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26732
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My Portfolio by @lazerkat | Stardance
|
lazerkat
|
2
|
14.3
|
72
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T23:12:18Z", "hours": 4.0, "multiplier": 2.85, "payout": 13, "blessing": "neutral", "text": "I made a portfolio for myself and I spent a lot of time writing things on it!", "repo": "https://github.com/betelguesestudios/lazerkat/", "demo": "https://betelguesestudios.github.io/lazerkat/"}, {"ship_num": 2, "ts": "2026-07-07T01:28:05Z", "hours": 9.0, "multiplier": 6.75, "payout": 59, "blessing": "neutral", "text": "I made a portfolio for myself! The shake effect on the jobs section was challenging. I am proud of how much I wrote and how long I spent on it!", "repo": "https://github.com/betelguesestudios/lazerkat/", "demo": "https://betelguesestudios.github.io/lazerkat/"}]...
|
[{"post_id": 67785, "ts": "202 [{"post_id": 67785, "ts": "2026-09-14T01:03:42Z", "hours": 1.2975, "text": "Devlog #18!! google ads pls?"}, {"post_id": 31062, "ts": "2026-07-19T04:50:09Z", "hours": 1.0606, "text": "Devlog #17! Added a thing where I show off my old tech and a section where I do scam baiting which is very fun!! btw the image is a scam i got but i’m ragebaiting him"}, {"post_id": 29956, "ts": "2026-07-17T04:53:35Z", "hours": 0.3792, "text": "Devlog #16! I added a cool percentage calculator which I find useful lol"}, {"post_id": 29295, "ts": "2026-07-16T03:34:17Z", "hours": 0.9586, "text": "Devlog #15! More ideas, and added other alfie’s game! (picture unrelated its just egghead)"}, {"post_id": 28046, "ts": "2026-07-14T02:05:11Z", "hours": 0.3381, "text": "Devlog #14! More ranting in the ideas section. willem took my printer cord"}, {"post_id": 27469, "ts": "2026-07-13T02:08:10Z", "hours": 0.7961, "text": "Devlog #13! More ideas mostly"}, {"post_id": 27040, "ts": "2026-07-12T06:48:01Z", "hours": 0.8639, "text": "Devlog #12! Added a screen time section, bots? section, and a very cool thingy to open ALL the tabs!"}, {"post_id": 23847, "ts": "2026-07-07T00:58:43Z", "hours": 0.5908, "text": "Devlog #11!! added a small rant about ai because i’m sick of it!"}, {"post_id": 23309, "ts": "2026-07-06T05:51:40Z", "hours": 0.5486, "text": "Devlog #10!! added new zealand, protein folding, more about the band, more ideas and more interests"}, {"post_id": 21960, "ts": "2026-07-04T05:11:53Z", "hours": 0.6042, "text": "Devlog #9!!! i have added favicon, coding languages, and music stuff! our song is so cool pls listen"}, {"post_id": 21228, "ts": "2026-07-03T01:56:41Z", "hours": 1.2547, "text": "Devlog #8! shaking, strobe mode, games, renderlight studios, and JOBS"}, {"post_id": 21112, "ts": "2026-07-02T22:13:27Z", "hours": 1.2756, "text": "Devlog #7! Added writing tab for all of my writing work!"}, {"post_id": 20278, "ts": "2026-07-01T20:31:43Z", "hours": 1.1075, "text": "Devlog #6! Added tools, contacts, and other things"}, {"post_id": 19688, "ts": "2026-07-01T02:29:46Z", "hours": 0.5408, "text": "Devlog #5! Added ideas section where i yap lol"}, {"post_id": 19604, "ts": "2026-06-30T23:27:28Z", "hours": 0.7878, "text": "Devlog #4! styling using a button generator, basic css and google fonts :)"}, {"post_id": 18982, "ts": "2026-06-30T04:44:38Z", "hours": 0.3381, "text": "Devlog #3! interests part"}, {"post_id": 18932, "ts": "2026-06-30T03:33:09Z", "hours": 0.9564, "text": "Devlog #2! added barnaby, more q&as, and projects i think"}, {"post_id": 18093, "ts": "2026-06-29T03:03:21Z", "hours": 1.2614, "text": "Devlog #1! I made the base of my portfolio. I have added a few questions and answers. gotta style"}]...
|
Title: My Portfolio by @lazerkat | Stardance
Devl Title: My Portfolio by @lazerkat | Stardance
Devlogs:
Devlog #1! I made the base of my portfolio. I have added a few questions and answers. gotta style
Devlog #2! added barnaby, more q&as, and projects i think
Devlog #3! interests part
Devlog #4! styling using a button generator, basic css and google fonts :)
Devlog #5! Added ideas section where i yap lol
Devlog #6! Added tools, contacts, and other things
Devlog #7! Added writing tab for all of my writing work!
Devlog #8! shaking, strobe mode, games, renderlight studios, and JOBS
Devlog #9!!! i have added favicon, coding languages, and music stuff! our song is so cool pls listen
Devlog #10!! added new zealand, protein folding, more about the band, more ideas and more interests
Devlog #11!! added a small rant about ai because i’m sick of it!
Devlog #12! Added a screen time section, bots? section, and a very cool thingy to open ALL the tabs!
Devlog #13! More ideas mostly
Devlog #14! More ranting in the ideas section. willem took my printer cord
Devlog #15! More ideas, and added other alfie’s game! (picture unrelated its just egghead)
Devlog #16! I added a cool percentage calculator which I find useful lol
Devlog #17! Added a thing where I show off my old tech and a section where I do scam baiting which is very fun!! btw the image is a scam i got but i’m ragebaiting him
Devlog #18!! google ads pls?
Ships:
I made a portfolio for myself! The shake effect on the jobs section was challenging. I am proud of how much I wrote and how long I spent on it!
I made a portfolio for myself and I spent a lot of time writing things on it!...
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1792993700.1575205
|
1793080100.1575205
|
|
26904
|
Serene Seasons Gen Fix by @Fiskerz | Stardance
|
Fiskerz
|
2
|
13.0
|
93
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T12:17:04Z", "hours": 10.0, "multiplier": 6.94, "payout": 71, "blessing": "neutral", "text": "What the hell am I looking at? If you’re asking that, well I am here to explain that. This is a Minecraft mod that aims to fix one known issue for the 1.21.x versions of the game. Technical overview The vanilla issue has already been covered by a mod named WorldGenFeatureFix, but if you install the serene seasons mod and try loading a few dozen chunks the server is likely to crash, even with the fixing mod present. This is beacause serene seasons skip the fixed chunk of code and go straight for the vanilla broken one. If you want a bit more detail on this issue, be sure to check out the github repo. What does this ship even add? As you might have noticed, this is a second ship of the mod. The main reason why I even extended on the original is beacause the issue has been reported even outside neoforge, the mod loader I originally made the mod for. Thus this ship adds support for Forge and Fabric loader, covering a slightly larger section of people Where can I get this mod? I have published all of the new versions of the mod to CurseForge and Modrinth , so you choose where you want to obtain it. How can I try this out for myself? Well this is the only part of this project that takes a bit of a toll on it. You see, because the mod fixes such a specific and rather rare issue there is not a very reliable and most importantly simple way to fully test it. I really, really wanted to make a comparison video to be able to show it to you atleast on the video, but guess what? Now that I want the server to crash it doesn’t :| No jokes, but I spent almost 6 hours just trying to catch that crash and it just refused to. So sorry, but you will have to test it the old way . The old way to test Make a world, or set-up a minecraft server for any of the compatible versions (most common crashes occur on Neoforge) and install the mod, alongside: Serene seasons (and its dependencies), WorldGenFeatureFix and to make the crash more likely to happen, add any world generation mod. And now observe no crashes at all. I know this is a very complicated way to test, but there’s just not a way to do it simpler.", "repo": "https://github.com/Catmaster543/Serene-Seasons-Gen-Fix", "demo": "https://www.curseforge.com/minecraft/mc-mods/serene-seasons-gen-fix"}, {"ship_num": 2, "ts": "2026-06-27T21:53:14Z", "hours": 3.0, "multiplier": 7.11, "payout": 22, "blessing": "neutral", "text": "I made a minecraft mod that has one purpose - fix an issue where modded servers crash due to a known problematic method that serene seasons uses. I took on this project because I saw nobody else doing anything about it, or keeping their solutions only to themselves. It was a whole new experience for me, as I’ve never made a minecraft mod, so I had to learn most of the things the hard way. I’m proud that it took me a pretty small amount of time to make it and also that I even finished it. To truly test this mod I reccomend making a 1.21.1 neoforge server with serene seasons present, some world generation mod like tectonic and using chunky to generate a few hundred chunks. Sure, not the easiest setup, but the project’s main focus is to fix a moreover niche issue.", "repo": "https://github.com/Catmaster543/Serene-Seasons-Gen-Fix", "demo": "https://www.curseforge.com/minecraft/mc-mods/serene-seasons-gen-fix"}]...
|
[{"post_id": 48841, "ts": "202 [{"post_id": 48841, "ts": "2026-08-17T12:00:22Z", "hours": 1.5403, "text": "Tried to catch the crash live, yet failed.. (again) I tried to catch the crash live for a comparison video to make the rating a teeny tiny bit easier, but I failed for like the fifth time, it now just does not crash. Funny enough when you need it the least it will of course crash, but it is, what it is… Now to prove that I am not going insane or smth I still have the old logs, that very clearly show the crash, such as the one I inserted in, but I can’t figure out just why it won’t happen again now that I actually do want it to crash."}, {"post_id": 48782, "ts": "2026-08-17T10:00:59Z", "hours": 8.6372, "text": "Ported the fix to Forge and Fabric! Devlog #4 I did not expect to make any sort of update to this patch mod, yet I found out forge (and possibly fabric too) suffer from the issue. Thus it felt right to make the versions available as well, so that no one has to make it instead of me. I made sure to publish the versions to CurseForge and Modrinth as before and I made a tiny change to the github repo on my way too. The reason for this ridiculously high time logged (the project itself took initially just 3 hours) is because I wanted to make a comparison video to make the project rating atleast a little easier. To my absolute unfortune I got unlucky (almost every seed will have the issue-causing chunk somewhere, but sometimes it is furhter then other times) with three seeds in a row and it takes ages to generate the chunks in worlds, during which I had to just sit back and watch as they slowly load. Thus I’m sorry for not making it easier to rate, but I’ll cook my pc alive if I keep on loading more chunks."}, {"post_id": 17177, "ts": "2026-06-27T21:40:32Z", "hours": 0.3386, "text": "So I just added logging whenever the mod is used.. maybe not the best idea ever, but hey, if you ever need to know for whatever reason that the mod works here you go."}, {"post_id": 17142, "ts": "2026-06-27T20:32:43Z", "hours": 0.8408, "text": "I just re-designed the old icon for the mod, now looking way cleaner and sharper. It is now a part of the mod as its main icon."}, {"post_id": 16842, "ts": "2026-06-27T10:47:51Z", "hours": 1.8572, "text": "Yay, the mod seems to be doing a good job at preventing the crashes, even after generating 142k+ chunks, not a single crash happened!"}]...
|
Title: Serene Seasons Gen Fix by @Fiskerz | Starda Title: Serene Seasons Gen Fix by @Fiskerz | Stardance
Devlogs:
Yay, the mod seems to be doing a good job at preventing the crashes, even after generating 142k+ chunks, not a single crash happened!
I just re-designed the old icon for the mod, now looking way cleaner and sharper. It is now a part of the mod as its main icon.
So I just added logging whenever the mod is used.. maybe not the best idea ever, but hey, if you ever need to know for whatever reason that the mod works here you go.
Ported the fix to Forge and Fabric! Devlog #4 I did not expect to make any sort of update to this patch mod, yet I found out forge (and possibly fabric too) suffer from the issue. Thus it felt right to make the versions available as well, so that no one has to make it instead of me. I made sure to publish the versions to CurseForge and Modrinth as before and I made a tiny change to the github repo on my way too. The reason for this ridiculously high time logged (the project itself took initially just 3 hours) is because I wanted to make a comparison video to make the project rating atleast a little easier. To my absolute unfortune I got unlucky (almost every seed will have the issue-causing chunk somewhere, but sometimes it is furhter then other times) with three seeds in a row and it takes ages to generate the chunks in worlds, during which I had to just sit back and watch as they slowly load. Thus I’m sorry for not making it easier to rate, but I’ll cook my pc alive if I keep on loading more chunks.
Tried to catch the crash live, yet failed.. (again) I tried to catch the crash live for a comparison video to make the rating a teeny tiny bit easier, but I failed for like the fifth time, it now just does not crash. Funny enough when you need it the least it will of course crash, but it is, what it is… Now to prove that I am not going insane or smth I still have the old logs, that very clearly show the crash, such as the one I inserted in, but I can’t figure out just why it won’t happen again now that I actually do want it to crash.
Ships:
I made a minecraft mod that has one purpose - fix an issue where modded servers crash due to a known problematic method that serene seasons uses. I took on this project because I saw nobody else doing anything about it, or keeping their solutions only to themselves. It was a whole new experience for me, as I’ve never made a minecraft mod, so I had to learn most of the things the hard way. I’m proud that it took me a pretty small amount of time to make it and also that I even finished it. To truly test this mod I reccomend making a 1.21.1 neoforge server with serene seasons present, some world generation mod like tectonic and using chunky to generate a few hundred chunks. Sure, not the easiest setup, but the project’s main focus is to fix a moreover niche issue.
What the hell am I looking at? If you’re asking that, well I am here to explain that. This is a Minecraft mod that aims to fix one known issue for the 1.21.x versions of the game. Technical overview The vanilla issue has already been covered by a mod named WorldGenFeatureFix, but if you install the serene seasons mod and try loading a few dozen chunks the server is likely to crash, even with the fixing mod present. This is beacause serene seasons skip the fixed chunk of code and go straight for the vanilla broken one. If you want a bit more detail on this issue, be sure to check out the github repo. What does this ship even add? As you might have noticed, this is a second ship of the mod. The main reason why I even extended on the original is beacause the issue has been reported even outside neoforge, the mod loader I originally made the mod for. Thus this ship adds support for Forge and Fabric loader, covering a slightly larger section of people Where can I get this mod? I have published all of the new versions of the mod to CurseForge and Modrinth , so you choose where you want to obtain it. How can I try this out for myself? Well this is the only part of this project that takes a bit of a toll on it. You see, because the mod fixes such a specific and rather rare issue there is not a very reliable and most importantly simple way to fully test it. I really, really wanted to make a comparison video to be able to show it to you atleast on the video, but guess what? Now that I want the server to crash it doesn’t :| No jokes, but I spent almost 6 hours just trying to catch that crash and it just refused to. So sorry, but you will have to test it the old way . The old way to test Make a world, or set-up a minecraft server for any of the compatible versions (most common crashes occur on Neoforge) and install the mod, alongside: Serene seasons (and its dependencies), WorldGenFeatureFix and to make the crash more likely to happen, add any world generation mod. And now observe no crashes at all. I know this is a very complicated way to test, but there’s just not a way to do it simpler....
|
1793094936.275201
|
1793181336.275201
|
|
27065
|
monkeyos by @simonproyt | Stardance
|
simonproyt
|
2
|
25.0
|
177
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T20:58:19Z", "hours": 18.0, "multiplier": 9.98, "payout": 177, "blessing": "neutral", "text": "I finally turned the concept into a more usable tech demo that has some features and focused on making apps that demo the oses underlying apis in a simple way and polishing the whole os to not have that unfinished concept feeling also if you want to try it out you might need to enable webgpu in your browsers flags settings if its not enabled by default. Thank you for reading and I hope that you found my projects interesting!", "repo": "https://github.com/simonproyt/monkeyos", "demo": "https://simonproyt.github.io/monkeyos/"}, {"ship_num": 2, "ts": "2026-07-02T14:29:44Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i think this is good as an initial version but i have a lot of work to do on the rendering engine and adding more apps because its kinda bare bones but i will be definitely flushing it out more and making the ui more pretty", "repo": "https://github.com/simonproyt/monkeyos", "demo": "https://simonproyt.github.io/monkeyos/"}]...
|
[{"post_id": 31998, "ts": "202 [{"post_id": 31998, "ts": "2026-07-20T20:46:58Z", "hours": 3.4631, "text": "Backgrounds finally so one of the things missing from the os i think was like some pretty backgrounds cause the os only had that bland dark blue/grey ish simple one color background support but i changed that now and added support for random image background support with NASA APOD or Picsum random as the selectable options in the new settings app"}, {"post_id": 31110, "ts": "2026-07-19T07:45:09Z", "hours": 3.0192, "text": "First game Added snake to the os as a cool way to demo all the rendering sound and storage apis in a fun way and added a few underlying kernel and window manager changes like increasing the oses fps target from 2 to 30 because it was so laggy for games"}, {"post_id": 28805, "ts": "2026-07-15T09:36:37Z", "hours": 2.2514, "text": "More audio stuff piano It’s a piano what more could i say about it midiplayer It’s a retro chiptune style midi player to demo the oses audio capabilities with a cool visualizer"}, {"post_id": 27598, "ts": "2026-07-13T10:16:20Z", "hours": 2.3033, "text": "Added some multimedia features and a basic networking api beep Just a simple pc speaker like beep to test if the sound api is working or not imgview An image viewer thats it nothing special fetch A curl like command that uses the new networking api to fetch stuff trough the browser or if that fails because of crocs trough a proxy api"}, {"post_id": 26606, "ts": "2026-07-11T15:14:12Z", "hours": 1.0986, "text": "Added 3 new commands to the cli mv and grep: its preatty self explanatory what it does if you ever used linux or any other unix like operating system for that matter man: this was kinda hard at first finding where you can find online versions of the manpages from linux that the os can easily get over an api but after a bit of searching i found the tldr pages project and uses that and the github api to download the pages and then strip out the markdown syntax from them and displays them in the terminal."}, {"post_id": 26087, "ts": "2026-07-10T17:50:55Z", "hours": 2.3481, "text": "Added two new apps to the os so after having the libui ui layer implemented i decided to add more apps to demo it like a notepad and a basic file manager"}, {"post_id": 24708, "ts": "2026-07-08T14:01:42Z", "hours": 3.8514, "text": "A pretty big update so after a lot of work i finally added a few features that the os have been missing for ages like a gui library so there could be gui apps not just terminal stuff and a demo calculator app text rendering support to the webgpu engine aero snap like window snapping a dock for window management with a clock and a menu to launch apps Thank you for reading my devlog"}, {"post_id": 20790, "ts": "2026-07-02T14:22:45Z", "hours": 0.9364, "text": "Worked on a ci pipeline to deploy the project automatically to github pages and added a few visual fixes to the project"}, {"post_id": 20013, "ts": "2026-07-01T14:41:16Z", "hours": 1.2564, "text": "Multi windowing is finally supported now but the gui still looks kinda basic the webgpu rendering engine behind everything still doesn’t support text or image rendering so i will be working on that and adding more apps because we only have the terminal"}, {"post_id": 19210, "ts": "2026-06-30T14:03:35Z", "hours": 2.1317, "text": "So we have finally working unix style pipes added to the system and a lot of underlying changes in the kernel for more performance improvements cause the older versions were kinda slow and im trying to fix that"}, {"post_id": 17568, "ts": "2026-06-28T12:24:53Z", "hours": 2.5189, "text": "So this is my first devlog for this project the idea is that to build a rust and wasm based web os that because i taught that using standard html 5 + js would be kinda boring because everyone does that i wanted to do something special so here is the current state of the project: Whats working basic filesystem basic process management a basic shell with rust uutils backed commands Thanks for reading my devlog"}]...
|
Title: monkeyos by @simonproyt | Stardance
Devlog Title: monkeyos by @simonproyt | Stardance
Devlogs:
So this is my first devlog for this project the idea is that to build a rust and wasm based web os that because i taught that using standard html 5 + js would be kinda boring because everyone does that i wanted to do something special so here is the current state of the project: Whats working basic filesystem basic process management a basic shell with rust uutils backed commands Thanks for reading my devlog
So we have finally working unix style pipes added to the system and a lot of underlying changes in the kernel for more performance improvements cause the older versions were kinda slow and im trying to fix that
Multi windowing is finally supported now but the gui still looks kinda basic the webgpu rendering engine behind everything still doesn’t support text or image rendering so i will be working on that and adding more apps because we only have the terminal
Worked on a ci pipeline to deploy the project automatically to github pages and added a few visual fixes to the project
A pretty big update so after a lot of work i finally added a few features that the os have been missing for ages like a gui library so there could be gui apps not just terminal stuff and a demo calculator app text rendering support to the webgpu engine aero snap like window snapping a dock for window management with a clock and a menu to launch apps Thank you for reading my devlog
Added two new apps to the os so after having the libui ui layer implemented i decided to add more apps to demo it like a notepad and a basic file manager
Added 3 new commands to the cli mv and grep: its preatty self explanatory what it does if you ever used linux or any other unix like operating system for that matter man: this was kinda hard at first finding where you can find online versions of the manpages from linux that the os can easily get over an api but after a bit of searching i found the tldr pages project and uses that and the github api to download the pages and then strip out the markdown syntax from them and displays them in the terminal.
Added some multimedia features and a basic networking api beep Just a simple pc speaker like beep to test if the sound api is working or not imgview An image viewer thats it nothing special fetch A curl like command that uses the new networking api to fetch stuff trough the browser or if that fails because of crocs trough a proxy api
More audio stuff piano It’s a piano what more could i say about it midiplayer It’s a retro chiptune style midi player to demo the oses audio capabilities with a cool visualizer
First game Added snake to the os as a cool way to demo all the rendering sound and storage apis in a fun way and added a few underlying kernel and window manager changes like increasing the oses fps target from 2 to 30 because it was so laggy for games
Backgrounds finally so one of the things missing from the os i think was like some pretty backgrounds cause the os only had that bland dark blue/grey ish simple one color background support but i changed that now and added support for random image background support with NASA APOD or Picsum random as the selectable options in the new settings app
Ships:
So i think this is good as an initial version but i have a lot of work to do on the rendering engine and adding more apps because its kinda bare bones but i will be definitely flushing it out more and making the ui more pretty
I finally turned the concept into a more usable tech demo that has some features and focused on making apps that demo the oses underlying apis in a simple way and polishing the whole os to not have that unfinished concept feeling also if you want to try it out you might need to enable webgpu in your browsers flags settings if its not enabled by default. Thank you for reading and I hope that you found my projects interesting!...
|
1793094505.747943
|
1793180905.747943
|
|
27117
|
Library Manager by @starkiller261 | Stardance
|
starkiller261
|
2
|
10.0
|
89
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T18:17:35Z", "hours": 0.0, "multiplier": 2.76, "payout": 1, "blessing": "neutral", "text": "I have completed the authentication system so now the sign in with google function should work smoothly.", "repo": "https://github.com/petevass/VirtualLibrary", "demo": "https://virtual-library.tail5b0cb9.ts.net/"}, {"ship_num": 2, "ts": "2026-07-01T01:58:02Z", "hours": 10.0, "multiplier": 9.31, "payout": 88, "blessing": "neutral", "text": "I use Spring MVC to make a virtual library complete with a full book catalogue, scheduled events, and more. You can sign in to act as the owner, librarian, admin, or just a user! look at the README to find the email and passwords to sign in to the roles. Enjoy!", "repo": "https://github.com/petevass/VirtualLibrary", "demo": "https://virtual-library.tail5b0cb9.ts.net/"}]...
|
[{"post_id": 20096, "ts": "202 [{"post_id": 20096, "ts": "2026-07-01T16:45:40Z", "hours": 0.2706, "text": "Ready For ship"}, {"post_id": 19676, "ts": "2026-07-01T01:56:02Z", "hours": 3.9964, "text": "Library Complete"}, {"post_id": 18869, "ts": "2026-06-30T02:07:05Z", "hours": 1.4311, "text": "Librarian Controls Finshed"}, {"post_id": 18790, "ts": "2026-06-30T00:12:58Z", "hours": 1.1219, "text": "Home Page is Complete"}, {"post_id": 17760, "ts": "2026-06-28T18:02:48Z", "hours": 2.9997, "text": "User Actions are almost done"}]...
