it may sound basic, it was quite a task to make it, especially for a beginner like me. There were times when the code wasn’t working and I couldn’t even understand why. In such situations, I just rechecked my logic and tried to run the code by removing the latest piece that was giving me an error. Well, all in all, this project is now done and playable! Hope you guys have a good time playing!! Made with love, lunois_vee", "repo": "https://github.com/vunshikaaaa/tictactoe.game", "demo": "https://vunshikaaaa.github.io/tictactoe.game/"}]...
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[{"post_id": 77512, "ts": "202 [{"post_id": 77512, "ts": "2026-10-07T09:13:39Z", "hours": 0.2892, "text": "All done! Fixed a bug wherein the user was able to play on the same grid even after X or 0 won."}, {"post_id": 77501, "ts": "2026-10-07T08:12:36Z", "hours": 1.5342, "text": "game win logic added and reset button functional!"}, {"post_id": 76123, "ts": "2026-10-02T12:32:11Z", "hours": 0.8064, "text": "Interactive game play enabled, so now we can click on any grid and it places either an X or a 0 depending on the turn. Next, I will be working on the winning logic."}, {"post_id": 75724, "ts": "2026-09-30T21:22:31Z", "hours": 0.7106, "text": "Worked on the basic overall layout and structure. 3x3 grid with initial placeholders hover styling - highlights the grid and cursor turns to pointer when you hover over a grid UI elements, a heading and an initial reset button to be precise"}, {"post_id": 75379, "ts": "2026-09-29T21:41:45Z", "hours": 2.6458, "text": "Spent 2.5 hours on learning Web Development and started working on my Tic Tac Toe game, and completed the navigation bar."}]...
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Title: Tic Tac Toe Game by @lunois_vee | Stardance Title: Tic Tac Toe Game by @lunois_vee | Stardance
Devlogs:
Spent 2.5 hours on learning Web Development and started working on my Tic Tac Toe game, and completed the navigation bar.
Worked on the basic overall layout and structure. 3x3 grid with initial placeholders hover styling - highlights the grid and cursor turns to pointer when you hover over a grid UI elements, a heading and an initial reset button to be precise
Interactive game play enabled, so now we can click on any grid and it places either an X or a 0 depending on the turn. Next, I will be working on the winning logic.
game win logic added and reset button functional!
All done! Fixed a bug wherein the user was able to play on the same grid even after X or 0 won.
Ships:
Woooohoooooo! I just finished up this Tic Tac Toe game I was working on. Although it may sound basic, it was quite a task to make it, especially for a beginner like me. There were times when the code wasn’t working and I couldn’t even understand why. In such situations, I just rechecked my logic and tried to run the code by removing the latest piece that was giving me an error. Well, all in all, this project is now done and playable! Hope you guys have a good time playing!! Made with love, lunois_vee...
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1793062220.2974684
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1793148620.2974684
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66823
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Key/Admin/Dashboard system by @aliy66 | Stardance
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aliy66
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1
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2.31
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T19:29:04Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Admin Panel: Generates unique access keys with timestamps, optional username binding, and deletion controls. Key Login Page: Verifies user keys and manages active sessions using localStorage and sessionStorage. Protected Dashboard: Restricts unauthorized access, dynamically greets users by name if assigned, and includes a logout system. (English version later)", "repo": "https://github.com/aliy66tr-design/key-system", "demo": "https://aliy66tr-design.github.io/key-system/key.html"}]...
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[{"post_id": 76824, "ts": "202 [{"post_id": 76824, "ts": "2026-10-04T18:31:29Z", "hours": 0.3803, "text": "Made a nav, no style yet, translated all content to English and worked on the security of the Dashboard. Cannot be accessed without verifying."}, {"post_id": 75834, "ts": "2026-10-01T09:07:43Z", "hours": 0.9344, "text": "Admin Panel: Generates unique access keys with timestamps, optional username binding, and deletion controls. Key Login Page: Verifies user keys and manages active sessions using localStorage and sessionStorage. Protected Dashboard: Restricts unauthorized access, dynamically greets users by name if assigned, and includes a logout system. (English version later)"}, {"post_id": 75282, "ts": "2026-09-29T17:06:05Z", "hours": 0.4878, "text": "Added a button to delete keys, see timestamp and assign name to the keys (optional). On the dashboard, you can see the name that was assigned and a log out button in case you want to logout. (English translation comming soon as I do it in my main language for now)"}, {"post_id": 75263, "ts": "2026-09-29T16:17:58Z", "hours": 0.5008, "text": "Made a start on the project. For the admin and dashboard page, I used HTML, CSS and JavaScript. Local storage logic was tested to save keys and local storage logic was set up to enforce access control. I am planning on making this to server later by using PHP. (I will upgrade the scripts and post English version later)"}]...
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Title: Key/Admin/Dashboard system by @aliy66 | Sta Title: Key/Admin/Dashboard system by @aliy66 | Stardance
Devlogs:
Made a start on the project. For the admin and dashboard page, I used HTML, CSS and JavaScript. Local storage logic was tested to save keys and local storage logic was set up to enforce access control. I am planning on making this to server later by using PHP. (I will upgrade the scripts and post English version later)
Added a button to delete keys, see timestamp and assign name to the keys (optional). On the dashboard, you can see the name that was assigned and a log out button in case you want to logout. (English translation comming soon as I do it in my main language for now)
Admin Panel: Generates unique access keys with timestamps, optional username binding, and deletion controls. Key Login Page: Verifies user keys and manages active sessions using localStorage and sessionStorage. Protected Dashboard: Restricts unauthorized access, dynamically greets users by name if assigned, and includes a logout system. (English version later)
Made a nav, no style yet, translated all content to English and worked on the security of the Dashboard. Cannot be accessed without verifying.
Ships:
Admin Panel: Generates unique access keys with timestamps, optional username binding, and deletion controls. Key Login Page: Verifies user keys and manages active sessions using localStorage and sessionStorage. Protected Dashboard: Restricts unauthorized access, dynamically greets users by name if assigned, and includes a logout system. (English version later)...
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1793148621.2075825
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