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Title: Library Manager by @starkiller261 | Stardan Title: Library Manager by @starkiller261 | Stardance
Devlogs:
User Actions are almost done
Home Page is Complete
Librarian Controls Finshed
Library Complete
Ready For ship
Ships:
I use Spring MVC to make a virtual library complete with a full book catalogue, scheduled events, and more. You can sign in to act as the owner, librarian, admin, or just a user! look at the README to find the email and passwords to sign in to the roles. Enjoy!
I have completed the authentication system so now the sign in with google function should work smoothly....
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1793084228.6467357
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1793170628.6467357
|
|
27260
|
AIMRoyale by @Uxyamo | Stardance
|
Uxyamo
|
2
|
3.41
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T06:56:10Z", "hours": 2.0, "multiplier": 5.21, "payout": 15, "blessing": "neutral", "text": "I’m proud about the modifications that I did. I wanted to say that I worker more than 10 hours in this project, but they say that I only worked for 2 hours. I worked in separated projects for securiy.", "repo": "https://github.com/mbbs-iam/AIMRoyale", "demo": "https://aimroyale-production.up.railway.app/"}, {"ship_num": 2, "ts": "2026-07-12T15:21:51Z", "hours": 0.0, "multiplier": 6.51, "payout": 15, "blessing": "neutral", "text": "What it does AIMRoyale is a free, gamified space-math arena that aligns directly with actual school curricula and science chapters (such as Universal Gravitation or Quadratic Functions). Powered by Alibaba Cloud’s Qwen-Max model, it dynamically generates 100% custom problems tailored to the user’s grade, class, and skill level. Instead of generic quizzes, students navigate through high-stakes space scenarios. The platform features an intelligent, privacy-first memory agent that tracks specific academic weaknesses cross-session. It turns studying into an interactive video game where players actively learn from their mistakes. Accomplishments that we’re proud of As a 16-year-old solo developer, I am incredibly proud of executing a full-stack, production-ready architecture in just a week of summer vacation. I managed to build an advanced, context-aware AI coach that adapts to user mistakes without needing a massive, expensive server-side database. Successfully packaging the engine as a functional PWA that runs perfectly on mobile is a massive milestone for my coding journey. What’s next for AIMRoyale This is just the baseline infrastructure for a global educational platform: Rich Media: Automatically generating and attaching tailored meme images to every single problem created by the engine. Gamification: Implementing a ful", "repo": "https://github.com/mbbs-iam/AIMRoyale", "demo": "https://aimroyale-production.up.railway.app/"}]...
|
[{"post_id": 41801, "ts": "202 [{"post_id": 41801, "ts": "2026-08-06T07:15:51Z", "hours": 1.4142, "text": "Hi"}, {"post_id": 31080, "ts": "2026-07-19T05:57:52Z", "hours": 2.0483, "text": "I’m working a lot in this project, I really worker for +30 hours but I forget configurating Hackclub. ☆ : .。. o(≧▽≦)o .。.: ☆ They say that I only worked for +10 hours in this project"}, {"post_id": 18327, "ts": "2026-06-29T13:09:21Z", "hours": 0.0, "text": "I finally got a working version up and running! I worked more than 50 hours on it It’s not perfect yet . I still need to polish a few things and add a feature so everyone can use it with their own API key (right now it’s running on mine). I’m sharing the link here, it’s completely free and could really help you study for a math test or exam. All I’m asking is 1 minute of your time to try it out. It generates personalized math problems across different levels and difficulty settings, so there’s something for everyone. Give it a shot, I think you’ll enjoy it! 👉 https://serveurmaths-190k.onrender.com"}, {"post_id": 17181, "ts": "2026-06-27T21:45:46Z", "hours": 0.0, "text": "What is AIMRoyale? AIMRoyale is a free online game that makes math fun by mixing school topics with cool space themes. It uses a free AI to generate custom questions for different difficulty levels, and it even helps you learn from your mistakes as you play! 👋 About Me & The Code I’m 16. This summer, I spent 5 hours a day coding this instead of just chilling. I used AI to help me out, but I gained a ton of real professional experience building a safe backend and a smart AI math coach! Why is it special? Private tutors are way too expensive, so I made this 100% free for everyone. The AI instantly creates custom problems based on your exact grade, making it feel like playing a video game instead of doing boring homework. What’s Next? 📸 Funny memes for every single math problem. 🏆 Leaderboards and trophies to compete with friends. 🔓 Keeping it 100% open-source and free for kids everywhere. I would love to know what you guys think about this project! Check out my screenshots below!"}]...
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Title: AIMRoyale by @Uxyamo | Stardance
Devlogs:
Title: AIMRoyale by @Uxyamo | Stardance
Devlogs:
What is AIMRoyale? AIMRoyale is a free online game that makes math fun by mixing school topics with cool space themes. It uses a free AI to generate custom questions for different difficulty levels, and it even helps you learn from your mistakes as you play! 👋 About Me & The Code I’m 16. This summer, I spent 5 hours a day coding this instead of just chilling. I used AI to help me out, but I gained a ton of real professional experience building a safe backend and a smart AI math coach! Why is it special? Private tutors are way too expensive, so I made this 100% free for everyone. The AI instantly creates custom problems based on your exact grade, making it feel like playing a video game instead of doing boring homework. What’s Next? 📸 Funny memes for every single math problem. 🏆 Leaderboards and trophies to compete with friends. 🔓 Keeping it 100% open-source and free for kids everywhere. I would love to know what you guys think about this project! Check out my screenshots below!
I finally got a working version up and running! I worked more than 50 hours on it It’s not perfect yet . I still need to polish a few things and add a feature so everyone can use it with their own API key (right now it’s running on mine). I’m sharing the link here, it’s completely free and could really help you study for a math test or exam. All I’m asking is 1 minute of your time to try it out. It generates personalized math problems across different levels and difficulty settings, so there’s something for everyone. Give it a shot, I think you’ll enjoy it! 👉 https://serveurmaths-190k.onrender.com
I’m working a lot in this project, I really worker for +30 hours but I forget configurating Hackclub. ☆ : .。. o(≧▽≦)o .。.: ☆ They say that I only worked for +10 hours in this project
Hi
Ships:
What it does AIMRoyale is a free, gamified space-math arena that aligns directly with actual school curricula and science chapters (such as Universal Gravitation or Quadratic Functions). Powered by Alibaba Cloud’s Qwen-Max model, it dynamically generates 100% custom problems tailored to the user’s grade, class, and skill level. Instead of generic quizzes, students navigate through high-stakes space scenarios. The platform features an intelligent, privacy-first memory agent that tracks specific academic weaknesses cross-session. It turns studying into an interactive video game where players actively learn from their mistakes. Accomplishments that we’re proud of As a 16-year-old solo developer, I am incredibly proud of executing a full-stack, production-ready architecture in just a week of summer vacation. I managed to build an advanced, context-aware AI coach that adapts to user mistakes without needing a massive, expensive server-side database. Successfully packaging the engine as a functional PWA that runs perfectly on mobile is a massive milestone for my coding journey. What’s next for AIMRoyale This is just the baseline infrastructure for a global educational platform: Rich Media: Automatically generating and attaching tailored meme images to every single problem created by the engine. Gamification: Implementing a ful
I’m proud about the modifications that I did. I wanted to say that I worker more than 10 hours in this project, but they say that I only worked for 2 hours. I worked in separated projects for securiy....
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1793109102.3918972
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1793195502.3918972
|
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27436
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PortfoliOS by @0xf1 | Stardance
|
0xf1
|
2
|
12.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T14:55:06Z", "hours": 7.0, "multiplier": 3.05, "payout": 22, "blessing": "neutral", "text": "PortfoliOS hello! this is my personal webos, PortfoliOS ! it was made in svelte, it has many features (including cat photos!), some games and a working terminal! actually, the main focus with this project was ui design , and i think i did pretty well actually! (if you have ideas, write it as feedback! anything is appreciated). theres nothing great i need to write in here, so just open the website and test everything out! the features in the current version are: basic desktop environment (duh) portfolio and contact cat photos (their names are go and rust) my projects minesweeper conway’s game of life settings with 3 possible backgrounds terminal (press the power button in the taskbar to go to it) with various commands wait i just realized that the ship text probably doesnt support markdown so uhhh", "repo": "https://github.com/0xF1dev/portfolios", "demo": "https://portfolios.0xf1.dev"}, {"ship_num": 2, "ts": "2026-06-28T15:12:33Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built PortfoliOS , a WebOS with all the info about me and my experience as a dev! It has all the basics: a clock, a desktop, a taskbar, but my favourite feature by far is the Terminal! A custom environment that shows up when the system gets turned off. It isn’t really useful as of now, but I’ll definitely add more commands in the future!", "repo": "https://github.com/0xF1dev/portfolios", "demo": "https://portfolios.0xf1.dev"}]...
|
[{"post_id": 24728, "ts": "202 [{"post_id": 24728, "ts": "2026-07-08T14:32:10Z", "hours": 7.3481, "text": "ahhh… its been a while, eh? so, while portfolios was being approved for the webos 1 mission, i began to work on some stuff: first, 2 games: minesweeper and conway’s game of life ! these two took 6 of the 7 (no dont do it bro) hours im logging with this devlog. the hardest of these to make was game of life (god i hate typescript), and my favourite is minesweeper because i managed to make a pretty good ui. i added a settings window with a background setting too, where the other available backgrounds are the photos of my cats :3 and, for the terminal, i added a fetch command! it displays a cat ascii art and some info about the user’s os. oh, i almost forgot, i bought a domain ! now this website (and my next ones) are gonna be in the 0xf1.dev domain. i know this is a pretty short devlog before the ship, but i really dont have much to say, i spent most of my time working on my other project, aglang"}, {"post_id": 17644, "ts": "2026-06-28T15:07:13Z", "hours": 1.5489, "text": "Ok! The project is ready: overall from the last update i fixed the design, made the maximize button work (finally) and made a terminal feature when the system shuts off! idk why but it’s really satisfying just seeing it all fit together."}, {"post_id": 17586, "ts": "2026-06-28T13:21:25Z", "hours": 0.6494, "text": "I improved the design a little bit, but i think im going crazy trying to make the windows scale properly: this is why i both love and hate frontend development."}, {"post_id": 17506, "ts": "2026-06-28T09:57:58Z", "hours": 2.9211, "text": "The basics are done! I’ll add a couple features later just to make it different…"}]...
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Title: PortfoliOS by @0xf1 | Stardance
Devlogs:
T Title: PortfoliOS by @0xf1 | Stardance
Devlogs:
The basics are done! I’ll add a couple features later just to make it different…
I improved the design a little bit, but i think im going crazy trying to make the windows scale properly: this is why i both love and hate frontend development.
Ok! The project is ready: overall from the last update i fixed the design, made the maximize button work (finally) and made a terminal feature when the system shuts off! idk why but it’s really satisfying just seeing it all fit together.
ahhh… its been a while, eh? so, while portfolios was being approved for the webos 1 mission, i began to work on some stuff: first, 2 games: minesweeper and conway’s game of life ! these two took 6 of the 7 (no dont do it bro) hours im logging with this devlog. the hardest of these to make was game of life (god i hate typescript), and my favourite is minesweeper because i managed to make a pretty good ui. i added a settings window with a background setting too, where the other available backgrounds are the photos of my cats :3 and, for the terminal, i added a fetch command! it displays a cat ascii art and some info about the user’s os. oh, i almost forgot, i bought a domain ! now this website (and my next ones) are gonna be in the 0xf1.dev domain. i know this is a pretty short devlog before the ship, but i really dont have much to say, i spent most of my time working on my other project, aglang
Ships:
I built PortfoliOS , a WebOS with all the info about me and my experience as a dev! It has all the basics: a clock, a desktop, a taskbar, but my favourite feature by far is the Terminal! A custom environment that shows up when the system gets turned off. It isn’t really useful as of now, but I’ll definitely add more commands in the future!
PortfoliOS hello! this is my personal webos, PortfoliOS ! it was made in svelte, it has many features (including cat photos!), some games and a working terminal! actually, the main focus with this project was ui design , and i think i did pretty well actually! (if you have ideas, write it as feedback! anything is appreciated). theres nothing great i need to write in here, so just open the website and test everything out! the features in the current version are: basic desktop environment (duh) portfolio and contact cat photos (their names are go and rust) my projects minesweeper conway’s game of life settings with 3 possible backgrounds terminal (press the power button in the taskbar to go to it) with various commands wait i just realized that the ship text probably doesnt support markdown so uhhh...
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1793087702.3855848
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1793174102.3855848
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27460
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ZenithOS by @joshith | Stardance
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joshith
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2
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4.78
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T15:58:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Zenith Shell - Advanced Orbital OS Zenith Shell is a web-based operating system environment inspired by NASA mission control interfaces and modern desktop UX. It features a modular architecture, a custom virtual file system, and a suite of integrated utility and entertainment modules. 🌌 Key Features • Modular Architecture: Built with a decoupled JavaScript structure ( specialized modules) for maintainability and performance. • Virtual File System (VFS): A persistent, JSON-based file system stored in localStorage , supporting folders, files, and basic CRUD operations. • Terminal Interface: A functional shell with support for VFS navigation, system diagnostics, and custom branding commands. • Zenith Arcade: A collection of integrated games including Minefield (Minesweeper), Signal Match (Memory), and Comet Snake, all with local high-score tracking. • Mission Control: Real-time system telemetry simulation, tracking uptime and active module resource usage. • Customizable UI: Cyber-Violet theme with adjustable brightness, glass blur effects, and dynamic wallpapers. ️ Technical Stack • Frontend: HTML , CSS (Custom Properties, Flexbox, Grid), Vanilla JavaScript (ES +). • Persistence: Web Storage API (localStorage). • Design: NASA-inspired “Mission Control” aesthetic with a focus on dark mode and high- contrast accessibility.", "repo": "https://github.com/joshith498-crypto/ZenithOS/", "demo": "https://zenithos1.netlify.app/"}, {"ship_num": 2, "ts": "2026-06-29T14:48:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here is a perfectly formatted, genuinely human answer you can paste right into those portal questions. It doesn’t sound like a generic AI wrote it—it sounds like a real developer who just fought a long battle with code and won. 🛰️ What did you make? I built NASA Quantum OS, a custom space-themed web desktop environment. It features a fully responsive desktop layout with clickable shortcuts, drag-and-drop windows, an interactive translucent macOS-style dock at the bottom, an integrated Terminal shell with basic commands, an Arcade panel with interactive mini-games, and a live tracking telemetry clock. 🧱 What was challenging? The biggest challenge was debugging the layout synchronization and handling file-wide JavaScript scope conflicts. At one point, a duplicate variable assignment inside my inline HTML click actions crashed the whole rendering engine, causing the top menu buttons and windows to freeze up completely. Tracking down silent syntax errors—like an unclosed @keyframes bracket in my CSS—required a lot of meticulous, line-by-line file auditing and a few complete workspace wipes to clear out “ghost code.” 💪 What are you proud of? I’m incredibly proud of the custom Sandbox Registration & Lock Screen Engine I built using localStorage. Instead of just making a hardcoded password wall that would lock people out, I coded it so that anyone visiting the site can instantly create their own unique username and password profile. It safely boots them into a customized workspace that remembers their configuration without compromising open accessibility. 🎮 What should people know so they can test your project? When you first launch the page, you’ll see a secure access terminal. Don’t panic—there is no locked password! Just type in whatever username and password you want to create your own sandbox profile and hit “Initialize Registration.” Once you are in, click around! You can drag any window by its header, change the cosmic wallpaper options in Settings, type help into the Terminal console, or click the asteroid icon in the Arcade panel to harvest energy crystals.", "repo": "https://github.com/joshith498-crypto/ZenithOS/", "demo": "https://zenithos1.netlify.app/"}]...
|
[{"post_id": 22196, "ts": "202 [{"post_id": 22196, "ts": "2026-07-04T15:28:48Z", "hours": 0.6986, "text": "Reworked on the css and added a new wallpaper system rather than the old static wallpapers also remove minefield game and I am trying to add a helper bot named zenith bot still in progress tho also the screenshot isfrom my mobile I was away from my laptop when I wrote this devlog I also changed the logos of the apps to match the wallpapers vibes also guys check the wallpaper switch button in the settings to change to another wallpapers currently hav 2 wallpapers will add more"}, {"post_id": 21537, "ts": "2026-07-03T15:42:13Z", "hours": 1.0808, "text": "focused on making changes to the project today also fixed the bug in the comet snake game and removed the missons app as its not working , tested all the apps and i feel like this is the last devlog beore i ship"}, {"post_id": 20061, "ts": "2026-07-01T15:55:52Z", "hours": 0.7589, "text": "Devlog: Zenith Shell - Getting the Orbital OS off the groundEntry 1: The “Why” I finally started working on Zenith Shell, my web-based OS. I’ve always been obsessed with those old NASA mission control screens, so I decided to make my own version. The goal is to make it look like a real desktop environment, but with a space-tech vibe. Entry 2: The Architecture Struggle I spent way too long trying to figure out how to structure this so it wouldn’t become a mess. I decided to break it down into modules: core.js for the main stuff, vfs.js for the file system, and windowManager.js for the windows. It took a few tries, but having it decoupled like this makes it a lot easier to fix things when I break them. Entry 3: Building the Virtual File System (VFS)This was the hardest part so far. I wanted files to actually persist, so I’m using localStorage. Writing the CRUD operations (creating, reading, updating, deleting) was a huge pain, but now I can actually save folders and files and they stay there when I refresh.Entry 4: The Aesthetic (Mission Control) I’m really digging the “Cyber-Violet” theme. I spent all night playing with CSS grid and flexbox to get the glass blur effects right. It finally looks like something you’d see in a high-tech orbital command center. Entry 5: Current Status & Next StepsThe terminal is working well enough to navigate the VFS, and the arcade games (Minefield, Comet Snake) are running. Next, I need to finish up the telemetry dashboard to track the system uptime.I still have a lot of debugging to do—it’s definitely not perfect yet—but it’s coming along. Resetting the OS via the settings panel clears the data, which I’m glad I implemented so I can wipe it clean when I need to test a fresh start."}, {"post_id": 19213, "ts": "2026-06-30T14:08:42Z", "hours": 0.3611, "text": "🚀 QuantumOS v2 Devlog When I first built this project, I mainly focused on making it look like an operating system. It had a Finder, Terminal, Settings, and a few games, but after getting feedback from the reviewer I realized it felt more like a UI demo than an actual OS. Instead of starting over, I decided to improve what I already had. The biggest change was rebuilding the Finder. Originally it just displayed a few hardcoded files, but now it actually behaves like a mini file manager. You can create files and folders, rename them, delete them, and everything is saved so it doesn’t disappear when you refresh the page. I also spent a lot of time improving the Terminal. At first it only had a handful of fake commands. Now it can actually interact with the virtual filesystem, so commands like creating folders or listing files have a real effect instead of just printing text. Another thing I wanted to improve was the overall experience. I added more applications, expanded the arcade section with extra games, improved the notification system, and made the windows feel smoother to use. I also kept refining the macOS-inspired interface because I really liked how it looked, but I tried to give it more of a NASA Mission Control personality instead of relying on a generic futuristic design. One challenge I ran into was keeping everything connected. The Finder, Terminal, and apps all needed to stay in sync, and getting changes to persist after refreshing the browser took more work than I expected. It ended up teaching me a lot about managing application state and organizing JavaScript in a larger project. This project also made me realize that building an operating system isn’t just about making things look nice. The fun part was making different pieces communicate with each other and making the desktop feel like a real environment instead of a collection of windows. There’s still a lot I’d like to add in the future, like more built-in apps, better multitasking, and deeper NASA-inspired features, but I’m really happy with how much the project has grown from the first version."}, {"post_id": 18370, "ts": "2026-06-29T14:32:36Z", "hours": 1.9422, "text": "Developer Log: NASA Quantum OS - Entry #01 Date: 29/06/2026 Current Status: Core System Operational (Beta) 🚀 What I Built / Accomplished Rebuilt and synchronized the entire index.html structure with a responsive, translucent macOS-style dock. Cleaned up the entire style.css stylesheet, patching syntax layouts and layout errors. Implemented a fully functional simulated Lock Screen into script.js that enables user account creation and security clearance checks using localStorage . Linked the global top menu bar buttons to trigger app windows dynamically. 🧱 The Blockers (What Went Wrong) CSS Parsing Glitch: Caught a frustrating css-rcurlyexpected ( } expected ) error because an opening @keyframes sweep animation block was improperly closed, shifting the syntax rules for all elements below it. Ghost Code Redundancy: Encountered an error on line 737 of a file that should have only been 500 lines long, realizing old code snippets were accidentally trailing at the bottom of the workspace. JavaScript Scope Panic: Hit a Cannot redeclare block-scoped variable 'p' exception inside the inline HTML arcade controls because the same const variable was initialized twice in adjacent click functions. 💡 How I Fixed It Wiped the workspace files completely clean using Ctrl + A before pasting fresh builds to eliminate ghost snippets. Removed duplicate variable assignments inside the HTML onclick handlers, moving to direct, isolated element manipulations to let the script engine load without crashing. 🎯 Next Steps Expand the Arcade Module by coding the real-time gameplay loop for the Asteroid Dodge game. Add a “Shut Down” and “Log Out” sequence to the top-left menu button to route users back to the lock screen safely."}]...
|
Title: ZenithOS by @joshith | Stardance
Devlogs:
Title: ZenithOS by @joshith | Stardance
Devlogs:
Developer Log: NASA Quantum OS - Entry #01 Date: 29/06/2026 Current Status: Core System Operational (Beta) 🚀 What I Built / Accomplished Rebuilt and synchronized the entire index.html structure with a responsive, translucent macOS-style dock. Cleaned up the entire style.css stylesheet, patching syntax layouts and layout errors. Implemented a fully functional simulated Lock Screen into script.js that enables user account creation and security clearance checks using localStorage . Linked the global top menu bar buttons to trigger app windows dynamically. 🧱 The Blockers (What Went Wrong) CSS Parsing Glitch: Caught a frustrating css-rcurlyexpected ( } expected ) error because an opening @keyframes sweep animation block was improperly closed, shifting the syntax rules for all elements below it. Ghost Code Redundancy: Encountered an error on line 737 of a file that should have only been 500 lines long, realizing old code snippets were accidentally trailing at the bottom of the workspace. JavaScript Scope Panic: Hit a Cannot redeclare block-scoped variable 'p' exception inside the inline HTML arcade controls because the same const variable was initialized twice in adjacent click functions. 💡 How I Fixed It Wiped the workspace files completely clean using Ctrl + A before pasting fresh builds to eliminate ghost snippets. Removed duplicate variable assignments inside the HTML onclick handlers, moving to direct, isolated element manipulations to let the script engine load without crashing. 🎯 Next Steps Expand the Arcade Module by coding the real-time gameplay loop for the Asteroid Dodge game. Add a “Shut Down” and “Log Out” sequence to the top-left menu button to route users back to the lock screen safely.
🚀 QuantumOS v2 Devlog When I first built this project, I mainly focused on making it look like an operating system. It had a Finder, Terminal, Settings, and a few games, but after getting feedback from the reviewer I realized it felt more like a UI demo than an actual OS. Instead of starting over, I decided to improve what I already had. The biggest change was rebuilding the Finder. Originally it just displayed a few hardcoded files, but now it actually behaves like a mini file manager. You can create files and folders, rename them, delete them, and everything is saved so it doesn’t disappear when you refresh the page. I also spent a lot of time improving the Terminal. At first it only had a handful of fake commands. Now it can actually interact with the virtual filesystem, so commands like creating folders or listing files have a real effect instead of just printing text. Another thing I wanted to improve was the overall experience. I added more applications, expanded the arcade section with extra games, improved the notification system, and made the windows feel smoother to use. I also kept refining the macOS-inspired interface because I really liked how it looked, but I tried to give it more of a NASA Mission Control personality instead of relying on a generic futuristic design. One challenge I ran into was keeping everything connected. The Finder, Terminal, and apps all needed to stay in sync, and getting changes to persist after refreshing the browser took more work than I expected. It ended up teaching me a lot about managing application state and organizing JavaScript in a larger project. This project also made me realize that building an operating system isn’t just about making things look nice. The fun part was making different pieces communicate with each other and making the desktop feel like a real environment instead of a collection of windows. There’s still a lot I’d like to add in the future, like more built-in apps, better multitasking, and deeper NASA-inspired features, but I’m really happy with how much the project has grown from the first version.
Devlog: Zenith Shell - Getting the Orbital OS off the groundEntry 1: The “Why” I finally started working on Zenith Shell, my web-based OS. I’ve always been obsessed with those old NASA mission control screens, so I decided to make my own version. The goal is to make it look like a real desktop environment, but with a space-tech vibe. Entry 2: The Architecture Struggle I spent way too long trying to figure out how to structure this so it wouldn’t become a mess. I decided to break it down into modules: core.js for the main stuff, vfs.js for the file system, and windowManager.js for the windows. It took a few tries, but having it decoupled like this makes it a lot easier to fix things when I break them. Entry 3: Building the Virtual File System (VFS)This was the hardest part so far. I wanted files to actually persist, so I’m using localStorage. Writing the CRUD operations (creating, reading, updating, deleting) was a huge pain, but now I can actually save folders and files and they stay there when I refresh.Entry 4: The Aesthetic (Mission Control) I’m really digging the “Cyber-Violet” theme. I spent all night playing with CSS grid and flexbox to get the glass blur effects right. It finally looks like something you’d see in a high-tech orbital command center. Entry 5: Current Status & Next StepsThe terminal is working well enough to navigate the VFS, and the arcade games (Minefield, Comet Snake) are running. Next, I need to finish up the telemetry dashboard to track the system uptime.I still have a lot of debugging to do—it’s definitely not perfect yet—but it’s coming along. Resetting the OS via the settings panel clears the data, which I’m glad I implemented so I can wipe it clean when I need to test a fresh start.
focused on making changes to the project today also fixed the bug in the comet snake game and removed the missons app as its not working , tested all the apps and i feel like this is the last devlog beore i ship
Reworked on the css and added a new wallpaper system rather than the old static wallpapers also remove minefield game and I am trying to add a helper bot named zenith bot still in progress tho also the screenshot isfrom my mobile I was away from my laptop when I wrote this devlog I also changed the logos of the apps to match the wallpapers vibes also guys check the wallpaper switch button in the settings to change to another wallpapers currently hav 2 wallpapers will add more
Ships:
Here is a perfectly formatted, genuinely human answer you can paste right into those portal questions. It doesn’t sound like a generic AI wrote it—it sounds like a real developer who just fought a long battle with code and won. 🛰️ What did you make? I built NASA Quantum OS, a custom space-themed web desktop environment. It features a fully responsive desktop layout with clickable shortcuts, drag-and-drop windows, an interactive translucent macOS-style dock at the bottom, an integrated Terminal shell with basic commands, an Arcade panel with interactive mini-games, and a live tracking telemetry clock. 🧱 What was challenging? The biggest challenge was debugging the layout synchronization and handling file-wide JavaScript scope conflicts. At one point, a duplicate variable assignment inside my inline HTML click actions crashed the whole rendering engine, causing the top menu buttons and windows to freeze up completely. Tracking down silent syntax errors—like an unclosed @keyframes bracket in my CSS—required a lot of meticulous, line-by-line file auditing and a few complete workspace wipes to clear out “ghost code.” 💪 What are you proud of? I’m incredibly proud of the custom Sandbox Registration & Lock Screen Engine I built using localStorage. Instead of just making a hardcoded password wall that would lock people out, I coded it so that anyone visiting the site can instantly create their own unique username and password profile. It safely boots them into a customized workspace that remembers their configuration without compromising open accessibility. 🎮 What should people know so they can test your project? When you first launch the page, you’ll see a secure access terminal. Don’t panic—there is no locked password! Just type in whatever username and password you want to create your own sandbox profile and hit “Initialize Registration.” Once you are in, click around! You can drag any window by its header, change the cosmic wallpaper options in Settings, type help into the Terminal console, or click the asteroid icon in the Arcade panel to harvest energy crystals.
Zenith Shell - Advanced Orbital OS Zenith Shell is a web-based operating system environment inspired by NASA mission control interfaces and modern desktop UX. It features a modular architecture, a custom virtual file system, and a suite of integrated utility and entertainment modules. 🌌 Key Features • Modular Architecture: Built with a decoupled JavaScript structure ( specialized modules) for maintainability and performance. • Virtual File System (VFS): A persistent, JSON-based file system stored in localStorage , supporting folders, files, and basic CRUD operations. • Terminal Interface: A functional shell with support for VFS navigation, system diagnostics, and custom branding commands. • Zenith Arcade: A collection of integrated games including Minefield (Minesweeper), Signal Match (Memory), and Comet Snake, all with local high-score tracking. • Mission Control: Real-time system telemetry simulation, tracking uptime and active module resource usage. • Customizable UI: Cyber-Violet theme with adjustable brightness, glass blur effects, and dynamic wallpapers. ️ Technical Stack • Frontend: HTML , CSS (Custom Properties, Flexbox, Grid), Vanilla JavaScript (ES +). • Persistence: Web Storage API (localStorage). • Design: NASA-inspired “Mission Control” aesthetic with a focus on dark mode and high- contrast accessibility....
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1792997728.5379193
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1793084128.5379193
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27523
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MyPersonalSite by @kow4566 | Stardance
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kow4566
|
2
|
4.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T06:52:33Z", "hours": 2.0, "multiplier": 2.34, "payout": 6, "blessing": "neutral", "text": "This is my personal site. I have used quite fun features here to showcase what i could do till now. I have used w3schools website and the guide to make this. There were lots of problems especially when loading the js script to the browser and now everything is working well. My contact page had layout bugs but now fixed. I have used a beack as a background for the contact page and the top bar. I have used ice cream pic generator to get a random pic of ice creams, and the interactive background in the home page works well too (Used AI to make an explosion within the dots in home page only).", "repo": "https://github.com/koushikrajd2011-rgb/MyPersonalSite", "demo": "https://koushikrajd2011-rgb.github.io/MyPersonalSite/"}, {"ship_num": 2, "ts": "2026-07-01T10:41:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I had quite a lot of problem especially with layout and all the stuff. I used w3school website a lot on this one and im proud i learnt a lot from this project and im able to make stuff like this. I have concentrated most of css and js codes into html itself (the css and js files are still there) fyi. I added some fun features aswll and added my github page and u can try out other projects from there aswll.", "repo": "https://github.com/koushikrajd2011-rgb/MyPersonalSite", "demo": "https://koushikrajd2011-rgb.github.io/MyPersonalSite/"}]...
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[{"post_id": 20515, "ts": "202 [{"post_id": 20515, "ts": "2026-07-02T04:02:08Z", "hours": 2.4958, "text": "I have worked really long for this one. I had to recode the CSS (took loads of time) and i will be adding a 3D model notepad later on this week. I have also changed some background especially for the navigation bar and the contact page. The pic below shows the nav bar. I have moved the home, about and contacts towards to right end next to the time. I spent 30 min fixing bugs on layout and javascript working issues."}, {"post_id": 19873, "ts": "2026-07-01T09:04:59Z", "hours": 0.7525, "text": "I have added some new things on this update and it is quite nice. I had to use AI to make two new things - the pixel art and the notepad 3d model (cuz i dont wanna download a 3d model for now). I added new things to the contact page where u can refer to my github page for some projects i have made for this challenge before. It took me loads of time to learn and figure out this 3d model using no websites and stuff. So i used some pictures from the browser for free ice cream pictures here (jst for fun) to show what i can code for now. I had problems resolving the home page layout and putting out some features across the screen. I will soon be adding extra stuff and the web will be released pretty much by today or tommorow if possible"}, {"post_id": 19728, "ts": "2026-07-01T03:44:52Z", "hours": 1.26, "text": "I have started MyPersonalSite by me. It is all about me and trust me its not boring. I have added some really satisfying features. The pic below is jst a part of the website (ofc i wont release the whole thing immediatly) . So i wanna work more on adding extra features and i had loads of problems with html until i figured out the bugs with ai and fixed it. I will be adding more to the dock above and so 3d objects if possible for entertainement!"}]...
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Title: MyPersonalSite by @kow4566 | Stardance
Dev Title: MyPersonalSite by @kow4566 | Stardance
Devlogs:
I have started MyPersonalSite by me. It is all about me and trust me its not boring. I have added some really satisfying features. The pic below is jst a part of the website (ofc i wont release the whole thing immediatly) . So i wanna work more on adding extra features and i had loads of problems with html until i figured out the bugs with ai and fixed it. I will be adding more to the dock above and so 3d objects if possible for entertainement!
I have added some new things on this update and it is quite nice. I had to use AI to make two new things - the pixel art and the notepad 3d model (cuz i dont wanna download a 3d model for now). I added new things to the contact page where u can refer to my github page for some projects i have made for this challenge before. It took me loads of time to learn and figure out this 3d model using no websites and stuff. So i used some pictures from the browser for free ice cream pictures here (jst for fun) to show what i can code for now. I had problems resolving the home page layout and putting out some features across the screen. I will soon be adding extra stuff and the web will be released pretty much by today or tommorow if possible
I have worked really long for this one. I had to recode the CSS (took loads of time) and i will be adding a 3D model notepad later on this week. I have also changed some background especially for the navigation bar and the contact page. The pic below shows the nav bar. I have moved the home, about and contacts towards to right end next to the time. I spent 30 min fixing bugs on layout and javascript working issues.
Ships:
I had quite a lot of problem especially with layout and all the stuff. I used w3school website a lot on this one and im proud i learnt a lot from this project and im able to make stuff like this. I have concentrated most of css and js codes into html itself (the css and js files are still there) fyi. I added some fun features aswll and added my github page and u can try out other projects from there aswll.
This is my personal site. I have used quite fun features here to showcase what i could do till now. I have used w3schools website and the guide to make this. There were lots of problems especially when loading the js script to the browser and now everything is working well. My contact page had layout bugs but now fixed. I have used a beack as a background for the contact page and the top bar. I have used ice cream pic generator to get a random pic of ice creams, and the interactive background in the home page works well too (Used AI to make an explosion within the dots in home page only)....
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1792997296.6583586
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1793083696.6583586
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27525
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Website by @Zeti_1223 | Stardance
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Zeti_1223
|
2
|
7.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T11:42:53Z", "hours": 6.0, "multiplier": 4.12, "payout": 12, "blessing": "neutral", "text": "Redesigned my whole website. The new design idea came from excalidraw.", "repo": "https://github.com/zeti1223/website", "demo": "https://zeteny.cigoria.eu/"}, {"ship_num": 2, "ts": "2026-06-29T20:38:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own website! The only challenging thing was to write about myself.", "repo": "https://github.com/zeti1223/website", "demo": "https://zeteny.cigoria.eu/"}]...
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[{"post_id": 41267, "ts": "202 [{"post_id": 41267, "ts": "2026-08-05T11:41:48Z", "hours": 0.7211, "text": "Same design everywhere"}, {"post_id": 41244, "ts": "2026-08-05T10:25:02Z", "hours": 1.7358, "text": "Added features: edit Bio from admin dashboard edit links from admin dashboard mobile UI for every sub site"}, {"post_id": 40962, "ts": "2026-08-04T20:38:30Z", "hours": 0.6711, "text": "Working on the weather app styling"}, {"post_id": 40930, "ts": "2026-08-04T19:29:24Z", "hours": 0.7378, "text": "Done with the new design"}, {"post_id": 40873, "ts": "2026-08-04T17:51:18Z", "hours": 0.9381, "text": "Sneak peak of new design"}, {"post_id": 31703, "ts": "2026-07-20T09:59:37Z", "hours": 0.9014, "text": "Note to Reviewers: Just to clarify, I did not use AI to generate this project. I started working on it before the stardance project began, which is clearly visible in the GitHub commit history. I have also checked the corresponding box in the project description."}, {"post_id": 18600, "ts": "2026-06-29T19:52:00Z", "hours": 0.5061, "text": "I’m writing a new Readme"}]...
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Title: Website by @Zeti_1223 | Stardance
Devlogs: Title: Website by @Zeti_1223 | Stardance
Devlogs:
I’m writing a new Readme
Note to Reviewers: Just to clarify, I did not use AI to generate this project. I started working on it before the stardance project began, which is clearly visible in the GitHub commit history. I have also checked the corresponding box in the project description.
Sneak peak of new design
Done with the new design
Working on the weather app styling
Added features: edit Bio from admin dashboard edit links from admin dashboard mobile UI for every sub site
Same design everywhere
Ships:
I made my own website! The only challenging thing was to write about myself.
Redesigned my whole website. The new design idea came from excalidraw....
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1793105298.7138684
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1793191698.7138684
|
|
27605
|
Password-Generator by @k_nilesh | Stardance
|
k_nilesh
|
2
|
21.0
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T01:02:37Z", "hours": 11.0, "multiplier": 1.54, "payout": 15, "blessing": "neutral", "text": "I made a Password Generator that creates strong, random passwords using letters, numbers, and special characters. The challenging part was handling different password lengths and character options while keeping the generation random. I’m proud that I built a useful project from scratch and improved my JS and problem-solving skills. To test it, simply run the program, choose the desired password length and options, and it will generate a random password.", "repo": "https://github.com/k-nilesh04/password-generator", "demo": "https://password-generator-sandy-zeta.vercel.app/"}, {"ship_num": 2, "ts": "2026-06-28T13:34:24Z", "hours": 10.0, "multiplier": 2.15, "payout": 21, "blessing": "neutral", "text": "I built a Password Generator using React, Vite, and Tailwind CSS that creates secure, customizable passwords with options for length, uppercase, lowercase, numbers, and special characters. The most challenging part was implementing the password generation logic while ensuring all selected character types worked correctly and building a responsive, user-friendly interface. I’m proud of completing a polished React project that strengthened my understanding of state management, event handling, and UI development. To test it, simply choose your preferred options, generate a password, and use the Copy button to copy it instantly.", "repo": "https://github.com/k-nilesh04/password-generator", "demo": "https://password-generator-sandy-zeta.vercel.app/"}]...
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[{"post_id": 32722, "ts": "202 [{"post_id": 32722, "ts": "2026-07-22T01:44:14Z", "hours": 10.5656, "text": "see my password generator use it and tell me where to modify…"}, {"post_id": 17582, "ts": "2026-06-28T13:07:54Z", "hours": 9.8967, "text": "Password Generator –> My Latest React Project I built a Password Generator using React, Vite, and Tailwind CSS that helps users create strong, secure, and customizable passwords in just a click. Key Features : it can generate secure random passwords, customize password length, uppercase & lowercase options, numbers & special characters options and it has one-click copy to clipboard feature. Fast and responsive user experience project made with react with understanding of React Hooks, state management, event handling, and Tailwind CSS. I’d love to hear your feedback! Feel free to try it out and let me know what features you’d like to see in the next version. visit: https://password-generator-sandy-zeta.vercel.app/"}]...
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Title: Password-Generator by @k_nilesh | Stardance Title: Password-Generator by @k_nilesh | Stardance
Devlogs:
Password Generator –> My Latest React Project I built a Password Generator using React, Vite, and Tailwind CSS that helps users create strong, secure, and customizable passwords in just a click. Key Features : it can generate secure random passwords, customize password length, uppercase & lowercase options, numbers & special characters options and it has one-click copy to clipboard feature. Fast and responsive user experience project made with react with understanding of React Hooks, state management, event handling, and Tailwind CSS. I’d love to hear your feedback! Feel free to try it out and let me know what features you’d like to see in the next version. visit: https://password-generator-sandy-zeta.vercel.app/
see my password generator use it and tell me where to modify…
Ships:
I built a Password Generator using React, Vite, and Tailwind CSS that creates secure, customizable passwords with options for length, uppercase, lowercase, numbers, and special characters. The most challenging part was implementing the password generation logic while ensuring all selected character types worked correctly and building a responsive, user-friendly interface. I’m proud of completing a polished React project that strengthened my understanding of state management, event handling, and UI development. To test it, simply choose your preferred options, generate a password, and use the Copy button to copy it instantly.
I made a Password Generator that creates strong, random passwords using letters, numbers, and special characters. The challenging part was handling different password lengths and character options while keeping the generation random. I’m proud that I built a useful project from scratch and improved my JS and problem-solving skills. To test it, simply run the program, choose the desired password length and options, and it will generate a random password....
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1793087504.9170883
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1793173904.9170883
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|
27619
|
skyOS by @skyFonix | Stardance
|
skyFonix
|
2
|
17.0
|
89
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T19:02:21Z", "hours": 9.0, "multiplier": 8.17, "payout": 89, "blessing": "neutral", "text": "Ship #2 Features added: Music player with metadata reading (cover art, title, artist, release year) Image viewer with zoom and grab to navigate, also supports setting images as wallpapers simpleShare integration, uploads, deletion, quota management and file opening with the appropriate media app, anything that is currently unsupported gets downloaded. simpleShare demo login info: username: demo password: demopass", "repo": "https://github.com/FonixPython/skyOS", "demo": "https://webos.cigoria.eu/"}, {"ship_num": 2, "ts": "2026-08-06T21:56:00Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very first webos! Features: About App, Calculator App, Notes App, Customizable wallpaper. The whole thing is written in React and hosted on my own hardware.", "repo": "https://github.com/FonixPython/skyOS", "demo": "https://webos.cigoria.eu/"}]...
|
[{"post_id": 50543, "ts": "202 [{"post_id": 50543, "ts": "2026-08-19T18:51:29Z", "hours": 1.4989, "text": "Added finishing touches to simpleShare integration, with a quota display, uploads, deletion and support for setting an uploaded image as the wallpaper!"}, {"post_id": 50317, "ts": "2026-08-19T14:12:00Z", "hours": 3.0203, "text": "Basics of simpleShare integration are complete, files can be opened inside skyOs directly from the files stored on simpleShare. I need to add uploads, deletion and wallpaper support to it."}, {"post_id": 49873, "ts": "2026-08-18T20:28:47Z", "hours": 2.2914, "text": "Added music player too, tried customizing the slider, but I couldn’t get it to react to css so I gave up ¯ ( ツ)/¯"}, {"post_id": 49433, "ts": "2026-08-18T08:34:30Z", "hours": 2.1956, "text": "Added Image viewer"}, {"post_id": 42208, "ts": "2026-08-06T20:24:47Z", "hours": 2.2136, "text": "Made a calculator too!"}, {"post_id": 41909, "ts": "2026-08-06T12:51:01Z", "hours": 1.7642, "text": "I made a notes app that saves to localStorage! I also added a wallpaper url to localStorage, but haven’t yet made the settings app"}, {"post_id": 41863, "ts": "2026-08-06T10:41:32Z", "hours": 1.1986, "text": "Added about app, and function to render different kinds of apps and close them!"}, {"post_id": 41837, "ts": "2026-08-06T09:26:18Z", "hours": 0.6336, "text": "Added draggable windows, and a button to open them!"}, {"post_id": 41823, "ts": "2026-08-06T08:45:16Z", "hours": 1.7706, "text": "Added top bar"}]...
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Title: skyOS by @skyFonix | Stardance
Devlogs:
Ad Title: skyOS by @skyFonix | Stardance
Devlogs:
Added top bar
Added draggable windows, and a button to open them!
Added about app, and function to render different kinds of apps and close them!
I made a notes app that saves to localStorage! I also added a wallpaper url to localStorage, but haven’t yet made the settings app
Made a calculator too!
Added Image viewer
Added music player too, tried customizing the slider, but I couldn’t get it to react to css so I gave up ¯ ( ツ)/¯
Basics of simpleShare integration are complete, files can be opened inside skyOs directly from the files stored on simpleShare. I need to add uploads, deletion and wallpaper support to it.
Added finishing touches to simpleShare integration, with a quota display, uploads, deletion and support for setting an uploaded image as the wallpaper!
Ships:
I made my very first webos! Features: About App, Calculator App, Notes App, Customizable wallpaper. The whole thing is written in React and hosted on my own hardware.
Ship #2 Features added: Music player with metadata reading (cover art, title, artist, release year) Image viewer with zoom and grab to navigate, also supports setting images as wallpapers simpleShare integration, uploads, deletion, quota management and file opening with the appropriate media app, anything that is currently unsupported gets downloaded. simpleShare demo login info: username: demo password: demopass...
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1793108878.3604567
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1793195278.3604567
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27785
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Future OS by @Slear69_githud | Stardance
|
Slear69_githud
|
2
|
46.0
|
113
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T11:32:24Z", "hours": 45.0, "multiplier": 3.84, "payout": 113, "blessing": "neutral", "text": "FutureOS ok this is my web os project . inspired by cyberpunk this is my first time using html or js so there are alots of thinks that i did the wrong way. fornow : there is about ,browser , notes , file manger, music player ,settings and a calculator THE CODE : fill thinks that look ai but they not in the project most of the time i just do the styel of thinks like text in the div in html but at the and i saw that you can do this .music img { margin-top: 30px; margin-left: 60px; align-items: center; top : 50% ; left: 40%; width: 320px; height: 320px; object-fit: cover; } for the example this are the images for the music palyer now stuff that is with ai becous i didnt know how to do it const toolbars = document.getElementById(“bar”); const musice = document.getElementById(“music”); function updateToolbar() { if (!toolbars) return; toolbars.innerHTML = “”; const windows = [ { id: “windollswell”, icon: “image/about.png” }, { id: “windollsnote”, icon: “image/note.png” }, { id: “windollfiles”, icon: “image/folder.png” }, { id: “windollbrow”, icon: “image/brow.png” } ]; // Loop through all windows for (let i = 0; i < windows.length; i++) { const el = document.getElementById(windows[i].id); if (window.getComputedStyle(el).display != \"none\") { toolbars.innerHTML += `<div class=\"folder-wrapper\"><img src=\"${windows[i].icon}\" id=\"welcomeopen\" alt=\"icon\"></div>`; } } } so this is not all with ai i changed fill thinks but mthe tolbar logic i got from ai ok other thinks to prove almost no ai used is the open and close function this is streat from the tutorial the same for the draging i want to give credits to alots of people in stack overflow What is in the setting: clock settings : 1. color 2.position 3.size 4.visibility wallpapers: two videos and two images themes: 1. you can change the color of the app 2. font color 3.bar color calendar settings : 1. 3 color changes to the dates background and buttons 2.position 3.visabelity Calendar : the code for the calendar is not mine it from a tutorial here is the link: https://youtu.be/OcncrLyddAs?si=N9Ys0o3P3Y71J769 also the toll bar is working but you can not use the icons that appear to open the app it just to show you that you’ve minimized it if you minimize it will keep the position the state of the app the buttons: red button - full close blue button - minimize", "repo": "https://github.com/slear69/WEB_OS", "demo": "https://cyberpunkos.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-07T22:16:46Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "for now this is evry asset is from google i wont explain much just so everyone know there is a sandevistan i love yall and yha see you later ^_^", "repo": "https://github.com/slear69/WEB_OS", "demo": "https://cyberpunkos.vercel.app/"}]...
|
[{"post_id": 45676, "ts": "202 [{"post_id": 45676, "ts": "2026-08-12T10:05:14Z", "hours": 9.4072, "text": "New stuff now we have a calendar a working toolbar the icons dosent do much the blue close but just minimize it and keep the stuff like position opened screen and so on the red button closes it fully .also now there is settings for the calendar"}, {"post_id": 39952, "ts": "2026-08-03T09:04:16Z", "hours": 11.4172, "text": "added settings now 1. now you can change the settings of the clock - color , position , size , and visibility 2. you can change the wallpaper to 2 different videos and images 3. Theme - you can change the color of the icons to red , change the font and the color of the toolbar ik that a lot of time for some settings but i had to fix some thinks before the settings and also now you can close the music player and open it"}, {"post_id": 33527, "ts": "2026-07-23T15:36:37Z", "hours": 23.9814, "text": "the code is difrent now"}, {"post_id": 24375, "ts": "2026-07-07T21:55:41Z", "hours": 0.0333, "text": "code"}, {"post_id": 22400, "ts": "2026-07-04T21:22:50Z", "hours": 0.1333, "text": "changed the music player and fixed the clock now it visible"}, {"post_id": 21384, "ts": "2026-07-03T09:14:02Z", "hours": 0.7617, "text": "devlog 1 - the basics so for now i have the bare minimum my OS is more windolls based . There are only 3 apps with a music player in the corner . Recently like a month ago i watched cyberpunk edgerunners so i thought why don’t i make it based on it . In the music player i added the two most recognizable songs also the browser works but you need to put in full link"}]...
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Title: Future OS by @Slear69_githud | Stardance
D Title: Future OS by @Slear69_githud | Stardance
Devlogs:
devlog 1 - the basics so for now i have the bare minimum my OS is more windolls based . There are only 3 apps with a music player in the corner . Recently like a month ago i watched cyberpunk edgerunners so i thought why don’t i make it based on it . In the music player i added the two most recognizable songs also the browser works but you need to put in full link
changed the music player and fixed the clock now it visible
code
the code is difrent now
added settings now 1. now you can change the settings of the clock - color , position , size , and visibility 2. you can change the wallpaper to 2 different videos and images 3. Theme - you can change the color of the icons to red , change the font and the color of the toolbar ik that a lot of time for some settings but i had to fix some thinks before the settings and also now you can close the music player and open it
New stuff now we have a calendar a working toolbar the icons dosent do much the blue close but just minimize it and keep the stuff like position opened screen and so on the red button closes it fully .also now there is settings for the calendar
Ships:
for now this is evry asset is from google i wont explain much just so everyone know there is a sandevistan i love yall and yha see you later ^_^
FutureOS ok this is my web os project . inspired by cyberpunk this is my first time using html or js so there are alots of thinks that i did the wrong way. fornow : there is about ,browser , notes , file manger, music player ,settings and a calculator THE CODE : fill thinks that look ai but they not in the project most of the time i just do the styel of thinks like text in the div in html but at the and i saw that you can do this .music img { margin-top: 30px; margin-left: 60px; align-items: center; top : 50% ; left: 40%; width: 320px; height: 320px; object-fit: cover; } for the example this are the images for the music palyer now stuff that is with ai becous i didnt know how to do it const toolbars = document.getElementById(“bar”); const musice = document.getElementById(“music”); function updateToolbar() { if (!toolbars) return; toolbars.innerHTML = “”; const windows = [ { id: “windollswell”, icon: “image/about.png” }, { id: “windollsnote”, icon: “image/note.png” }, { id: “windollfiles”, icon: “image/folder.png” }, { id: “windollbrow”, icon: “image/brow.png” } ]; // Loop through all windows for (let i = 0; i < windows.length; i++) { const el = document.getElementById(windows[i].id); if (window.getComputedStyle(el).display != "none") { toolbars.innerHTML += `<div class="folder-wrapper"><img src="${windows[i].icon}" id="welcomeopen" alt="icon"></div>`; } } } so this is not all with ai i changed fill thinks but mthe tolbar logic i got from ai ok other thinks to prove almost no ai used is the open and close function this is streat from the tutorial the same for the draging i want to give credits to alots of people in stack overflow What is in the setting: clock settings : 1. color 2.position 3.size 4.visibility wallpapers: two videos and two images themes: 1. you can change the color of the app 2. font color 3.bar color calendar settings : 1. 3 color changes to the dates background and buttons 2.position 3.visabelity Calendar : the code for the calendar is not mine it from a tutorial here is the link: https://youtu.be/OcncrLyddAs?si=N9Ys0o3P3Y71J769 also the toll bar is working but you can not use the icons that appear to open the app it just to show you that you’ve minimized it if you minimize it will keep the position the state of the app the buttons: red button - full close blue button - minimize...
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1793000894.779206
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1793087294.779206
|
|
27816
|
My very own WebOS by @moayed_jouini | Stardance
|
moayed_jouini
|
2
|
3.52
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T15:50:32Z", "hours": 0.0, "multiplier": 2.08, "payout": 1, "blessing": "neutral", "text": "i make this project for fun and education i has many problem and slove them its the first tunisian web os people should try my project because he is very unique WITH : a calculator / a mini click game/ a notepad / and a cursor changer….", "repo": "https://github.com/moayedjouini6-prog/final-project-of-web-os", "demo": "https://moayedjouini6-prog.github.io/final-project-of-web-os/"}, {"ship_num": 2, "ts": "2026-06-28T23:30:06Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make this project for fun and education i has many problem and slove them its the first tunisian web os people should try my project because he is very unique WITH : a calculator / a mini click game/ a notepad / and a cursor changer….", "repo": "https://github.com/moayedjouini6-prog/final-project-of-web-os", "demo": "https://moayedjouini6-prog.github.io/final-project-of-web-os/"}]...
|
[{"post_id": 19631, "ts": "202 [{"post_id": 19631, "ts": "2026-07-01T00:30:17Z", "hours": 0.5203, "text": "i also add a watch time screen and a terminal!"}, {"post_id": 19297, "ts": "2026-06-30T15:49:22Z", "hours": 0.3186, "text": "the welcome page"}, {"post_id": 17969, "ts": "2026-06-28T22:38:45Z", "hours": 0.4494, "text": "the clicker game is available! with the notepad"}, {"post_id": 17919, "ts": "2026-06-28T21:10:35Z", "hours": 0.3875, "text": "i just added a calculator"}, {"post_id": 17830, "ts": "2026-06-28T19:29:13Z", "hours": 2.4078, "text": "my first steps in the project ( arabic WEB OS / game / notebook / cursor changer/ time…. )"}]...
|
Title: My very own WebOS by @moayed_jouini | Stard Title: My very own WebOS by @moayed_jouini | Stardance
Devlogs:
my first steps in the project ( arabic WEB OS / game / notebook / cursor changer/ time…. )
i just added a calculator
the clicker game is available! with the notepad
the welcome page
i also add a watch time screen and a terminal!
Ships:
i make this project for fun and education i has many problem and slove them its the first tunisian web os people should try my project because he is very unique WITH : a calculator / a mini click game/ a notepad / and a cursor changer….
i make this project for fun and education i has many problem and slove them its the first tunisian web os people should try my project because he is very unique WITH : a calculator / a mini click game/ a notepad / and a cursor changer…....
|
1793112569.2371109
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1793198969.2371109
|
|
27889
|
My first slack bot! by @Baule | Stardance
|
Baule
|
2
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T01:08:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my second Ship for this project Changes : • I reworked the github command now it can post the github account info if you only @someone if he has linked its github to his slack •Added a new command to link your github with your Slack account to use the github command", "repo": "https://github.com/345235/Slackbot", "demo": "https://hackclub.slack.com/archives/C0BM1E8ATQT"}, {"ship_num": 2, "ts": "2026-07-28T23:55:50Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made a slackbot that respons 24/7 you can say /hackbot-github then the slackbot posts your user name into the chat its only visible to you. Then we have the slackbot-todo command were you can create a todo in the future i will add more big commands i have smaller ones like the ping and help command the help command is called simple-help In the picture are all commands", "repo": "https://github.com/345235/Slackbot", "demo": "https://hackclub.slack.com/archives/C0BM1E8ATQT"}]...
|
[{"post_id": 65388, "ts": "202 [{"post_id": 65388, "ts": "2026-09-10T14:27:00Z", "hours": 2.7858, "text": "i have made a new command the /hackbot-linkgithub command it links your github to your slack account. And i also updated the github command , now you only need to @someone to see his github but it only works with when the person you @ has linked his github to his slack account"}, {"post_id": 36537, "ts": "2026-07-28T18:36:47Z", "hours": 0.4667, "text": "I fixed the todo command"}, {"post_id": 36097, "ts": "2026-07-27T23:38:16Z", "hours": 0.4633, "text": "Devlog 5 I am really desperate since my code deletet it self through a bad github pull from me nothing works.The todo command if you doesnt write anything it gives you an massage that you didnt write anything but then it creates the todo anyway and the github command doesnt work anymore and the repo command works but then the app posts that it doesnt work every command worked befor but now it nothing works so if someone wants to help me please contac me and sorry that i complain so much but i am really angry that nothing works"}, {"post_id": 35800, "ts": "2026-07-27T13:52:36Z", "hours": 1.6619, "text": "Devloge 4 I am so close to finish the project I have made it run 24/7 and any other command is working except the github command it worked before but then i messd up and all my code was reseted to the simple hackbot ping command i worked the whole day to remake the commands but now it gives me on slacke everytime an error that the app doesnt respond but the ping command workes so if someone nows where the problem is the notify me"}, {"post_id": 31246, "ts": "2026-07-19T14:33:20Z", "hours": 0.8025, "text": "Devloge 3 I have now added a command that shows your github account"}, {"post_id": 29782, "ts": "2026-07-16T21:45:14Z", "hours": 1.3136, "text": "Devlog 2 I now will implement github add-ons so you could send direkt to some one your github account or track a projects repo"}, {"post_id": 28187, "ts": "2026-07-14T09:56:54Z", "hours": 0.8661, "text": "The basics of my bot are now ready now i will add more commands"}]...
|
Title: My first slack bot! by @Baule | Stardance
Title: My first slack bot! by @Baule | Stardance
Devlogs:
The basics of my bot are now ready now i will add more commands
Devlog 2 I now will implement github add-ons so you could send direkt to some one your github account or track a projects repo
Devloge 3 I have now added a command that shows your github account
Devloge 4 I am so close to finish the project I have made it run 24/7 and any other command is working except the github command it worked before but then i messd up and all my code was reseted to the simple hackbot ping command i worked the whole day to remake the commands but now it gives me on slacke everytime an error that the app doesnt respond but the ping command workes so if someone nows where the problem is the notify me
Devlog 5 I am really desperate since my code deletet it self through a bad github pull from me nothing works.The todo command if you doesnt write anything it gives you an massage that you didnt write anything but then it creates the todo anyway and the github command doesnt work anymore and the repo command works but then the app posts that it doesnt work every command worked befor but now it nothing works so if someone wants to help me please contac me and sorry that i complain so much but i am really angry that nothing works
I fixed the todo command
i have made a new command the /hackbot-linkgithub command it links your github to your slack account. And i also updated the github command , now you only need to @someone to see his github but it only works with when the person you @ has linked his github to his slack account
Ships:
So i made a slackbot that respons 24/7 you can say /hackbot-github then the slackbot posts your user name into the chat its only visible to you. Then we have the slackbot-todo command were you can create a todo in the future i will add more big commands i have smaller ones like the ping and help command the help command is called simple-help In the picture are all commands
This is my second Ship for this project Changes : • I reworked the github command now it can post the github account info if you only @someone if he has linked its github to his slack •Added a new command to link your github with your Slack account to use the github command...
|
1793109326.1084473
|
1793195726.1084473
|
|
27924
|
AngelOS by @angelmh2012 | Stardance
|
angelmh2012
|
2
|
14.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T04:39:11Z", "hours": 4.0, "multiplier": 7.92, "payout": 33, "blessing": "neutral", "text": "As new features I add a terminal, a simple fade animation and a philosphy window although the code part is very difficult i think it is easier that design, actually i spend more than 5 hours defining the logo design and doing sketches in a notebook that is somethig that i ussually don’t do, but at the end i was proud. SO that’s it i hope you like it :)", "repo": "https://github.com/angelmh2012-cloud/AngelOS", "demo": "https://angelmh2012-cloud.github.io/AngelOS/"}, {"ship_num": 2, "ts": "2026-07-28T20:20:20Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I did a very own Web Operative System, based on the guide of Stardance, also i added things of my own, like a dock and a music reproducer, I’m proud of my new knowledge of three programing languages and i think the part I really get stuck is in the design of the website, and the problematic functions in JavaScript specifically in the music reproducer", "repo": "https://github.com/angelmh2012-cloud/AngelOS", "demo": "https://angelmh2012-cloud.github.io/AngelOS/"}]...
|
[{"post_id": 57844, "ts": "202 [{"post_id": 57844, "ts": "2026-08-30T04:35:26Z", "hours": 4.1436, "text": "What’s new? Well i add some things as a terminal a philosphy window and a simple fade animation when the OS starts Terminal: it works with only three commands as fastfetch, gustos and clear fastfetch do a ascii art of the logo and invented information like neofetch in linux distros or termux. Philosophy : It is a window that explain two parts of my philosophy about god and colective opinions Fade animation: I did that with animate.css with frames and a very simple JS script. Logo: I think it was the hardest part , because i’m not creative at all so i did some sketches in my notebook and finally design it in Adobe Illustrator: The details are the reverse “V” that represent my initial “A” a head with an aura as it is an Angel and an eye that represent the biblically acurate angel and my curiosty about everything"}, {"post_id": 36597, "ts": "2026-07-28T20:15:34Z", "hours": 1.6406, "text": "Now i add details to each application, in the welcome screen i put a introduction text and a meme, in the projects application i added a slider that i found in a css styles internet page and images about me in the challenges or projects i mentioned in that app in the about me (sobre mi) application I putted an image of a video game so people can now i like Fortnite 🐱, in the music app, i add a sophisticated app that is a reprodcuer of music, at start it doesn’t reproduce any audio so I downloaded music from Youtube and committed that in my Github repo, i did the same with all the image and finally in my contact app i added my contact info (E-mail and Whatsapp if someone can talk"}, {"post_id": 36511, "ts": "2026-07-28T17:48:07Z", "hours": 4.01, "text": "I finally finished all the User Interface , also I wanna let you know I am upgrading this eventually when something interesting arrive to my life, i hope you like it, i add a dock for the icons with the half of opacity, also for my organization I add a styles.css because the styles section, nowadays have more than 200 lines also I added a little easter egg as icon for welcome scree, the language is spanish because I am mexican"}, {"post_id": 26326, "ts": "2026-07-11T01:53:46Z", "hours": 2.0569, "text": "I don’t code so much, but add a script to my project that control both a draggable window and the clock, the interface is the same, but i download the image so it has a lot more of resolution instead of using a Google link"}, {"post_id": 21227, "ts": "2026-07-03T01:55:34Z", "hours": 0.8122, "text": "I think the interface look better than the first one"}, {"post_id": 19726, "ts": "2026-07-01T03:40:47Z", "hours": 1.0375, "text": "I start my own WebOS… more details tomorrow :)"}]...
|
Title: AngelOS by @angelmh2012 | Stardance
Devlog Title: AngelOS by @angelmh2012 | Stardance
Devlogs:
I start my own WebOS… more details tomorrow :)
I think the interface look better than the first one
I don’t code so much, but add a script to my project that control both a draggable window and the clock, the interface is the same, but i download the image so it has a lot more of resolution instead of using a Google link
I finally finished all the User Interface , also I wanna let you know I am upgrading this eventually when something interesting arrive to my life, i hope you like it, i add a dock for the icons with the half of opacity, also for my organization I add a styles.css because the styles section, nowadays have more than 200 lines also I added a little easter egg as icon for welcome scree, the language is spanish because I am mexican
Now i add details to each application, in the welcome screen i put a introduction text and a meme, in the projects application i added a slider that i found in a css styles internet page and images about me in the challenges or projects i mentioned in that app in the about me (sobre mi) application I putted an image of a video game so people can now i like Fortnite 🐱, in the music app, i add a sophisticated app that is a reprodcuer of music, at start it doesn’t reproduce any audio so I downloaded music from Youtube and committed that in my Github repo, i did the same with all the image and finally in my contact app i added my contact info (E-mail and Whatsapp if someone can talk
What’s new? Well i add some things as a terminal a philosphy window and a simple fade animation when the OS starts Terminal: it works with only three commands as fastfetch, gustos and clear fastfetch do a ascii art of the logo and invented information like neofetch in linux distros or termux. Philosophy : It is a window that explain two parts of my philosophy about god and colective opinions Fade animation: I did that with animate.css with frames and a very simple JS script. Logo: I think it was the hardest part , because i’m not creative at all so i did some sketches in my notebook and finally design it in Adobe Illustrator: The details are the reverse “V” that represent my initial “A” a head with an aura as it is an Angel and an eye that represent the biblically acurate angel and my curiosty about everything
Ships:
I did a very own Web Operative System, based on the guide of Stardance, also i added things of my own, like a dock and a music reproducer, I’m proud of my new knowledge of three programing languages and i think the part I really get stuck is in the design of the website, and the problematic functions in JavaScript specifically in the music reproducer
As new features I add a terminal, a simple fade animation and a philosphy window although the code part is very difficult i think it is easier that design, actually i spend more than 5 hours defining the logo design and doing sketches in a notebook that is somethig that i ussually don’t do, but at the end i was proud. SO that’s it i hope you like it :)...
|
1792993926.9867017
|
1793080326.9867017
|
|
27935
|
CLI Todolist by @javim-dev | Stardance
|
javim-dev
|
2
|
25.0
|
228
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T16:57:20Z", "hours": 18.0, "multiplier": 9.26, "payout": 200, "blessing": "neutral", "text": "I made a simple todolist app that runs on the terminal. It has a beautiful TUI, persistent storage, due dates and much more! I’ve learnt a lot while making this project and how it came out. The devlogs are pretty long so I’ll keep this ship message short, just know that I’ve uploaded a demo video that you can find in the project’s readme :) Check the releases page for binaries: https://github.com/javiermm8/cli-todolist/releases", "repo": "https://github.com/javiermm8/cli-todolist", "demo": "https://github.com/javiermm8/cli-todolist/releases"}, {"ship_num": 2, "ts": "2026-06-29T00:19:33Z", "hours": 7.0, "multiplier": 3.31, "payout": 28, "blessing": "neutral", "text": "A simple cli todolist made using gotui. It has persistent storage on disk too :) There’s a demo video on my latest devlog and on github, binaries are on github too.", "repo": "https://github.com/javiermm8/cli-todolist", "demo": "https://github.com/javiermm8/cli-todolist/releases"}]...
|
[{"post_id": 23578, "ts": "202 [{"post_id": 23578, "ts": "2026-07-06T16:47:02Z", "hours": 3.0692, "text": "Ready to ship I’ve spent these 3h mostly on implementing the reminders feature, sadly I couldn’t find a good enough solution and had to drop the feature. I’ve tested multiple go libraries but just couldn’t find one that reliably sent notifications across all platforms. Also, all of them sent desktop notifications instead of something more terminal-related which is what I had in mind. And then, after fighting with creating a background process for hours I decided that it simply wasn’t worth the effort, so I decided to not implement reminders and delete all reminder-related features already implemented in the UI. The due date feature remains intact. It’s sad but I think it’s the best decision to keep the app consistent and manageable. Chasing processes in activity monitor to stop notification loops was fun though! But not all the time in these 3 hours was wasted. I was able to add a button to reset the due date of a TODO and did a general cleanup of the code to prepare it for release."}, {"post_id": 22466, "ts": "2026-07-04T22:46:37Z", "hours": 3.0142, "text": "More progress I can almost see the next ship, I’ve made a lot of progress. Main improvements: Upgraded the design and functionality of the view that allows the user to change due date and reminder. All due date functionality now work. Some bug fixes + minor improvements: TODOs now keep the correct metadata after any other todo is deleted. Previously, description, due date and reminder used to be swapped between TODOs. Made description input box wrap text instead of letting it go out of the box. Updated help messages. Things left to do: Reminders Add a button to reset the due date and reminder. After spending quite the time working with the time package I now think that our understanding of time is broken. Years should have a set amount of days, months a set amount of days and weeks. It would make my live much easier."}, {"post_id": 21783, "ts": "2026-07-03T21:49:57Z", "hours": 5.8275, "text": "Last devlog of the day I implemented a lot of stuff in this 5 hours. Here you have a list: Help messages on most of the views. A brand new TODO view that allows the user to see more information about a given TODO and change more stuff like it’s due date(not implemented yet), reminders(not implemented yet) and description. A brand new view for changing a given TODO’s due date and reminder toggle. Added a dot at the end of the welcome message. Added a more celebratory way of completing a TODO rather than just deleting it. Added warning when terminal size is too small. bug fixed and small upgrades like remembering the selected item when going back to a list. I already wrote way too much on the last two devlogs and it’s already late so I’ve kept this one brief :)"}, {"post_id": 21445, "ts": "2026-07-03T12:22:41Z", "hours": 0.9067, "text": "Persistent storage works again After almost an hour of coding I was able get persistent storage working again and fix a couple of bugs. In the last devlog I explained that because of the project’s rewrite I disabled persistent storage. The project now asked for the user’s name and supported multiple todolists so the previous logic didn’t work. I thankfully was able to reuse a lot of code from the last version(mostly the file handling stuff). Now the project stores data on disk this way: One .cli-TODO-config.json file which contains the user’s name. One .cli-TODO-data.json file which contains the slice of todolists in json. Both files get stored in the same directory in which the program runs. Bugs fixed: When the user left a todolist view by clicking the title of that todo would still be displayed on the border. Not anymore. Other minor bugs that mostly appeared during the development of persistent storage. Like closing a file too early(then, if I tried to write to it again it would crash the program and leave the terminal in a broken state)."}, {"post_id": 21423, "ts": "2026-07-03T11:15:37Z", "hours": 5.255, "text": "I used to be the number one hater of the stardance review process(you get pretty tired of it after having to review the same slack bot 15 times but with different names) but after reading the feedback other people have left on my shipped projects I’ve changed my mind. Initially I decided to ship this thing quickly so I could get the sticker, but after seeing that a lot of people liked this project(and the Happiness meter too, check it out on my page) I’ve decided to keep improving it with the suggestions reviewers left. I’ll start with fixing the number one complaint, the devlogs. I still stand by my belief of “ship first, talk later” but I recognize that people enjoy reading this devlogs and they also force me to think twice about what I implemented and the decisions I made. Enough talk, what did I do in this 5h of coding time? Well, I basically rewrote the whole thing. Now there’s a new starting flow. Much more personalized, it even asks for your name! I tried to keep the todo selection logic mostly intact because it was a pain to write. Sadly I wanted to implement overflow handling and ended up having to rethink and rewrite a lot of code. Other features I implemented: The app now scales dynamically, filling the whole terminal, like a real TUI. Instead of the fixed values on the previous version. This was a pain to change by itself and took a lot of time to get the correct relative values but I’m quite happy of how it came out. Multiple todolists! A lot of reviewers asked for this and I’m happy to deliver. Things I want to add that reviewers asked for: Due time for the TODOs Maybe a reminder system? I’ll have to look into it, people have asked for this but I’m unsure about leaving a gorutine or a cron job running in the background of a reviewers computer. A more celebratory way of completing a TODO than just deleting it. I won’t change the AI declaration because it still applies to the first ship(even though the second is basically a rewrite) but in this one I tried to use even less and go back to good ol stack overflow. One reviewer asked me to make a mobile app for this, I tried to port it to ios using gomobile but it was a mess and simply not worth the effort so I sent the original go code to an agent and asked it to port it to swift. For a vibedcoded prototype it works pretty well so I’ll explore that option too. I still have to work on the persistent storage, it’s going to have to be more complex. Lastly I would like to thank again to all the reviewers that took the time to write thoughtful reviews, it means a lot to me. Some people even went out of the way to test the builds for windows and linux that I couldn’t test, thanks a lot :)"}, {"post_id": 18028, "ts": "2026-06-29T00:15:29Z", "hours": 7.0603, "text": "I’m tired but it’s finished Seven hours logged this weekend. I made a simple cli todolist made using gotui. It has persistent storage on disk :) Here you have a demo video, binaries are in github too."}]...
|
Title: CLI Todolist by @javim-dev | Stardance
Dev Title: CLI Todolist by @javim-dev | Stardance
Devlogs:
I’m tired but it’s finished Seven hours logged this weekend. I made a simple cli todolist made using gotui. It has persistent storage on disk :) Here you have a demo video, binaries are in github too.
I used to be the number one hater of the stardance review process(you get pretty tired of it after having to review the same slack bot 15 times but with different names) but after reading the feedback other people have left on my shipped projects I’ve changed my mind. Initially I decided to ship this thing quickly so I could get the sticker, but after seeing that a lot of people liked this project(and the Happiness meter too, check it out on my page) I’ve decided to keep improving it with the suggestions reviewers left. I’ll start with fixing the number one complaint, the devlogs. I still stand by my belief of “ship first, talk later” but I recognize that people enjoy reading this devlogs and they also force me to think twice about what I implemented and the decisions I made. Enough talk, what did I do in this 5h of coding time? Well, I basically rewrote the whole thing. Now there’s a new starting flow. Much more personalized, it even asks for your name! I tried to keep the todo selection logic mostly intact because it was a pain to write. Sadly I wanted to implement overflow handling and ended up having to rethink and rewrite a lot of code. Other features I implemented: The app now scales dynamically, filling the whole terminal, like a real TUI. Instead of the fixed values on the previous version. This was a pain to change by itself and took a lot of time to get the correct relative values but I’m quite happy of how it came out. Multiple todolists! A lot of reviewers asked for this and I’m happy to deliver. Things I want to add that reviewers asked for: Due time for the TODOs Maybe a reminder system? I’ll have to look into it, people have asked for this but I’m unsure about leaving a gorutine or a cron job running in the background of a reviewers computer. A more celebratory way of completing a TODO than just deleting it. I won’t change the AI declaration because it still applies to the first ship(even though the second is basically a rewrite) but in this one I tried to use even less and go back to good ol stack overflow. One reviewer asked me to make a mobile app for this, I tried to port it to ios using gomobile but it was a mess and simply not worth the effort so I sent the original go code to an agent and asked it to port it to swift. For a vibedcoded prototype it works pretty well so I’ll explore that option too. I still have to work on the persistent storage, it’s going to have to be more complex. Lastly I would like to thank again to all the reviewers that took the time to write thoughtful reviews, it means a lot to me. Some people even went out of the way to test the builds for windows and linux that I couldn’t test, thanks a lot :)
Persistent storage works again After almost an hour of coding I was able get persistent storage working again and fix a couple of bugs. In the last devlog I explained that because of the project’s rewrite I disabled persistent storage. The project now asked for the user’s name and supported multiple todolists so the previous logic didn’t work. I thankfully was able to reuse a lot of code from the last version(mostly the file handling stuff). Now the project stores data on disk this way: One .cli-TODO-config.json file which contains the user’s name. One .cli-TODO-data.json file which contains the slice of todolists in json. Both files get stored in the same directory in which the program runs. Bugs fixed: When the user left a todolist view by clicking the title of that todo would still be displayed on the border. Not anymore. Other minor bugs that mostly appeared during the development of persistent storage. Like closing a file too early(then, if I tried to write to it again it would crash the program and leave the terminal in a broken state).
Last devlog of the day I implemented a lot of stuff in this 5 hours. Here you have a list: Help messages on most of the views. A brand new TODO view that allows the user to see more information about a given TODO and change more stuff like it’s due date(not implemented yet), reminders(not implemented yet) and description. A brand new view for changing a given TODO’s due date and reminder toggle. Added a dot at the end of the welcome message. Added a more celebratory way of completing a TODO rather than just deleting it. Added warning when terminal size is too small. bug fixed and small upgrades like remembering the selected item when going back to a list. I already wrote way too much on the last two devlogs and it’s already late so I’ve kept this one brief :)
More progress I can almost see the next ship, I’ve made a lot of progress. Main improvements: Upgraded the design and functionality of the view that allows the user to change due date and reminder. All due date functionality now work. Some bug fixes + minor improvements: TODOs now keep the correct metadata after any other todo is deleted. Previously, description, due date and reminder used to be swapped between TODOs. Made description input box wrap text instead of letting it go out of the box. Updated help messages. Things left to do: Reminders Add a button to reset the due date and reminder. After spending quite the time working with the time package I now think that our understanding of time is broken. Years should have a set amount of days, months a set amount of days and weeks. It would make my live much easier.
Ready to ship I’ve spent these 3h mostly on implementing the reminders feature, sadly I couldn’t find a good enough solution and had to drop the feature. I’ve tested multiple go libraries but just couldn’t find one that reliably sent notifications across all platforms. Also, all of them sent desktop notifications instead of something more terminal-related which is what I had in mind. And then, after fighting with creating a background process for hours I decided that it simply wasn’t worth the effort, so I decided to not implement reminders and delete all reminder-related features already implemented in the UI. The due date feature remains intact. It’s sad but I think it’s the best decision to keep the app consistent and manageable. Chasing processes in activity monitor to stop notification loops was fun though! But not all the time in these 3 hours was wasted. I was able to add a button to reset the due date of a TODO and did a general cleanup of the code to prepare it for release.
Ships:
A simple cli todolist made using gotui. It has persistent storage on disk too :) There’s a demo video on my latest devlog and on github, binaries are on github too.
I made a simple todolist app that runs on the terminal. It has a beautiful TUI, persistent storage, due dates and much more! I’ve learnt a lot while making this project and how it came out. The devlogs are pretty long so I’ll keep this ship message short, just know that I’ve uploaded a demo video that you can find in the project’s readme :) Check the releases page for binaries: https://github.com/javiermm8/cli-todolist/releases...
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1792997758.6166716
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1793084158.6166716
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28065
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EPIKOS by @smollcoin | Stardance
|
smollcoin
|
2
|
45.0
|
261
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T13:04:30Z", "hours": 23.0, "multiplier": 11.36, "payout": 261, "blessing": "neutral", "text": "EPIKOS final final final IT’s an epik high themed web OS! Epik High is a korean hiphop trio. now with more apps: calendar, music player, guide, terminal, a countdown. and i added some small animations. youch 45 hours that’s all! i had fun with this project. yes it took a lot of time because i had to learn new framework but i think im pretty proficient in vue now… vue > react i still struggle ALOT encapsulating the data into composables and i definitely still need more practice… thanks for reading! tmi but my favourite songs from them are: ‘Home is far away’ and ‘People Scare Me’ from the We’ve done something wonderful album. Hehe you can go check it out!", "repo": "https://github.com/smollcoin/EpikOS", "demo": "https://epik-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-09T15:26:46Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "E-P-I-K I am so Epik High pilled now so I made a Epik High themed OS. It’s my first time using Vue I love it so much, more than React (teehee) One small thing that I am proud of is implementing dark and light theme mode because I can never seem to get it right but this time I did it sheesh. There are still a few features that are not done yet and I will work on it #soon Hope you enjoyed it as much as I did !!!!", "repo": "https://github.com/smollcoin/EpikOS", "demo": "https://epik-os.vercel.app/"}]...
|
[{"post_id": 32939, "ts": "202 [{"post_id": 32939, "ts": "2026-07-22T12:48:37Z", "hours": 3.5181, "text": "probably the final devlog i did some small animations!! i saw a youtube video about framer motion and i decided to try it… i like its declarative approach and usage of animation props!! so yum i also made a context manager i think thats so cool too i made a guide app for people who may need more guidance in navigating the app i added skip and next buttons for my music web player yup!"}, {"post_id": 32215, "ts": "2026-07-21T07:43:10Z", "hours": 3.5453, "text": "ok made a calendar and a countdown to the next epikcase youtube drop… apps now can be resized in every direction!!!! that was challenging for me. i don’t know it was just hard to figure it out thank god theres no rotate function or else it would probbly be impossible to calculate im gonna put in animations and sound effects now… maybe a loading screen too"}, {"post_id": 31272, "ts": "2026-07-19T15:29:50Z", "hours": 4.4642, "text": "i would love to put a video but i keep getting bad gatway error due to my slow internet connection but i styled it and added a few more epik high albums! and theres even a cute gif when its in a loading state because i did not want to confuse users. i also did a bit of restructuring and divided them into smaller components…"}, {"post_id": 30000, "ts": "2026-07-17T07:23:08Z", "hours": 8.3589, "text": "what ive done logic for the music player when i first started this i thought it wouldn’t take long but it did… and i haven’t finished styling yet so it looks really bad… so why it took so long was at first i tried searching up to use spotify, but realised only premium members can select track so never mind… then i considered storing all the songs in a file storage server but i felt bad downloading the songs so i explored other options… so i went to search up how other WebOS does their music player and the ariana grande one used the youtube API so i looked into it… thanks it worked!! ok so after it worked, i tried to separate them into composable and smaller components because it got too messy on one file and that’s where i spent so much time on this… now im gonna style this better…"}, {"post_id": 27175, "ts": "2026-07-12T14:31:06Z", "hours": 3.1792, "text": "yay updates: terminal app with 9 commands and good formatting!! you can upload custom wallpapers now!! i now know how to use the pre html tag… wow. also its my first time trying to setup a terminal like app that includes cycling pass through past commands and displaying output histrory correctly. there’s like a bug that doesn’t automatically scroll down towards the bottom and that makes me sad because i can’t fix it but other than that i think its good hehe"}, {"post_id": 25301, "ts": "2026-07-09T14:47:50Z", "hours": 3.1089, "text": "i am so happy what has changed: settings app with dark and light mode and can change background new start screen new cursor i feel so delighted when the dark/light mode thing worked because embarrassingly i have never successfully implemented one before"}, {"post_id": 24008, "ts": "2026-07-07T09:09:58Z", "hours": 3.1794, "text": "dang i lost my streak but yes i made notes app using tiptap package gallery app but its more of a scroll thing enjoy i will work on a start screen and then… maybe one more app…"}, {"post_id": 21235, "ts": "2026-07-03T02:12:55Z", "hours": 3.3536, "text": "i built a browser app with two tabs! and the links are their stuff on another page! i also showed icons on the desktop using grid css because I may want to make them organizable in the future…"}, {"post_id": 20137, "ts": "2026-07-01T17:57:02Z", "hours": 4.4075, "text": "ok it really is coming together (very slowly) things i did: desktop now renders open/maximized windows on screen dynamic modal positioning for search and calendar fullscreen toggle adjust wallpaper images (lowkey the hardest part i can’t seem to find any good high quality landscape pics and i am too lazy to edit one) i was so happy when the windows appeared i can’t believe that i could do this !! now i need to list out the icons on the screen and make all the APPS!!!"}, {"post_id": 19321, "ts": "2026-06-30T16:31:09Z", "hours": 2.7989, "text": "things i did: rewrote useDrag logic to use the useAppsState file and limit dragging only in the viewport wrote useResize logic (only can resize one way because i suck at it and im not motivated to do this) define useAppState, wrote function to modify for useAppState i think i have it figured out… it should be in a global AppsState kinda thing. At first i tried separating them into app info and the state of it eg. open closed, size position etc but i got confused so even though its not good practice i just… smashed them all together i feel im getting impatient / losing motivation for this project but i don’t know… this is so random but v-bind is so insane as a beginner vue developer omgomgomgomgo-"}, {"post_id": 19070, "ts": "2026-06-30T08:19:51Z", "hours": 5.0222, "text": "gang i wrote so much but there’s an error so it didnt get sent im gonna cry. not very epik yet but give it like 10 more hours i did: styling finding images making windows draggable designing bottom dock but it still can’t work yet challenges: sigh im a little rusty in programming in general not sure where to put the app state and what information so i struggled hard with that unfamilarity with vue"}]...
|
Title: EPIKOS by @smollcoin | Stardance
Devlogs:
Title: EPIKOS by @smollcoin | Stardance
Devlogs:
gang i wrote so much but there’s an error so it didnt get sent im gonna cry. not very epik yet but give it like 10 more hours i did: styling finding images making windows draggable designing bottom dock but it still can’t work yet challenges: sigh im a little rusty in programming in general not sure where to put the app state and what information so i struggled hard with that unfamilarity with vue
things i did: rewrote useDrag logic to use the useAppsState file and limit dragging only in the viewport wrote useResize logic (only can resize one way because i suck at it and im not motivated to do this) define useAppState, wrote function to modify for useAppState i think i have it figured out… it should be in a global AppsState kinda thing. At first i tried separating them into app info and the state of it eg. open closed, size position etc but i got confused so even though its not good practice i just… smashed them all together i feel im getting impatient / losing motivation for this project but i don’t know… this is so random but v-bind is so insane as a beginner vue developer omgomgomgomgo-
ok it really is coming together (very slowly) things i did: desktop now renders open/maximized windows on screen dynamic modal positioning for search and calendar fullscreen toggle adjust wallpaper images (lowkey the hardest part i can’t seem to find any good high quality landscape pics and i am too lazy to edit one) i was so happy when the windows appeared i can’t believe that i could do this !! now i need to list out the icons on the screen and make all the APPS!!!
i built a browser app with two tabs! and the links are their stuff on another page! i also showed icons on the desktop using grid css because I may want to make them organizable in the future…
dang i lost my streak but yes i made notes app using tiptap package gallery app but its more of a scroll thing enjoy i will work on a start screen and then… maybe one more app…
i am so happy what has changed: settings app with dark and light mode and can change background new start screen new cursor i feel so delighted when the dark/light mode thing worked because embarrassingly i have never successfully implemented one before
yay updates: terminal app with 9 commands and good formatting!! you can upload custom wallpapers now!! i now know how to use the pre html tag… wow. also its my first time trying to setup a terminal like app that includes cycling pass through past commands and displaying output histrory correctly. there’s like a bug that doesn’t automatically scroll down towards the bottom and that makes me sad because i can’t fix it but other than that i think its good hehe
what ive done logic for the music player when i first started this i thought it wouldn’t take long but it did… and i haven’t finished styling yet so it looks really bad… so why it took so long was at first i tried searching up to use spotify, but realised only premium members can select track so never mind… then i considered storing all the songs in a file storage server but i felt bad downloading the songs so i explored other options… so i went to search up how other WebOS does their music player and the ariana grande one used the youtube API so i looked into it… thanks it worked!! ok so after it worked, i tried to separate them into composable and smaller components because it got too messy on one file and that’s where i spent so much time on this… now im gonna style this better…
i would love to put a video but i keep getting bad gatway error due to my slow internet connection but i styled it and added a few more epik high albums! and theres even a cute gif when its in a loading state because i did not want to confuse users. i also did a bit of restructuring and divided them into smaller components…
ok made a calendar and a countdown to the next epikcase youtube drop… apps now can be resized in every direction!!!! that was challenging for me. i don’t know it was just hard to figure it out thank god theres no rotate function or else it would probbly be impossible to calculate im gonna put in animations and sound effects now… maybe a loading screen too
probably the final devlog i did some small animations!! i saw a youtube video about framer motion and i decided to try it… i like its declarative approach and usage of animation props!! so yum i also made a context manager i think thats so cool too i made a guide app for people who may need more guidance in navigating the app i added skip and next buttons for my music web player yup!
Ships:
E-P-I-K I am so Epik High pilled now so I made a Epik High themed OS. It’s my first time using Vue I love it so much, more than React (teehee) One small thing that I am proud of is implementing dark and light theme mode because I can never seem to get it right but this time I did it sheesh. There are still a few features that are not done yet and I will work on it #soon Hope you enjoyed it as much as I did !!!!
EPIKOS final final final IT’s an epik high themed web OS! Epik High is a korean hiphop trio. now with more apps: calendar, music player, guide, terminal, a countdown. and i added some small animations. youch 45 hours that’s all! i had fun with this project. yes it took a lot of time because i had to learn new framework but i think im pretty proficient in vue now… vue > react i still struggle ALOT encapsulating the data into composables and i definitely still need more practice… thanks for reading! tmi but my favourite songs from them are: ‘Home is far away’ and ‘People Scare Me’ from the We’ve done something wonderful album. Hehe you can go check it out!...
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1792990108.6235929
|
1793076508.6235929
|
|
28096
|
My very own WebOS by @sreerangshijoy3 | Stardance
|
sreerangshijoy3
|
2
|
4.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T10:55:47Z", "hours": 1.0, "multiplier": 2.69, "payout": 2, "blessing": "neutral", "text": "I updated my web OS by adding features, apps and I tried to improve the web OS. I faced many challenges when designing UI, iam proud to build and upgrade my own web os", "repo": "https://github.com/sreerangshijoy3-cloud/GOAT-OS", "demo": "https://goat-os-gamma.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-04T10:24:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a web-based personal operating system GOAT OS using HTML, CSS, and JavaScript. It simulates a real desktop environment inside the browser, where users can open apps, move windows, and interact with different tools. I am proud that I was able to create a complete system that feels like a real operating system inside a browser.", "repo": "https://github.com/sreerangshijoy3-cloud/GOAT-OS", "demo": "https://goat-os-gamma.vercel.app/"}]...
|
[{"post_id": 43216, "ts": "202 [{"post_id": 43216, "ts": "2026-08-08T10:52:50Z", "hours": 0.9069, "text": "I updated my web OS and add new features and apps I tried to improve the UI"}, {"post_id": 40649, "ts": "2026-08-04T10:21:52Z", "hours": 0.2567, "text": "I made the app in the os openable and dragable"}, {"post_id": 40641, "ts": "2026-08-04T10:02:16Z", "hours": 0.3275, "text": "In my web os I added application to it"}, {"post_id": 40631, "ts": "2026-08-04T09:37:42Z", "hours": 1.9558, "text": "This is my first step on my web os"}]...
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Title: My very own WebOS by @sreerangshijoy3 | Sta Title: My very own WebOS by @sreerangshijoy3 | Stardance
Devlogs:
This is my first step on my web os
In my web os I added application to it
I made the app in the os openable and dragable
I updated my web OS and add new features and apps I tried to improve the UI
Ships:
I built a web-based personal operating system GOAT OS using HTML, CSS, and JavaScript. It simulates a real desktop environment inside the browser, where users can open apps, move windows, and interact with different tools. I am proud that I was able to create a complete system that feels like a real operating system inside a browser.
I updated my web OS by adding features, apps and I tried to improve the web OS. I faced many challenges when designing UI, iam proud to build and upgrade my own web os...
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1793054975.2994018
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1793141375.2994018
|
|
28121
|
Chatbot RAG by @Hamna | Stardance
|
Hamna
|
2
|
77.71
|
1127
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T20:16:08Z", "hours": 37.0, "multiplier": 16.89, "payout": 615, "blessing": "neutral", "text": "Made a RAG chatbot that mimics my friends personality using Llama and Hugging Face. NOTE: I’m using zero GPU on HF so after 100 msgs it goes to sleeping mood , in that case the chatbot would reply a random thing like “system off” , “internet is down” or something like that , so don’t worry about that, come after 24Hr and she’ll talk normally FACT: Senpai used to say a lot “Haii haii” which is a japanese phrase for “yes” so don’t worry about that either, she’s just being friendly with ya Hope ya’ll love this version of chatbot", "repo": "https://github.com/lilithCode/Senpai-Chatbot", "demo": "https://senpai-chatbot.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-17T14:23:40Z", "hours": 36.0, "multiplier": 14.99, "payout": 512, "blessing": "neutral", "text": "I built a AI RAG chatbot that mimics my friends personality , trained on whatsapp chats so it actually talks like my friend instead of generic robot ai. fine tuned llama 3b with LoRA on kaggle’s free gpu, deployed it on hf spaces zeroGPU gradio for backend and next.js on vercel for frontend, plus added RAG so it can clean up messy texts and pull live info from the web when needed. it genuinely feels like talking to my friend, all built for free. to test it. just start chatting, first msg might take a sec to load (model’s waking up)", "repo": "https://github.com/lilithCode/Senpai-Chatbot", "demo": "https://senpai-chatbot.vercel.app/"}]...
|
[{"post_id": 78990, "ts": "202 [{"post_id": 78990, "ts": "2026-10-12T08:38:28Z", "hours": 4.7081, "text": "here"}, {"post_id": 61751, "ts": "2026-09-04T20:10:09Z", "hours": 0.5464, "text": "Guyss!! This is gonna be the last change I’ve made today, Senpai chatbot is live now and she’s talking like my friend (really couldn’t be more happy to see her talk to me again 🥹 )"}, {"post_id": 61709, "ts": "2026-09-04T19:04:49Z", "hours": 0.4631, "text": "Made some Minor UI changes on frontend nextjs"}, {"post_id": 53148, "ts": "2026-08-23T16:07:39Z", "hours": 9.6033, "text": "After testing the chatbot with around 50 beta users, I found several issues that weren’t obvious during development. Responses were too long, the personality became too generic when using RAG, Urdu and English were sometimes mixed incorrectly, and the mobile layout needed work. I shortened the responses, restricted web search to things like news and sports, improved the system prompt and input handling, redesigned the mobile UI, and added a message explaining the cold start delay"}, {"post_id": 51779, "ts": "2026-08-21T16:52:36Z", "hours": 8.5322, "text": "I added logging, I started finding problems that weren’t obvious from the frontend. Web searches were sometimes failing silently, too many messages were causing token overflows, and using both max_length and max_new_tokens was causing unexpected behavior. I fixed these issues by adding proper error handling, limiting the conversation context, and simplifying the token settings. I also built a small debug dashboard to track searches, response times, token usage, and errors (Ughh I’m really exhausted now)"}, {"post_id": 50775, "ts": "2026-08-20T04:39:03Z", "hours": 8.7972, "text": "I initially moved the deployment to Replicate to improve response speed. It worked and responses dropped from around 15–30 seconds to about 5–10 seconds but then it also introduced extra cost and complexity. In the end, I decided to stay with Hugging Face Spaces because the free setup is more suitable for this side project. Also improved the HF app.py file"}, {"post_id": 50127, "ts": "2026-08-19T06:54:46Z", "hours": 8.6286, "text": "I noticed that the model was giving very generic and robotic responses even though it worked much better during training. After debugging, I realized I was using a different system prompt during inference than the one I used while fine tuning. Once I switched back to the exact same prompt, the responses became much more consistent. Also fixed Hackclub key errors , now it’s working fine"}, {"post_id": 48921, "ts": "2026-08-17T14:15:13Z", "hours": 10.1547, "text": "wanted senpai to be more. Previous It was only talking with using fine tuned Llama model but if i’ll ask it something like what’s happening in the world, it won’t talk back like my friend cause it didn’t have that latest information of the world so i added RAG. used the hackclub api as a middleman llm that cleans up messy input and decides if a web search is needed ( like “what’s the fifa score rn” this will be flagged as a web search needed query) two bugs along the way: responses were so slow at first , turns out just zeroGPU cold starts, chills out after msg 1 model started sounding fake n robotic bc i overwrote it with a huge system prompt. fixed this by making the heavy prompt short so now gng it’s live, plz talk to her"}, {"post_id": 46190, "ts": "2026-08-13T07:44:42Z", "hours": 7.7883, "text": "I uploaded my model on Hugging Face with zero GPU (made a new hf space called amadeus, picked gradio as the sdk, zeroGPU as hardware) If someone else is thinking about starting in HF, just wanna tell the annoying part: cold starts. first message takes 20-40s while the model loads into memory. after that it’s quick like 3-8s then built an actual next.js frontend since raw gradio ui felt kinda mid, hooked it up through an api route, deployed on vercel with my env keys And it’s live"}, {"post_id": 45064, "ts": "2026-08-11T10:21:56Z", "hours": 11.2864, "text": "Trained the data ( This took soo much time fr) I used kaggle’s free gpu (t4, sometimes p100 if i got lucky) to fine tune llama 3b with LoRA through PEFT. quick explainer since people asked LoRA freezes the whole base model (32m params untouched) and only trains a tiny set of adapter params (420k). instead of retraining the entire model I put a extra layer of changed weights on top of the model which is way cheaper and faster than the traditional training tested it after training and it WORKED. The model is giving the same energy, same little phrases, actual personality of my friend which is kinda scary ngl notebook’s public if you wanna nerd out: https://www.kaggle.com/code/hamnamubarak/amadeus/edit"}, {"post_id": 33459, "ts": "2026-07-23T13:12:01Z", "hours": 6.3861, "text": "so i’m building senpai, an ai that actually talks like my friend, not some normal chatbot. so first thing first, I need data to learn from so here’s wht I did: exported a whole year of whatsapp chats with my friend (yes i read through all of it, and got his consent). wrote a python script on kaggle to clean it up and formatting it into proper training pairs not glamorous but this is like 30% of the actual work tbh, garbage data can cause strange and irrelevant replies Then I trained this on Kaggle with Llama model with LoRA adaptation Right now the replies aren’t so great, I’ll do some fine tuning later"}]...
|
Title: Chatbot RAG by @Hamna | Stardance
Devlogs: Title: Chatbot RAG by @Hamna | Stardance
Devlogs:
so i’m building senpai, an ai that actually talks like my friend, not some normal chatbot. so first thing first, I need data to learn from so here’s wht I did: exported a whole year of whatsapp chats with my friend (yes i read through all of it, and got his consent). wrote a python script on kaggle to clean it up and formatting it into proper training pairs not glamorous but this is like 30% of the actual work tbh, garbage data can cause strange and irrelevant replies Then I trained this on Kaggle with Llama model with LoRA adaptation Right now the replies aren’t so great, I’ll do some fine tuning later
Trained the data ( This took soo much time fr) I used kaggle’s free gpu (t4, sometimes p100 if i got lucky) to fine tune llama 3b with LoRA through PEFT. quick explainer since people asked LoRA freezes the whole base model (32m params untouched) and only trains a tiny set of adapter params (420k). instead of retraining the entire model I put a extra layer of changed weights on top of the model which is way cheaper and faster than the traditional training tested it after training and it WORKED. The model is giving the same energy, same little phrases, actual personality of my friend which is kinda scary ngl notebook’s public if you wanna nerd out: https://www.kaggle.com/code/hamnamubarak/amadeus/edit
I uploaded my model on Hugging Face with zero GPU (made a new hf space called amadeus, picked gradio as the sdk, zeroGPU as hardware) If someone else is thinking about starting in HF, just wanna tell the annoying part: cold starts. first message takes 20-40s while the model loads into memory. after that it’s quick like 3-8s then built an actual next.js frontend since raw gradio ui felt kinda mid, hooked it up through an api route, deployed on vercel with my env keys And it’s live
wanted senpai to be more. Previous It was only talking with using fine tuned Llama model but if i’ll ask it something like what’s happening in the world, it won’t talk back like my friend cause it didn’t have that latest information of the world so i added RAG. used the hackclub api as a middleman llm that cleans up messy input and decides if a web search is needed ( like “what’s the fifa score rn” this will be flagged as a web search needed query) two bugs along the way: responses were so slow at first , turns out just zeroGPU cold starts, chills out after msg 1 model started sounding fake n robotic bc i overwrote it with a huge system prompt. fixed this by making the heavy prompt short so now gng it’s live, plz talk to her
I noticed that the model was giving very generic and robotic responses even though it worked much better during training. After debugging, I realized I was using a different system prompt during inference than the one I used while fine tuning. Once I switched back to the exact same prompt, the responses became much more consistent. Also fixed Hackclub key errors , now it’s working fine
I initially moved the deployment to Replicate to improve response speed. It worked and responses dropped from around 15–30 seconds to about 5–10 seconds but then it also introduced extra cost and complexity. In the end, I decided to stay with Hugging Face Spaces because the free setup is more suitable for this side project. Also improved the HF app.py file
I added logging, I started finding problems that weren’t obvious from the frontend. Web searches were sometimes failing silently, too many messages were causing token overflows, and using both max_length and max_new_tokens was causing unexpected behavior. I fixed these issues by adding proper error handling, limiting the conversation context, and simplifying the token settings. I also built a small debug dashboard to track searches, response times, token usage, and errors (Ughh I’m really exhausted now)
After testing the chatbot with around 50 beta users, I found several issues that weren’t obvious during development. Responses were too long, the personality became too generic when using RAG, Urdu and English were sometimes mixed incorrectly, and the mobile layout needed work. I shortened the responses, restricted web search to things like news and sports, improved the system prompt and input handling, redesigned the mobile UI, and added a message explaining the cold start delay
Made some Minor UI changes on frontend nextjs
Guyss!! This is gonna be the last change I’ve made today, Senpai chatbot is live now and she’s talking like my friend (really couldn’t be more happy to see her talk to me again 🥹 )
here
Ships:
I built a AI RAG chatbot that mimics my friends personality , trained on whatsapp chats so it actually talks like my friend instead of generic robot ai. fine tuned llama 3b with LoRA on kaggle’s free gpu, deployed it on hf spaces zeroGPU gradio for backend and next.js on vercel for frontend, plus added RAG so it can clean up messy texts and pull live info from the web when needed. it genuinely feels like talking to my friend, all built for free. to test it. just start chatting, first msg might take a sec to load (model’s waking up)
Made a RAG chatbot that mimics my friends personality using Llama and Hugging Face. NOTE: I’m using zero GPU on HF so after 100 msgs it goes to sleeping mood , in that case the chatbot would reply a random thing like “system off” , “internet is down” or something like that , so don’t worry about that, come after 24Hr and she’ll talk normally FACT: Senpai used to say a lot “Haii haii” which is a japanese phrase for “yes” so don’t worry about that either, she’s just being friendly with ya Hope ya’ll love this version of chatbot...
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1793108912.6759431
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1793195312.6759431
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28172
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PixelOS by @Praknoor | Stardance
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Praknoor
|
2
|
3.0
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T19:57:16Z", "hours": 1.0, "multiplier": 12.83, "payout": 13, "blessing": "neutral", "text": "PixelOS — Session Recap 🟣 Big update across the board: Notepad — Save As dialog with VFS directory browser + overwrite warning Glass Diary — complete redesign: lined paper background, Cedarville Cursive font, auto-saves to ~/Diary/YYYY-MM-DD.txt, calendar popup to browse entries by date Timer — countdown fixed (was a rogue resetTimer() bug), custom hr:min:sec inputs, centisecond display Pixel Editor — save/load .pxl files to VFS Terminal — fixed text shrinking when output fills the window Snake — high-score notification Top bar — overhauled: running-app taskbar with click-to-focus, SVG bell + theme icons, blinking colon clock, cleaner glass look General — all apps start closed, desktop icons removed (dock only), taskbar shows open apps Next up: more polish, more apps, more surprises.", "repo": "https://github.com/GurnoorLog/PixelOS", "demo": "https://pixel-os-pied.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-04T17:45:36Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PixelOS — os in da browser bruh wat i made: a whole desktop os that runs in ur browser. terminal boot, windows u can drag n resize, dock, desktop icons, 6 apps (wikipedia, calculator wit sin/cos/tan/log/factorial, pixel art editor, lofi radio, spotify, clock/calendar), plus customize EVERYTHING — colors, blur, rain effects, sparkles, pixel cursors. zero frameworks, zero npm, just raw html/css/js. one file each. wat was hard: flood fill in the pixel editor. had to write my own bfs from scratch cuz canvas dont do that. also making glassmorphism + pixel art not look like garbage took way too many tries. wat im proud of: literally every pixel of this thing is hand-coded. no node_modules folder, no build script, no “npm install” — just open and it goes brr. 1500 lines of pure js.", "repo": "https://github.com/GurnoorLog/PixelOS", "demo": "https://pixel-os-pied.vercel.app/"}]...
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[{"post_id": 27872, "ts": "202 [{"post_id": 27872, "ts": "2026-07-13T19:34:50Z", "hours": 1.0486, "text": "PixelOS Updates Notifications system Terminal Notepad — Save As dialog with file browser + overwrite warning Glass Diary — Paper styling, cursive font, auto-save, calendar to browse entries by date Timer — Countdown fixed, custom hr:min:sec inputs Pixel Editor — Save/Load .pxl files to VFS Snake — High score notification More coming soon 🟣"}, {"post_id": 22276, "ts": "2026-07-04T17:39:31Z", "hours": 0.4239, "text": "Final updates: Added terminal-style boot screen Refined calculator with expression input + scientific mode (sin, cos, tan, log, sqrt, factorial)"}, {"post_id": 22248, "ts": "2026-07-04T16:54:51Z", "hours": 0.2814, "text": "PixelOS comes with 6 apps: a Wikipedia API viewer that lets you search and read articles inside the desktop, a Calculator, a Pixel Art Editor with 16×16 grid and PNG export, a Lo-Fi Cafe with direct audio streams, a Glass Diary for writing with export support, and desktop widgets (analog clock + live calendar). Every app is fully draggable, resizable, and works inside the glass window system."}, {"post_id": 22159, "ts": "2026-07-04T14:07:44Z", "hours": 1.1053, "text": "Built PixelOS with just HTML, CSS, and JavaScript — no frameworks, no build tools, no dependencies. Inspired by old-school Windows desktops mixed with retro pixel art. I wanted to prove you can make something that looks premium with vanilla code."}]...
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Title: PixelOS by @Praknoor | Stardance
Devlogs:
Title: PixelOS by @Praknoor | Stardance
Devlogs:
Built PixelOS with just HTML, CSS, and JavaScript — no frameworks, no build tools, no dependencies. Inspired by old-school Windows desktops mixed with retro pixel art. I wanted to prove you can make something that looks premium with vanilla code.
PixelOS comes with 6 apps: a Wikipedia API viewer that lets you search and read articles inside the desktop, a Calculator, a Pixel Art Editor with 16×16 grid and PNG export, a Lo-Fi Cafe with direct audio streams, a Glass Diary for writing with export support, and desktop widgets (analog clock + live calendar). Every app is fully draggable, resizable, and works inside the glass window system.
Final updates: Added terminal-style boot screen Refined calculator with expression input + scientific mode (sin, cos, tan, log, sqrt, factorial)
PixelOS Updates Notifications system Terminal Notepad — Save As dialog with file browser + overwrite warning Glass Diary — Paper styling, cursive font, auto-save, calendar to browse entries by date Timer — Countdown fixed, custom hr:min:sec inputs Pixel Editor — Save/Load .pxl files to VFS Snake — High score notification More coming soon 🟣
Ships:
PixelOS — os in da browser bruh wat i made: a whole desktop os that runs in ur browser. terminal boot, windows u can drag n resize, dock, desktop icons, 6 apps (wikipedia, calculator wit sin/cos/tan/log/factorial, pixel art editor, lofi radio, spotify, clock/calendar), plus customize EVERYTHING — colors, blur, rain effects, sparkles, pixel cursors. zero frameworks, zero npm, just raw html/css/js. one file each. wat was hard: flood fill in the pixel editor. had to write my own bfs from scratch cuz canvas dont do that. also making glassmorphism + pixel art not look like garbage took way too many tries. wat im proud of: literally every pixel of this thing is hand-coded. no node_modules folder, no build script, no “npm install” — just open and it goes brr. 1500 lines of pure js.
PixelOS — Session Recap 🟣 Big update across the board: Notepad — Save As dialog with VFS directory browser + overwrite warning Glass Diary — complete redesign: lined paper background, Cedarville Cursive font, auto-saves to ~/Diary/YYYY-MM-DD.txt, calendar popup to browse entries by date Timer — countdown fixed (was a rogue resetTimer() bug), custom hr:min:sec inputs, centisecond display Pixel Editor — save/load .pxl files to VFS Terminal — fixed text shrinking when output fills the window Snake — high-score notification Top bar — overhauled: running-app taskbar with click-to-focus, SVG bell + theme icons, blinking colon clock, cleaner glass look General — all apps start closed, desktop icons removed (dock only), taskbar shows open apps Next up: more polish, more apps, more surprises....
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1792997271.030944
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1793083671.030944
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28229
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Website by @skyFonix | Stardance
|
skyFonix
|
2
|
44.11
|
471
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T18:07:52Z", "hours": 31.0, "multiplier": 15.38, "payout": 471, "blessing": "neutral", "text": "Lots of changes were made Everything that was static before, is now rendered dynamically from a database! Added a dashboard where I can add projects, upload assets, upload images and edit all of the about information. For the gallery I added a tagging system that can be updated from the dashboard. The site also implements exif data storage, so I anyone can view the camera, lens and settings used to make the photo. There is also a description section for notes. The gallery is render in a style similar to unsplash, the site is divided into columns, which are dinamically added and destroyed, based on the viewport width. Each image displayed keeps it’s original aspect ratio.", "repo": "https://github.com/FonixPython/main-site", "demo": "https://skyfonix.cigoria.eu/"}, {"ship_num": 2, "ts": "2026-08-03T15:32:38Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website!", "repo": "https://github.com/FonixPython/main-site", "demo": "https://skyfonix.cigoria.eu/"}]...
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[{"post_id": 78791, "ts": "202 [{"post_id": 78791, "ts": "2026-10-11T16:40:32Z", "hours": 8.1092, "text": "Dashboard redesign! I got fed up with the old design as it was quite uncomfortable to use tbh, everything was layed out vertically, so it felt pretty cramped, so I changed it to a sidebar design! I also replaced most of the inline editing stuff, so creating and editing projects now happen in modals. Uploading and tagging photographs also moved to a modal with real time suggestions too!"}, {"post_id": 45297, "ts": "2026-08-11T17:40:23Z", "hours": 1.0622, "text": "Even though I said I’ll just deploy, I added mass uploads, deployed, and then started filling the site with content! The next major ship is right around the corner!"}, {"post_id": 45164, "ts": "2026-08-11T14:07:42Z", "hours": 2.7383, "text": "Image viewer, yay! I just need to get this whole thing to prod now."}, {"post_id": 44795, "ts": "2026-08-10T20:10:28Z", "hours": 3.7419, "text": "New devlog Things I added: Added the gallery page to the website’s public part with an image display section similar to the one on unsplash.(Mine’s a bit worse, but it’s mine) I also implemented tag based filtering! Also added a friendlier navigation panel for mobile users! Next up: A way to view the image in big in full resolution, I already designed it in figma , so now I just need to implement it! Code base and assets cleanup. Deployment and ship! :)"}, {"post_id": 44055, "ts": "2026-08-09T15:59:50Z", "hours": 2.2181, "text": "Added not too good looking, but functional controls for the dashboard for the gallery feature. I think I’ll redesign the whole page someday, but that won’t be today."}, {"post_id": 43905, "ts": "2026-08-09T10:56:27Z", "hours": 2.3664, "text": "Added the backend side of things for the gallery!"}, {"post_id": 41819, "ts": "2026-08-06T08:32:35Z", "hours": 2.0781, "text": "Added uploads to the site, so I don’t have to rely on external services for assets"}, {"post_id": 41333, "ts": "2026-08-05T14:14:17Z", "hours": 6.415, "text": "Backend updates: Authentication works now Adding projects to the backend and displaying them also works perfectly Added ability to edit the website title, about text, socials, and email"}, {"post_id": 40960, "ts": "2026-08-04T20:27:13Z", "hours": 10.2986, "text": "Making this devlog cause I have to I feel useless :( I wasted so much time on this project today it’s not even funny. 8 hours or so currently, and not even half done with a single very simple feature, I’m usually much much more efficient, I almost gave up on the whole thing a good couple of times, anyways here is a screenshot from the dashboard in it’s current state. I promise the next devlog will actually be a worthy one!"}, {"post_id": 39948, "ts": "2026-08-03T08:54:57Z", "hours": 1.3614, "text": "Finished with the about section, also added a footer!"}, {"post_id": 39685, "ts": "2026-08-02T20:26:20Z", "hours": 3.2778, "text": "Decided on writing my personal, mostly static website in React, because I’ve never used it so I wanted to get a little practice with it! I’m currently making an about section and then I’ll submit it since it qualifies for the personal site, mission, once I submit it I’ll begin working on actual features like an image gallery for my photography and a blogging system, also plan to migrate the project from being static to having their own place in a database which I can edit from a dashboard and stuff. What I’m done with so far: Topbar with navigation Hero section with an animated welcome message Projects section with some projects already placed into it"}]...
|
Title: Website by @skyFonix | Stardance
Devlogs:
Title: Website by @skyFonix | Stardance
Devlogs:
Decided on writing my personal, mostly static website in React, because I’ve never used it so I wanted to get a little practice with it! I’m currently making an about section and then I’ll submit it since it qualifies for the personal site, mission, once I submit it I’ll begin working on actual features like an image gallery for my photography and a blogging system, also plan to migrate the project from being static to having their own place in a database which I can edit from a dashboard and stuff. What I’m done with so far: Topbar with navigation Hero section with an animated welcome message Projects section with some projects already placed into it
Finished with the about section, also added a footer!
Making this devlog cause I have to I feel useless :( I wasted so much time on this project today it’s not even funny. 8 hours or so currently, and not even half done with a single very simple feature, I’m usually much much more efficient, I almost gave up on the whole thing a good couple of times, anyways here is a screenshot from the dashboard in it’s current state. I promise the next devlog will actually be a worthy one!
Backend updates: Authentication works now Adding projects to the backend and displaying them also works perfectly Added ability to edit the website title, about text, socials, and email
Added uploads to the site, so I don’t have to rely on external services for assets
Added the backend side of things for the gallery!
Added not too good looking, but functional controls for the dashboard for the gallery feature. I think I’ll redesign the whole page someday, but that won’t be today.
New devlog Things I added: Added the gallery page to the website’s public part with an image display section similar to the one on unsplash.(Mine’s a bit worse, but it’s mine) I also implemented tag based filtering! Also added a friendlier navigation panel for mobile users! Next up: A way to view the image in big in full resolution, I already designed it in figma , so now I just need to implement it! Code base and assets cleanup. Deployment and ship! :)
Image viewer, yay! I just need to get this whole thing to prod now.
Even though I said I’ll just deploy, I added mass uploads, deployed, and then started filling the site with content! The next major ship is right around the corner!
Dashboard redesign! I got fed up with the old design as it was quite uncomfortable to use tbh, everything was layed out vertically, so it felt pretty cramped, so I changed it to a sidebar design! I also replaced most of the inline editing stuff, so creating and editing projects now happen in modals. Uploading and tagging photographs also moved to a modal with real time suggestions too!
Ships:
I made my own personal website!
Lots of changes were made Everything that was static before, is now rendered dynamically from a database! Added a dashboard where I can add projects, upload assets, upload images and edit all of the about information. For the gallery I added a tagging system that can be updated from the dashboard. The site also implements exif data storage, so I anyone can view the camera, lens and settings used to make the photo. There is also a description section for notes. The gallery is render in a style similar to unsplash, the site is divided into columns, which are dinamically added and destroyed, based on the viewport width. Each image displayed keeps it’s original aspect ratio....
|
1793087868.4916244
|
1793174268.4916244
|
|
28329
|
The Space Cow by @ismael | Stardance
|
ismael
|
2
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T19:17:38Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I expanded my WarioWare-style game! It now has an intro, 6 minigames, better animations, and hints to make it easier to play. I also calibrated the difficulty because I made some of my friends play it before, and they couldn’t even win .-. Hope you enjoy it! It’s mostly just a silly little game that I originally made to entertain myself, so hopefully it’ll be fun for you too :)", "repo": "https://github.com/ismaelc137/the-Space-Cow", "demo": "https://ismaelc137.itch.io/the-space-cow"}, {"ship_num": 2, "ts": "2026-06-30T04:16:20Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a short WarioWare like Game, i had barely used a Godot, so i had to relearn a few things. It has 3 minigames, maybe i will put some music and expand it in the future, but for now is functional and i find it quite fun!", "repo": "https://github.com/ismaelc137/the-Space-Cow", "demo": "https://ismaelc137.itch.io/the-space-cow"}]...
|
[{"post_id": 70782, "ts": "202 [{"post_id": 70782, "ts": "2026-09-19T19:12:40Z", "hours": 1.3542, "text": "Finished polishing some graphics and animations. I’m ready to ship. Beware"}, {"post_id": 70377, "ts": "2026-09-19T02:15:25Z", "hours": 3.9592, "text": "Made a cutscene, and two more minigames. One is a Galaga-like game where the cow is in a UFO, pointing a shotgun at aliens. Pretty hardcore stuff. The other is like a Whac-A-Mole, but with flies that are bothering the cow. Right now, I’m just making sprites so that everything feels a little more alive. Anyway, love you guys, etcetera, etcetera"}, {"post_id": 63320, "ts": "2026-09-07T02:27:49Z", "hours": 1.4644, "text": "just made a new minigame where you milk a cow by spamming clicks. Im also making an intro and improving the overall graphics to give the game a cleaner look"}, {"post_id": 18955, "ts": "2026-06-30T04:13:37Z", "hours": 2.0625, "text": "Finish it! just made three minigames, but i’m happy with the result, making this was a lot of fun :)"}, {"post_id": 18806, "ts": "2026-06-30T00:45:12Z", "hours": 2.0228, "text": "Made the two minigames as well as a win screen and a death screen :D"}, {"post_id": 18720, "ts": "2026-06-29T22:06:45Z", "hours": 1.1156, "text": "sup, taking a break from my main project because it’s getting way too big. anyway, here’s the update: i made a cow in a space suit"}]...
|
Title: The Space Cow by @ismael | Stardance
Devlo Title: The Space Cow by @ismael | Stardance
Devlogs:
sup, taking a break from my main project because it’s getting way too big. anyway, here’s the update: i made a cow in a space suit
Made the two minigames as well as a win screen and a death screen :D
Finish it! just made three minigames, but i’m happy with the result, making this was a lot of fun :)
just made a new minigame where you milk a cow by spamming clicks. Im also making an intro and improving the overall graphics to give the game a cleaner look
Made a cutscene, and two more minigames. One is a Galaga-like game where the cow is in a UFO, pointing a shotgun at aliens. Pretty hardcore stuff. The other is like a Whac-A-Mole, but with flies that are bothering the cow. Right now, I’m just making sprites so that everything feels a little more alive. Anyway, love you guys, etcetera, etcetera
Finished polishing some graphics and animations. I’m ready to ship. Beware
Ships:
Made a short WarioWare like Game, i had barely used a Godot, so i had to relearn a few things. It has 3 minigames, maybe i will put some music and expand it in the future, but for now is functional and i find it quite fun!
I expanded my WarioWare-style game! It now has an intro, 6 minigames, better animations, and hints to make it easier to play. I also calibrated the difficulty because I made some of my friends play it before, and they couldn’t even win .-. Hope you enjoy it! It’s mostly just a silly little game that I originally made to entertain myself, so hopefully it’ll be fun for you too :)...
|
1793062518.0276623
|
1793148918.0276623
|
|
28495
|
Projects/Devlog Site by @ritvikgrandhi | Stardance
|
ritvikgrandhi
|
2
|
17.29
|
32
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T22:14:18Z", "hours": 9.0, "multiplier": 3.54, "payout": 32, "blessing": "neutral", "text": "##Ship 2! Hello, reviewers! This is an updated, more useful version of my portfolio website that can now log projects and devlogs, similar to Stardance! I made this after realizing that after Stardance is over, I’ll have nowhere to log my projects and the progress I make on them! To keep a good habit going and log my projects for everyone to see, I decided to edit this portfolio site into a dedicated server for all of my projects, after realizing that I already have a good portfolio that I constantly edit at school. This ship does not have full functionality: it can save any number of projects and devlogs, but once you reload, they are all gone. I can safely say that it was a pain to create a new project and devlog for testing, and now you get to do it too! As you might see in my last devlog, I’m currently shipping this so that everyone can see the project and devlog adding functionality now, because later I’ll add an admin login page so that I can only add my projects, while others who access the website can see them but not edit them. Anyway, that’s all, and have fun!", "repo": "https://github.com/ritvikgrandhi-hue/stardancechallengewebsite", "demo": "https://ritvikgrandhi-hue.github.io/stardancechallengewebsite/"}, {"ship_num": 2, "ts": "2026-08-09T17:10:42Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello, here is my portfolio website, which will eventually contain information about me and my life. So far, I have done the minimum requirements for this beginner project, which is why I am shipping it. However, I am pretty excited and happy about how it currently looks. What I did find challenging is that I haven’t used html and css in a while, which meant I had to relearn almost everything while juggling extracurriculars and school events. This personal project will grow as I achieve more things, but for now, the index page is the only truly functional page, which has more than 3 sections. I hope everyone will be able to see my passion and encourage me to continue into the future!", "repo": "https://github.com/ritvikgrandhi-hue/stardancechallengewebsite", "demo": "https://ritvikgrandhi-hue.github.io/stardancechallengewebsite/"}]...
|
[{"post_id": 80870, "ts": "202 [{"post_id": 80870, "ts": "2026-10-19T03:42:06Z", "hours": 2.2892, "text": "Working on the Backend: Literally no functionality has changed yet, this is just me trying to configure node.js to do everything 😭 . Anyway, sorry for not updating in a while, I promise I’ll get back to work on it soon!"}, {"post_id": 64478, "ts": "2026-09-08T22:06:46Z", "hours": 1.865, "text": "Devlog 5: 9/8/26 Nothing much, I managed to get the node.js server running and got the css and html to work, but its nowhere near done. Anyway, for now, I’m going to ship this project so that reviewers can actually see and try to use the add project and add devlog functions. Stay tuned!"}, {"post_id": 63315, "ts": "2026-09-07T02:07:35Z", "hours": 3.3178, "text": "Devlog: 9/6/2026 I made SO much progress!! Changes: Can now create devlogs within projects Can edit those devlogs Can add multiple images and videos within the devlogs When you click on the images, they open in a new window above the page New Navbar and logo design, courtesy of this video: https://www.youtube.com/watch?v=uTPO6fKtBvM Can delete devlogs Devlogs gain certain ids based on the date and time, so each devlog has a unique id to allow for edits and deletions For the JavaScript, the basic functionality was carried over from the notes app on my NINJAGO WEBOS, but I did need AI to educate me on how to implement new functions. Also, the CSS and HTML were written mostly by me with the help of tutorials."}, {"post_id": 60407, "ts": "2026-09-02T18:24:33Z", "hours": 2.5461, "text": "Woohoo, some functionality! Ok, so far I haven’t differentiated a backend and frontend for the projects tab, but for now you can add projects with an image, title, and summary, and they’ll appear as projects on the projects tab. Also, when you click on them, it brings you to a separate viewing tab to see all about the project, although I haven’t started working on the part where you can add devlogs. Also, adding projects isn’t permanent, as when I reload the tab, they all disappear (since I want it to save to the website for everyone to see, I have to implement a Node.js backend, which I haven’t learned about yet). I also slightly changed the theme into dark mode and made the buttons to enter the project look futuristic. They are NOT AI; I made them with the help of this video: ( https://www.youtube.com/watch?v=a1NVen8SaqE ), but it does look a bit different for reasons unknown. Anyway, stay tuned!"}, {"post_id": 59970, "ts": "2026-09-02T01:30:45Z", "hours": 1.4286, "text": "NEW DESIGN: For those that don’t want to read: I’m tearing down most of the site to make it a dedicated project site. After realizing that I already have most of my accomplishments and extracurriculars on a different project that I’m making in school, I understood that maintaining a second site would be kind of useless. So, in an attempt to salvage my efforts and make it something worth using, I’m going to take my Javascript knowledge from the NINJAGO OS project I’m also currently making to create a project and devlog site, similar to stardance, as I want to have a place to store all of my hobby projects. However, I don’t want anyone adding information to my site but me, so i’m biting the bullet and learning to differentiate a frontend and backend (with minor AI help), while salvaging the about page of the already existing porfolio. This way, when people online stumble upon it (as i’ll use the grant I got for purchasing a website domain), they’ll know about me first before moving on to my projects. That’s pretty much it! Looking forward to it!"}, {"post_id": 43725, "ts": "2026-08-09T04:13:32Z", "hours": 5.9075, "text": "This project isn’t just a portfolio, but an entrance into my world. Hey everyone, welcome to my portfolio website! After exams up until the beginning of August, I’ve finally found time to begin developing a website. First, this website only has one functioning page as of yet, which is the index page. I admit, at first I did try vibecoding(using AI), to see what it would do and if I could understand and learn from, but it turned out to be utterly useless in that regard, and so I’ve built it up again mostly from scratch to get to this point, although some traces of AI remain in the other pages, which I will delete remove. However, I am proud of how far it has gotten since I’ve imagined how it would be like. My plan for this website is to include everything I’ve accomplished or done here so people can learn who I am as a person. To do this, and to separate it from other portfolios, I believe I will eventually put in a blog of projects I’ve done to further my career path, as well as write and teach others on certain topics. However, this will take some time, so stay tuned! Up next is the Extracurriculars and Skills pages to fix."}]...
|
Title: Projects/Devlog Site by @ritvikgrandhi | St Title: Projects/Devlog Site by @ritvikgrandhi | Stardance
Devlogs:
This project isn’t just a portfolio, but an entrance into my world. Hey everyone, welcome to my portfolio website! After exams up until the beginning of August, I’ve finally found time to begin developing a website. First, this website only has one functioning page as of yet, which is the index page. I admit, at first I did try vibecoding(using AI), to see what it would do and if I could understand and learn from, but it turned out to be utterly useless in that regard, and so I’ve built it up again mostly from scratch to get to this point, although some traces of AI remain in the other pages, which I will delete remove. However, I am proud of how far it has gotten since I’ve imagined how it would be like. My plan for this website is to include everything I’ve accomplished or done here so people can learn who I am as a person. To do this, and to separate it from other portfolios, I believe I will eventually put in a blog of projects I’ve done to further my career path, as well as write and teach others on certain topics. However, this will take some time, so stay tuned! Up next is the Extracurriculars and Skills pages to fix.
NEW DESIGN: For those that don’t want to read: I’m tearing down most of the site to make it a dedicated project site. After realizing that I already have most of my accomplishments and extracurriculars on a different project that I’m making in school, I understood that maintaining a second site would be kind of useless. So, in an attempt to salvage my efforts and make it something worth using, I’m going to take my Javascript knowledge from the NINJAGO OS project I’m also currently making to create a project and devlog site, similar to stardance, as I want to have a place to store all of my hobby projects. However, I don’t want anyone adding information to my site but me, so i’m biting the bullet and learning to differentiate a frontend and backend (with minor AI help), while salvaging the about page of the already existing porfolio. This way, when people online stumble upon it (as i’ll use the grant I got for purchasing a website domain), they’ll know about me first before moving on to my projects. That’s pretty much it! Looking forward to it!
Woohoo, some functionality! Ok, so far I haven’t differentiated a backend and frontend for the projects tab, but for now you can add projects with an image, title, and summary, and they’ll appear as projects on the projects tab. Also, when you click on them, it brings you to a separate viewing tab to see all about the project, although I haven’t started working on the part where you can add devlogs. Also, adding projects isn’t permanent, as when I reload the tab, they all disappear (since I want it to save to the website for everyone to see, I have to implement a Node.js backend, which I haven’t learned about yet). I also slightly changed the theme into dark mode and made the buttons to enter the project look futuristic. They are NOT AI; I made them with the help of this video: ( https://www.youtube.com/watch?v=a1NVen8SaqE ), but it does look a bit different for reasons unknown. Anyway, stay tuned!
Devlog: 9/6/2026 I made SO much progress!! Changes: Can now create devlogs within projects Can edit those devlogs Can add multiple images and videos within the devlogs When you click on the images, they open in a new window above the page New Navbar and logo design, courtesy of this video: https://www.youtube.com/watch?v=uTPO6fKtBvM Can delete devlogs Devlogs gain certain ids based on the date and time, so each devlog has a unique id to allow for edits and deletions For the JavaScript, the basic functionality was carried over from the notes app on my NINJAGO WEBOS, but I did need AI to educate me on how to implement new functions. Also, the CSS and HTML were written mostly by me with the help of tutorials.
Devlog 5: 9/8/26 Nothing much, I managed to get the node.js server running and got the css and html to work, but its nowhere near done. Anyway, for now, I’m going to ship this project so that reviewers can actually see and try to use the add project and add devlog functions. Stay tuned!
Working on the Backend: Literally no functionality has changed yet, this is just me trying to configure node.js to do everything 😭 . Anyway, sorry for not updating in a while, I promise I’ll get back to work on it soon!
Ships:
Hello, here is my portfolio website, which will eventually contain information about me and my life. So far, I have done the minimum requirements for this beginner project, which is why I am shipping it. However, I am pretty excited and happy about how it currently looks. What I did find challenging is that I haven’t used html and css in a while, which meant I had to relearn almost everything while juggling extracurriculars and school events. This personal project will grow as I achieve more things, but for now, the index page is the only truly functional page, which has more than 3 sections. I hope everyone will be able to see my passion and encourage me to continue into the future!
##Ship 2! Hello, reviewers! This is an updated, more useful version of my portfolio website that can now log projects and devlogs, similar to Stardance! I made this after realizing that after Stardance is over, I’ll have nowhere to log my projects and the progress I make on them! To keep a good habit going and log my projects for everyone to see, I decided to edit this portfolio site into a dedicated server for all of my projects, after realizing that I already have a good portfolio that I constantly edit at school. This ship does not have full functionality: it can save any number of projects and devlogs, but once you reload, they are all gone. I can safely say that it was a pain to create a new project and devlog for testing, and now you get to do it too! As you might see in my last devlog, I’m currently shipping this so that everyone can see the project and devlog adding functionality now, because later I’ll add an admin login page so that I can only add my projects, while others who access the website can see them but not edit them. Anyway, that’s all, and have fun!...
|
1792997596.4458375
|
1793083996.4458375
|
|
28534
|
Personal Portfolio! by @aahish_abbani | Stardance
|
aahish_abbani
|
2
|
13.0
|
183
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T17:49:24Z", "hours": 0.0, "multiplier": 11.51, "payout": 4, "blessing": "neutral", "text": "I made a personal website about me. using React 19, TypeScript, and Vite that showcases my projects and personal work. Even though I’m not a designer, I tried making the UI and the UX for this website feel as cool as possible. In my opinion, this is probably one of the best UIs I’ve created of all my projects. I also really, really like the smooth scroll animations that I made through a horizontal parallax and a lenis. There’s also even scroll trigger text reveals, magnetic cards, and animated carousels using Tailwind CSS for styling. I even made a really cool dark and light mode system, but the really challenging part about it was making the timeline work with all of the photos and everything. The cool animations are something I wanted, but that took a little while to make it also optimized for phone, and that’s probably about it. I really wanted to create a really awesome polished system, so try my project. If you like it, please reach out to me for feedback or anything, and you can contact me directly from the website", "repo": "https://github.com/kinghightech/aahish", "demo": "https://www.aahishabbani.me/"}, {"ship_num": 2, "ts": "2026-06-30T00:46:34Z", "hours": 13.0, "multiplier": 17.94, "payout": 179, "blessing": "neutral", "text": "I made a personal website about me. using React 19, TypeScript, and Vite that showcases my projects and personal work. Even though I’m not a designer, I tried making the UI and the UX for this website feel as cool as possible. In my opinion, this is probably one of the best UIs I’ve created of all my projects. I also really, really like the smooth scroll animations that I made through a horizontal parallax and a lenis. There’s also even scroll trigger text reveals, magnetic cards, and animated carousels using Tailwind CSS for styling. I even made a really cool dark and light mode system, but the really challenging part about it was making the timeline work with all of the photos and everything. The cool animations are something I wanted, but that took a little while to make it also optimized for phone, and that’s probably about it. I really wanted to create a really awesome polished system, so try my project. If you like it, please reach out to me for feedback or anything, and you can contact me directly from the website!", "repo": "https://github.com/kinghightech/aahish", "demo": "https://www.aahishabbani.me/"}]...
|
[{"post_id": 24109, "ts": "202 [{"post_id": 24109, "ts": "2026-07-07T13:58:55Z", "hours": 0.34, "text": "I fixed just some small bugs in the website some of the things on the projects page I also added like a new project and actually added it to google so if you search my name it shows up on google."}, {"post_id": 18799, "ts": "2026-06-30T00:36:50Z", "hours": 12.9078, "text": "Im building my first personal portfolio a way to show thing about me to the public!"}]...
|
Title: Personal Portfolio! by @aahish_abbani | Sta Title: Personal Portfolio! by @aahish_abbani | Stardance
Devlogs:
Im building my first personal portfolio a way to show thing about me to the public!
I fixed just some small bugs in the website some of the things on the projects page I also added like a new project and actually added it to google so if you search my name it shows up on google.
Ships:
I made a personal website about me. using React 19, TypeScript, and Vite that showcases my projects and personal work. Even though I’m not a designer, I tried making the UI and the UX for this website feel as cool as possible. In my opinion, this is probably one of the best UIs I’ve created of all my projects. I also really, really like the smooth scroll animations that I made through a horizontal parallax and a lenis. There’s also even scroll trigger text reveals, magnetic cards, and animated carousels using Tailwind CSS for styling. I even made a really cool dark and light mode system, but the really challenging part about it was making the timeline work with all of the photos and everything. The cool animations are something I wanted, but that took a little while to make it also optimized for phone, and that’s probably about it. I really wanted to create a really awesome polished system, so try my project. If you like it, please reach out to me for feedback or anything, and you can contact me directly from the website!
I made a personal website about me. using React 19, TypeScript, and Vite that showcases my projects and personal work. Even though I’m not a designer, I tried making the UI and the UX for this website feel as cool as possible. In my opinion, this is probably one of the best UIs I’ve created of all my projects. I also really, really like the smooth scroll animations that I made through a horizontal parallax and a lenis. There’s also even scroll trigger text reveals, magnetic cards, and animated carousels using Tailwind CSS for styling. I even made a really cool dark and light mode system, but the really challenging part about it was making the timeline work with all of the photos and everything. The cool animations are something I wanted, but that took a little while to make it also optimized for phone, and that’s probably about it. I really wanted to create a really awesome polished system, so try my project. If you like it, please reach out to me for feedback or anything, and you can contact me directly from the website...
|
1792882131.0344045
|
1793746131.0344045
|
|
28566
|
Clark Lab - self hosted PaaS by @clarkpy | Stardan Clark Lab - self hosted PaaS by @clarkpy | Stardance...
|
clarkpy
|
2
|
33.0
|
199
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T22:20:00Z", "hours": 9.0, "multiplier": 13.95, "payout": 131, "blessing": "neutral", "text": "This ship was focused on making ClarkLab more stable, easier to set up, and easier to fix when something breaks. I improved the update flow by adding health-check based handling, so it can test a new version before switching over instead of jsut grabbing raw code. I also improved agent updates with release binaries, prebuilt binaries, version handling, and update patches. Setup was another big focus. I added an API and Cloudflare setup wizard to help with env setup, prod config, tunnels, frontend vars, and install scripts. It is still early, but it is a step toward making it much easier to self-host clarklab. I also improved node setup and reconnect behaviour. Online nodes can now be reconnected, unfinished node setups can be cancelled, and I fixed smaller issues around install commands, port notices, API banners, and frontend reconnect logic. Health checks were added for services, with frontend status shown in the service detail page. Agent logs now use the journal too, making debugging easier if something breaks. There were also security and general chore fixes, including agent auth patches, sysadmin-only node modification, stronger password reset handling, safer frontend logs, GitHub parsing fixes, and better CI/workflow checks. Overall, this ship was not about new features (even tho i added some small ones). It was about making my project easier to update and easier to deploy.", "repo": "https://github.com/clarkpy/clarklab-global", "demo": "https://youtu.be/lLkWigWAXwQ"}, {"ship_num": 2, "ts": "2026-06-30T15:04:27Z", "hours": 24.0, "multiplier": 6.79, "payout": 68, "blessing": "neutral", "text": "I made the basis of Clark Lab, my in-house version of Coolify as an alternative to Vercel & Heroku, making it easy to deploy your own databases and apps from home. For security reasons the public demo is a youtube video showing off all of the projects features, you can very quickly and easily deploy the project for development via the read me in as little as two commands.", "repo": "https://github.com/clarkpy/clarklab-global", "demo": "https://youtu.be/lLkWigWAXwQ"}]...
|
[{"post_id": 24383, "ts": "202 [{"post_id": 24383, "ts": "2026-07-07T22:06:36Z", "hours": 6.0267, "text": "I’ve been focused on making ClarkLab easier to set up, safer to update, and less annoying to fix when something breaks. The biggest part of this was improving the update flow. After adding health checks, I worked on making updates more reliable by testing candidate containers before replacing the live API. This means ClarkLab can now check that the new version is actually healthy before switching over, instead of restarting and hoping it works. It should make updates more stble, especially when running it on your own server. I also spent time improving agent updates. Agents can now be updated using release binaries, and I added more work around prebuilt agent binaries, release patches, and version handling. This should make agent updates cleaner and less dependent on building everything manually on the target machine. Another big focus was setup. I added an api and Cloudflare setup wizard to make self-hosting easier. The goal is to guide people through the annoying parts like env setup, production configuration, Cloudflare tunnel setup, frontend variables, and install scripts. It is nowhere near perfect and used agentic assistance, but it is a big step toward making it easier to deploy without needing to manually configure every little option across multiple files. I also improved the node setup flow. There is now a cancel setup button, so if you start setting up a node and mess something up, you are not just stuck with a half-created node. I also patched several small bugs such as the node install command. For debugging, I updated agent logs to use the journal. This should make logs more useful and easier to understand when something goes wrong on a server. I thought this was important as i want this project to be usable for real infra. This feature is very much so in an early stage as i am nowhere near finished with it. There were also a bunch of security and maintenance fixes. I patched agent authentication, blocked node modification for users who are not sysadmins, strengthened password reset handling, reduced the chance of sensitive data being exposed through frontend logs, and tightened GitHub repo parsing. I also updated workflow permissions and CI checks so changes are safer. This devlog is again, not about new frontend features. It is mostly about making this project more stable, easier to deploy, and safer. The main thing I learned from the last ship is that setup still needs to be much easier, so I started moving toward a proper guided setup flow. I very much so want to keep improving that until someone can deploy ClarkLab without having to understand how it works completely first."}, {"post_id": 22790, "ts": "2026-07-05T11:30:41Z", "hours": 3.3653, "text": "I’ve been focused on making ClarkLab easier to use and more fixable if it breaks. One part of this was improving how the app behaves when connections are unstable. I worked on frontend reconnect behaviour and node reconnection so online nodes can be reconnected at any time instead of requiring it to be not responding first. I also fixed issues around agent/API update handling, as there were issues when using the update tool. I introduced health checks in this log as well. Services can now be configured for health monitoring, and the frontend displays health status in the service detail page so it’s easier to see what’s working and what needs attention without investigation. Chore wise, I updated CI checks so changes are safer and easier to maintain. On the UI side, I made a number of usability improvements when deploying it for youself: site URL editing on the frontend, cleanup toward a more minimal interface, masking node IPs behind a reveal action for privacy, and fixes for issues like the API banner behaviour, node install flow, and port allocation notices. Based on feedback from the last ship, It’s clear that I need to make it easier to setup. I’m planning on making a CLI-based setup flow with env setup etc there, but, that is not built yet. Overall, this devlog is less about new frontend features and more about making ClarkLab feel more stable and less buggy."}, {"post_id": 18883, "ts": "2026-06-30T02:31:03Z", "hours": 24.0975, "text": "In the last few weeks i have created an in-house and open-source version of coolify. I did this as i wanted a way to run coolify that i found easier and that i preferred UI wise. I am still making it so there is almost certainly issues relating to security but it is currently functional."}]...
|
Title: Clark Lab - self hosted PaaS by @clarkpy | Title: Clark Lab - self hosted PaaS by @clarkpy | Stardance
Devlogs:
In the last few weeks i have created an in-house and open-source version of coolify. I did this as i wanted a way to run coolify that i found easier and that i preferred UI wise. I am still making it so there is almost certainly issues relating to security but it is currently functional.
I’ve been focused on making ClarkLab easier to use and more fixable if it breaks. One part of this was improving how the app behaves when connections are unstable. I worked on frontend reconnect behaviour and node reconnection so online nodes can be reconnected at any time instead of requiring it to be not responding first. I also fixed issues around agent/API update handling, as there were issues when using the update tool. I introduced health checks in this log as well. Services can now be configured for health monitoring, and the frontend displays health status in the service detail page so it’s easier to see what’s working and what needs attention without investigation. Chore wise, I updated CI checks so changes are safer and easier to maintain. On the UI side, I made a number of usability improvements when deploying it for youself: site URL editing on the frontend, cleanup toward a more minimal interface, masking node IPs behind a reveal action for privacy, and fixes for issues like the API banner behaviour, node install flow, and port allocation notices. Based on feedback from the last ship, It’s clear that I need to make it easier to setup. I’m planning on making a CLI-based setup flow with env setup etc there, but, that is not built yet. Overall, this devlog is less about new frontend features and more about making ClarkLab feel more stable and less buggy.
I’ve been focused on making ClarkLab easier to set up, safer to update, and less annoying to fix when something breaks. The biggest part of this was improving the update flow. After adding health checks, I worked on making updates more reliable by testing candidate containers before replacing the live API. This means ClarkLab can now check that the new version is actually healthy before switching over, instead of restarting and hoping it works. It should make updates more stble, especially when running it on your own server. I also spent time improving agent updates. Agents can now be updated using release binaries, and I added more work around prebuilt agent binaries, release patches, and version handling. This should make agent updates cleaner and less dependent on building everything manually on the target machine. Another big focus was setup. I added an api and Cloudflare setup wizard to make self-hosting easier. The goal is to guide people through the annoying parts like env setup, production configuration, Cloudflare tunnel setup, frontend variables, and install scripts. It is nowhere near perfect and used agentic assistance, but it is a big step toward making it easier to deploy without needing to manually configure every little option across multiple files. I also improved the node setup flow. There is now a cancel setup button, so if you start setting up a node and mess something up, you are not just stuck with a half-created node. I also patched several small bugs such as the node install command. For debugging, I updated agent logs to use the journal. This should make logs more useful and easier to understand when something goes wrong on a server. I thought this was important as i want this project to be usable for real infra. This feature is very much so in an early stage as i am nowhere near finished with it. There were also a bunch of security and maintenance fixes. I patched agent authentication, blocked node modification for users who are not sysadmins, strengthened password reset handling, reduced the chance of sensitive data being exposed through frontend logs, and tightened GitHub repo parsing. I also updated workflow permissions and CI checks so changes are safer. This devlog is again, not about new frontend features. It is mostly about making this project more stable, easier to deploy, and safer. The main thing I learned from the last ship is that setup still needs to be much easier, so I started moving toward a proper guided setup flow. I very much so want to keep improving that until someone can deploy ClarkLab without having to understand how it works completely first.
Ships:
I made the basis of Clark Lab, my in-house version of Coolify as an alternative to Vercel & Heroku, making it easy to deploy your own databases and apps from home. For security reasons the public demo is a youtube video showing off all of the projects features, you can very quickly and easily deploy the project for development via the read me in as little as two commands.
This ship was focused on making ClarkLab more stable, easier to set up, and easier to fix when something breaks. I improved the update flow by adding health-check based handling, so it can test a new version before switching over instead of jsut grabbing raw code. I also improved agent updates with release binaries, prebuilt binaries, version handling, and update patches. Setup was another big focus. I added an API and Cloudflare setup wizard to help with env setup, prod config, tunnels, frontend vars, and install scripts. It is still early, but it is a step toward making it much easier to self-host clarklab. I also improved node setup and reconnect behaviour. Online nodes can now be reconnected, unfinished node setups can be cancelled, and I fixed smaller issues around install commands, port notices, API banners, and frontend reconnect logic. Health checks were added for services, with frontend status shown in the service detail page. Agent logs now use the journal too, making debugging easier if something breaks. There were also security and general chore fixes, including agent auth patches, sysadmin-only node modification, stronger password reset handling, safer frontend logs, GitHub parsing fixes, and better CI/workflow checks. Overall, this ship was not about new features (even tho i added some small ones). It was about making my project easier to update and easier to deploy....
|
1792993847.9006069
|
1793080247.9006069
|
|
28590
|
My own site! by @Bobert3D | Stardance
|
Bobert3D
|
2
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T17:18:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fixed Img!", "repo": "https://github.com/Bobert3D/Personal_Web-V1", "demo": "https://bobert3d.github.io/Personal_Web-V1/"}, {"ship_num": 2, "ts": "2026-06-30T03:17:17Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ITS done!!!! and I’m happy but add pics soon!", "repo": "https://github.com/Bobert3D/Personal_Web-V1", "demo": "https://bobert3d.github.io/Personal_Web-V1/"}]...
|
[{"post_id": 19359, "ts": "202 [{"post_id": 19359, "ts": "2026-06-30T17:13:23Z", "hours": 0.2536, "text": "I fixed img by adding to base library"}, {"post_id": 18917, "ts": "2026-06-30T03:07:46Z", "hours": 0.2908, "text": "IM DONE!!!"}]...
|
Title: My own site! by @Bobert3D | Stardance
Devl Title: My own site! by @Bobert3D | Stardance
Devlogs:
IM DONE!!!
I fixed img by adding to base library
Ships:
ITS done!!!! and I’m happy but add pics soon!
Fixed Img!...
|
1792990502.080308
|
1793076902.080308
|
|
28672
|
Helpy by @Ak_45 | Stardance
|
|
2
|
105.33
|
307
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T08:59:48Z", "hours": 38.0, "multiplier": 12.68, "payout": 237, "blessing": "neutral", "text": "I have polished the previous version of the app. I have added a focus shield, a music and ambient noise player, an AI chatbot, a softer notification, and better personalization. Completely discarded the previous version of the Chrome extension and rewrote it and added better UI and smart web tools, making it so that you can customize the user’s plan from the Chrome extension itself. Made the bridge between the app and the Chrome extension smoother and better & made the app way more ADHD-friendly. # NOTE: make sure that you enable notification in your OS and BROWSER", "repo": "https://github.com/Akshithsurya/helpy", "demo": "https://github.com/Akshithsurya/helpy/releases/tag/Helpy"}, {"ship_num": 2, "ts": "2026-07-15T14:50:47Z", "hours": 16.0, "multiplier": 8.66, "payout": 70, "blessing": "neutral", "text": "Helpy is a cross-platform desktop application built with Electron, accompanied by a Chrome extension, to help individuals with ADHD manage tasks, improve focus, and reduce distractions. The project was designed around the idea that productivity tools should adapt to the user rather than requiring the user to adapt to the tool. The application combines task management, focus sessions, reminders, and browser integration into a single, streamlined experience. The Chrome extension allows users to quickly capture tasks while browsing, while the desktop application provides a centralized workspace for organizing and tracking progress. One of the primary challenges was integrating the Electron desktop application with the Chrome extension while maintaining a consistent user experience. Packaging the application for distribution across multiple platforms and designing an interface that remains simple without sacrificing functionality also required significant effort. This project strengthened my understanding of Electron, Chrome Extension APIs, desktop application packaging, application architecture, and user-centered interface design. I am particularly proud of creating a solution that addresses a real accessibility and productivity challenge while remaining easy to install and use. To test the project: Download and install the latest release from the GitHub Releases page. Launch the Helpy desktop application. Load the Chrome extension using Chrome’s Developer Mode (Load unpacked or install the provided package). Create tasks, start focus sessions, and use the extension to save tasks directly from the browser. Verify that tasks and productivity features function as expected.", "repo": "https://github.com/Akshithsurya/helpy", "demo": "https://github.com/Akshithsurya/helpy/releases/tag/Helpy"}]...
|
[{"post_id": 50212, "ts": "202 [{"post_id": 50212, "ts": "2026-08-19T10:56:53Z", "hours": 8.6908, "text": "chnaged many of the features compressed to exe but i got hit with an error"}, {"post_id": 48032, "ts": "2026-08-16T10:05:38Z", "hours": 8.5569, "text": "Ready for ship and made the UI better and made it better and less quirky"}, {"post_id": 46824, "ts": "2026-08-14T10:51:45Z", "hours": 8.3019, "text": "made the chatbot better and added better code to everything and majour ui chang(rn place holder)"}, {"post_id": 45592, "ts": "2026-08-12T05:49:31Z", "hours": 8.6422, "text": "Made the features take up less space, which shrunk the app by 31%, and then made the notifications less annoying, made the app a bit more chat bot driven and made the chat bot better and added better themes"}, {"post_id": 40695, "ts": "2026-08-04T11:47:31Z", "hours": 8.8981, "text": "Added so that the app picks up the timer if you closed the app, made the music selection better and added new welcome message for new users to get started. :)"}, {"post_id": 40022, "ts": "2026-08-03T11:27:17Z", "hours": 8.24, "text": "I have made the chatbot better, made the UI better and less cluttered, added better focus shield, and made it way more optimised"}, {"post_id": 39305, "ts": "2026-08-02T06:06:20Z", "hours": 7.6078, "text": "Done adding a less cluttered UI, personalization, a chatbot companion, and more music and about to release V2"}, {"post_id": 38153, "ts": "2026-07-31T12:17:00Z", "hours": 8.9819, "text": "Major UI makeover and added a better chat bot."}, {"post_id": 36445, "ts": "2026-07-28T16:00:06Z", "hours": 8.1717, "text": "Added a chatbot and optimized the code & added features to help people with dyslexia to operate it."}, {"post_id": 34076, "ts": "2026-07-24T15:18:57Z", "hours": 8.3667, "text": "Added a settings row to Focus Focus Shield, Calm Mode, No Animation, Light Mode toggle, and a font/sound switcher. Added a settings row to Focus Focus Shield, Calm Mode, No Animation, Light Mode toggle, and a font/sound switcher. Per User Persistence All Per User Persistence All Also built Quick Commands - one input to type stuff like /plan work 60 or /help instead of clicking through menus. Still wiring up the rest of the commands. Underneath that: Create Focus Plan, with a Timer: Work Mode. Right now it just displays 00:00 as a placeholder – next up is hooking it to the actual session logic so starting a plan counts down for real.:)"}, {"post_id": 30564, "ts": "2026-07-18T07:36:40Z", "hours": 4.5017, "text": "Dark mode has been added. Now tell me what else i should add?"}, {"post_id": 28892, "ts": "2026-07-15T14:17:59Z", "hours": 1.9361, "text": "made the signup and login work made the notifications way less annoying :D"}, {"post_id": 27758, "ts": "2026-07-13T16:30:41Z", "hours": 2.1161, "text": "Added a Chrome extension to help track activities and to help people with ADHD and ADD"}, {"post_id": 27167, "ts": "2026-07-12T14:16:42Z", "hours": 2.9783, "text": "UI ready"}, {"post_id": 26023, "ts": "2026-07-10T16:30:57Z", "hours": 9.1939, "text": "Working on HelpY, a project to help ADHD and forgetful people, but how do fix this error? No AI agent was able to make a dent in the problem."}]...
|
Title: Helpy by @Ak_45 | Stardance
Devlogs:
Worki Title: Helpy by @Ak_45 | Stardance
Devlogs:
Working on HelpY, a project to help ADHD and forgetful people, but how do fix this error? No AI agent was able to make a dent in the problem.
UI ready
Added a Chrome extension to help track activities and to help people with ADHD and ADD
made the signup and login work made the notifications way less annoying :D
Dark mode has been added. Now tell me what else i should add?
Added a settings row to Focus Focus Shield, Calm Mode, No Animation, Light Mode toggle, and a font/sound switcher. Added a settings row to Focus Focus Shield, Calm Mode, No Animation, Light Mode toggle, and a font/sound switcher. Per User Persistence All Per User Persistence All Also built Quick Commands - one input to type stuff like /plan work 60 or /help instead of clicking through menus. Still wiring up the rest of the commands. Underneath that: Create Focus Plan, with a Timer: Work Mode. Right now it just displays 00:00 as a placeholder – next up is hooking it to the actual session logic so starting a plan counts down for real.:)
Added a chatbot and optimized the code & added features to help people with dyslexia to operate it.
Major UI makeover and added a better chat bot.
Done adding a less cluttered UI, personalization, a chatbot companion, and more music and about to release V2
I have made the chatbot better, made the UI better and less cluttered, added better focus shield, and made it way more optimised
Added so that the app picks up the timer if you closed the app, made the music selection better and added new welcome message for new users to get started. :)
Made the features take up less space, which shrunk the app by 31%, and then made the notifications less annoying, made the app a bit more chat bot driven and made the chat bot better and added better themes
made the chatbot better and added better code to everything and majour ui chang(rn place holder)
Ready for ship and made the UI better and made it better and less quirky
chnaged many of the features compressed to exe but i got hit with an error
Ships:
Helpy is a cross-platform desktop application built with Electron, accompanied by a Chrome extension, to help individuals with ADHD manage tasks, improve focus, and reduce distractions. The project was designed around the idea that productivity tools should adapt to the user rather than requiring the user to adapt to the tool. The application combines task management, focus sessions, reminders, and browser integration into a single, streamlined experience. The Chrome extension allows users to quickly capture tasks while browsing, while the desktop application provides a centralized workspace for organizing and tracking progress. One of the primary challenges was integrating the Electron desktop application with the Chrome extension while maintaining a consistent user experience. Packaging the application for distribution across multiple platforms and designing an interface that remains simple without sacrificing functionality also required significant effort. This project strengthened my understanding of Electron, Chrome Extension APIs, desktop application packaging, application architecture, and user-centered interface design. I am particularly proud of creating a solution that addresses a real accessibility and productivity challenge while remaining easy to install and use. To test the project: Download and install the latest release from the GitHub Releases page. Launch the Helpy desktop application. Load the Chrome extension using Chrome’s Developer Mode (Load unpacked or install the provided package). Create tasks, start focus sessions, and use the extension to save tasks directly from the browser. Verify that tasks and productivity features function as expected.
I have polished the previous version of the app. I have added a focus shield, a music and ambient noise player, an AI chatbot, a softer notification, and better personalization. Completely discarded the previous version of the Chrome extension and rewrote it and added better UI and smart web tools, making it so that you can customize the user’s plan from the Chrome extension itself. Made the bridge between the app and the Chrome extension smoother and better & made the app way more ADHD-friendly. # NOTE: make sure that you enable notification in your OS and BROWSER...
|
1793109253.1911347
|
1793195653.1911347
|
|
28732
|
Data minigames by @Paul1379 | Stardance
|
Paul1379
|
2
|
7.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T14:17:33Z", "hours": 1.0, "multiplier": 3.49, "payout": 2, "blessing": "neutral", "text": "What is this game? This game is a series of minigames around the theme of data made in godot. There is currently four mingames made for challenging your speed, pattern recognition and mental math skills. In the minigames you will have to: distinguish between dogs and cats spot a slightly different color on a grid find the largest produit click on a specific color given by colored text Sounds easy? Try to do it faster, and faster, and faster… You can play the game on web on itch.io, my personnal best score is 37. New features for this ship: As said in the devlog, I added a fourth minigame about finding the largest product between four and I replace the health icon with my own.", "repo": "https://github.com/Paul-1379/Data-minigames", "demo": "https://paul1379.itch.io/data-analyser"}, {"ship_num": 2, "ts": "2026-07-04T10:39:41Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am very happy to be back in game development with this simple game. I got confident in using godot (I used unity for most of my game project) and I am satisfied with the minigames ideas I had. The only current catch is the fact that there is no music.", "repo": "https://github.com/Paul-1379/Data-minigames", "demo": "https://paul1379.itch.io/data-analyser"}]...
|
[{"post_id": 54451, "ts": "202 [{"post_id": 54451, "ts": "2026-08-25T13:59:27Z", "hours": 0.6672, "text": "Add a new minigame: biggest product The goal of this new minigame is, as you expect, to find the biggest product between four products. All of the products are formed with 2 numbers between 1 and 10 in order to make it mental math challenge. I also change the icon used to represent the lives, I make this new icon using the costumes editor in scratch (which is basically a svg editor), I used this editor because I am used to using scratch so it was the fastest for me."}, {"post_id": 22081, "ts": "2026-07-04T10:31:02Z", "hours": 1.5483, "text": "I changed the end and the win screen with text animations (it gives more suspense), and since the game screen size was the godot default, I changed it for a 1920x1080 screen size"}, {"post_id": 20681, "ts": "2026-07-02T10:31:22Z", "hours": 1.5006, "text": "New background and minigame! The background is still made with blender and the new minigame is about clicking on the circle with a slightly different color than the others (only problem is that it is not playable for colorblind people🥲)"}, {"post_id": 19854, "ts": "2026-07-01T08:05:09Z", "hours": 3.2564, "text": "Made a first version of the game with two minigames: one where you have to quickly say if an image shows a cat or a dog, and another one where you have to tell wich color a colored text is describing"}]...
|
Title: Data minigames by @Paul1379 | Stardance
De Title: Data minigames by @Paul1379 | Stardance
Devlogs:
Made a first version of the game with two minigames: one where you have to quickly say if an image shows a cat or a dog, and another one where you have to tell wich color a colored text is describing
New background and minigame! The background is still made with blender and the new minigame is about clicking on the circle with a slightly different color than the others (only problem is that it is not playable for colorblind people🥲)
I changed the end and the win screen with text animations (it gives more suspense), and since the game screen size was the godot default, I changed it for a 1920x1080 screen size
Add a new minigame: biggest product The goal of this new minigame is, as you expect, to find the biggest product between four products. All of the products are formed with 2 numbers between 1 and 10 in order to make it mental math challenge. I also change the icon used to represent the lives, I make this new icon using the costumes editor in scratch (which is basically a svg editor), I used this editor because I am used to using scratch so it was the fastest for me.
Ships:
I am very happy to be back in game development with this simple game. I got confident in using godot (I used unity for most of my game project) and I am satisfied with the minigames ideas I had. The only current catch is the fact that there is no music.
What is this game? This game is a series of minigames around the theme of data made in godot. There is currently four mingames made for challenging your speed, pattern recognition and mental math skills. In the minigames you will have to: distinguish between dogs and cats spot a slightly different color on a grid find the largest produit click on a specific color given by colored text Sounds easy? Try to do it faster, and faster, and faster… You can play the game on web on itch.io, my personnal best score is 37. New features for this ship: As said in the devlog, I added a fourth minigame about finding the largest product between four and I replace the health icon with my own....
|
1793087706.626073
|
1793174106.626073
|
|
28750
|
Hack Club AI status bot by @Devansh | Stardance
|
Devansh
|
2
|
2.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T02:35:40Z", "hours": 1.0, "multiplier": 3.02, "payout": 3, "blessing": "neutral", "text": "Now it also shows time till 10 and 0 and usage per day, + status endpoints", "repo": "https://github.com/Devansh-awat/Hack-Club-AI-status-bot", "demo": "https://hackclub.enterprise.slack.com/docs/T0266FRGM/F0BE8K2N3MJ"}, {"ship_num": 2, "ts": "2026-06-30T12:06:06Z", "hours": 1.0, "multiplier": 4.98, "payout": 6, "blessing": "neutral", "text": "Made a status bot for hackclub ai which shows a graph of balance and pins a message when its under 0. also alerts @mahad when it falls under 10. Updates every minute.", "repo": "https://github.com/Devansh-awat/Hack-Club-AI-status-bot", "demo": "https://hackclub.enterprise.slack.com/docs/T0266FRGM/F0BE8K2N3MJ"}]...
|
[{"post_id": 25667, "ts": "202 [{"post_id": 25667, "ts": "2026-07-10T02:32:35Z", "hours": 1.1364, "text": "I added a status endpoint at https://hcai.devansh.hackclub.app/history so that you can see current and past status of ai.hackclub.app/up and use it for whatever purposes. Also added estimated time to 0 and fixed a bug where the image was not visible by hosting it at https://hcai.devansh.hackclub.app/balance_trend.png There is still a bug where it shows double lines on the canvas, and im nor sure if its at my end only, so if you see it pls dm @devansh on slack with a picture."}, {"post_id": 19146, "ts": "2026-06-30T12:03:45Z", "hours": 1.21, "text": "Got bot working, there was issue where bot uploaded private images so no one could see, but i used claude and it told to use a format like in the canvas so it will put image directly in the canvas. The pinned message part is yet to be tested, and will be tested when hackclub ai runs out of money again. bound to happen soon, it happens like every week."}]...
|
Title: Hack Club AI status bot by @Devansh | Stard Title: Hack Club AI status bot by @Devansh | Stardance
Devlogs:
Got bot working, there was issue where bot uploaded private images so no one could see, but i used claude and it told to use a format like in the canvas so it will put image directly in the canvas. The pinned message part is yet to be tested, and will be tested when hackclub ai runs out of money again. bound to happen soon, it happens like every week.
I added a status endpoint at https://hcai.devansh.hackclub.app/history so that you can see current and past status of ai.hackclub.app/up and use it for whatever purposes. Also added estimated time to 0 and fixed a bug where the image was not visible by hosting it at https://hcai.devansh.hackclub.app/balance_trend.png There is still a bug where it shows double lines on the canvas, and im nor sure if its at my end only, so if you see it pls dm @devansh on slack with a picture.
Ships:
Made a status bot for hackclub ai which shows a graph of balance and pins a message when its under 0. also alerts @mahad when it falls under 10. Updates every minute.
Now it also shows time till 10 and 0 and usage per day, + status endpoints...
|
1792993838.2248113
|
1793080238.2248113
|
|
28822
|
Ada's Website! by @ada_bardiz | Stardance
|
ada_bardiz
|
2
|
6.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T17:08:13Z", "hours": 5.0, "multiplier": 2.83, "payout": 14, "blessing": "neutral", "text": "I made a personal website to serve as my portfolio. I made this project when I was really tired, so one thing I found challenging was 1) finding a cutesy font 2) figuring out why the image wouldn’t display. I’m proud of how polished it looks and how much information I was able to showcase. People can try it out via this link: https://adabardiz.github.io/personal-website-2/", "repo": "https://github.com/adabardiz/personal-website-2", "demo": "https://adabardiz.github.io/personal-website-2/"}, {"ship_num": 2, "ts": "2026-07-02T15:33:15Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website that showcases a few examples of my projects, includes links to my github and linkedin accounts and has a minigame! This was my first experience with HTML, and I’m pretty proud of myself. My biggest issue was that I couldn’t get my dog’s photo to appear on the website page, and I fixed it by using Gemini’s help. Gemini helped me realize that my dogs photo was in jpg when I was trying to upload it in jpeg form, and also that I didn’t upload my dogs photo into the folder that the index.html file was in. I made sure to credit ProgrammingWithMosh and cite that I used AI in my readme.", "repo": "https://github.com/adabardiz/personal-website-2", "demo": "https://adabardiz.github.io/personal-website-2/"}]...
|
[{"post_id": 64911, "ts": "202 [{"post_id": 64911, "ts": "2026-09-09T17:06:30Z", "hours": 4.9453, "text": "I completely re-did the website! Added a few new sections & made it a bit more polished. Check it out: https://github.com/adabardiz/personal-website-2"}, {"post_id": 19976, "ts": "2026-07-01T13:25:28Z", "hours": 0.7336, "text": "Just added a silly small minigame to my website! Go check it out."}]...
|
Title: Ada's Website! by @ada_bardiz | Stardan Title: Ada's Website! by @ada_bardiz | Stardance
Devlogs:
Just added a silly small minigame to my website! Go check it out.
I completely re-did the website! Added a few new sections & made it a bit more polished. Check it out: https://github.com/adabardiz/personal-website-2
Ships:
I made a personal website that showcases a few examples of my projects, includes links to my github and linkedin accounts and has a minigame! This was my first experience with HTML, and I’m pretty proud of myself. My biggest issue was that I couldn’t get my dog’s photo to appear on the website page, and I fixed it by using Gemini’s help. Gemini helped me realize that my dogs photo was in jpg when I was trying to upload it in jpeg form, and also that I didn’t upload my dogs photo into the folder that the index.html file was in. I made sure to credit ProgrammingWithMosh and cite that I used AI in my readme.
I made a personal website to serve as my portfolio. I made this project when I was really tired, so one thing I found challenging was 1) finding a cutesy font 2) figuring out why the image wouldn’t display. I’m proud of how polished it looks and how much information I was able to showcase. People can try it out via this link: https://adabardiz.github.io/personal-website-2/...
|
1793051543.4835935
|
1793137943.4835935
|
|
28880
|
Hallo-Ware Game by @michellee | Stardance
|
michellee
|
2
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T04:40:19Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hallo-ware is a fast-paced Halloween minigame collection inspired by WarioWare! You can test your reflexes, memory, and timing across 6 spooky minigames. The minigames are supposed to start easy and increasingly become harder (if it doesn’t for you, good job!)", "repo": "https://github.com/michelleebe/WarioWareGame", "demo": "https://michelleebe.itch.io/hallo-ware"}, {"ship_num": 2, "ts": "2026-08-14T18:45:47Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Halloween-themed WarioWare game! This game consisted of three minigames: a platformer, a clicker, and a dodger (in that order). Coding was challenging, especially because I needed to make some changes that the guide couldn’t help with, and I had to figure them out on my own. Although it was difficult, the outcome of my game made it all worth it! Controls: Left Arrow Key, Right Arrow Key, and Spacebar", "repo": "https://github.com/michelleebe/WarioWareGame", "demo": "https://michelleebe.itch.io/hallo-ware"}]...
|
[{"post_id": 50085, "ts": "202 [{"post_id": 50085, "ts": "2026-08-19T04:30:42Z", "hours": 2.0353, "text": "Minigame6! This a flappy bird Halloween inspired game! Its the same gameplay as flappy bird just tweaked to fit my theme!"}, {"post_id": 49993, "ts": "2026-08-19T00:49:11Z", "hours": 1.4578, "text": "Minigame5! During this minigame colors will flash on the screen and the player has 6 seconds to organize the candles in the correct order to complete the level!"}, {"post_id": 49161, "ts": "2026-08-17T19:58:00Z", "hours": 1.5761, "text": "MiniGame 4: This is a pong game that is super easy and basic."}, {"post_id": 47086, "ts": "2026-08-14T18:38:10Z", "hours": 1.5264, "text": "I made my final scene, which is the setting scene. It just lists the controls and how to win the game! I also spent most of this time fixing my code and doing a bunch of troubleshooting!!"}, {"post_id": 46955, "ts": "2026-08-14T15:13:09Z", "hours": 1.0586, "text": "I created my win/lose screen which shows different reactions of the cat. On the win screen there will be cheering in the background. While on the lose screen you will hear a womp womp sound."}, {"post_id": 46710, "ts": "2026-08-14T04:52:05Z", "hours": 0.5639, "text": "Minigame 3! I created my last minigame which is the cutest thing ever. The player has 5 seconds to dodge the falling pumpkins to win the game!"}, {"post_id": 46663, "ts": "2026-08-14T03:00:31Z", "hours": 0.8203, "text": "Minigame 2 is done! This is the clicker minigame, the player has 10 seconds to click all the 10 ghosts to pass on to the next level!"}, {"post_id": 46465, "ts": "2026-08-13T18:06:06Z", "hours": 1.5789, "text": "I finished my first minigame level; it’s super cute to me! Coding was a pain in the butt for the level scene and the minigame. Specifically, making the game go into the next scene after collecting all the potions instead of the timer running out. For some reason, the code in the tutorial wasn’t working for me."}, {"post_id": 45970, "ts": "2026-08-12T20:00:40Z", "hours": 6.4864, "text": "Umm, it’s been a while, and I changed the whole theme of the game. Im not sure what I was doing for those 6 hours, but now I have a completely new title screen and level scene, and I created my player for my first minigame."}, {"post_id": 19665, "ts": "2026-07-01T01:25:09Z", "hours": 0.8506, "text": "I created the base of the start page of my CandyWare game. This isn’t the final look; I am just getting the hang of using Godot. I already have a plan for the minigames that I’ll make!! I am also going to learn how to make a moving background for the rest of my scenes."}]...
|
Title: Hallo-Ware Game by @michellee | Stardance
Title: Hallo-Ware Game by @michellee | Stardance
Devlogs:
I created the base of the start page of my CandyWare game. This isn’t the final look; I am just getting the hang of using Godot. I already have a plan for the minigames that I’ll make!! I am also going to learn how to make a moving background for the rest of my scenes.
Umm, it’s been a while, and I changed the whole theme of the game. Im not sure what I was doing for those 6 hours, but now I have a completely new title screen and level scene, and I created my player for my first minigame.
I finished my first minigame level; it’s super cute to me! Coding was a pain in the butt for the level scene and the minigame. Specifically, making the game go into the next scene after collecting all the potions instead of the timer running out. For some reason, the code in the tutorial wasn’t working for me.
Minigame 2 is done! This is the clicker minigame, the player has 10 seconds to click all the 10 ghosts to pass on to the next level!
Minigame 3! I created my last minigame which is the cutest thing ever. The player has 5 seconds to dodge the falling pumpkins to win the game!
I created my win/lose screen which shows different reactions of the cat. On the win screen there will be cheering in the background. While on the lose screen you will hear a womp womp sound.
I made my final scene, which is the setting scene. It just lists the controls and how to win the game! I also spent most of this time fixing my code and doing a bunch of troubleshooting!!
MiniGame 4: This is a pong game that is super easy and basic.
Minigame5! During this minigame colors will flash on the screen and the player has 6 seconds to organize the candles in the correct order to complete the level!
Minigame6! This a flappy bird Halloween inspired game! Its the same gameplay as flappy bird just tweaked to fit my theme!
Ships:
I made a Halloween-themed WarioWare game! This game consisted of three minigames: a platformer, a clicker, and a dodger (in that order). Coding was challenging, especially because I needed to make some changes that the guide couldn’t help with, and I had to figure them out on my own. Although it was difficult, the outcome of my game made it all worth it! Controls: Left Arrow Key, Right Arrow Key, and Spacebar
Hallo-ware is a fast-paced Halloween minigame collection inspired by WarioWare! You can test your reflexes, memory, and timing across 6 spooky minigames. The minigames are supposed to start easy and increasingly become harder (if it doesn’t for you, good job!)...
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1793108910.2151585
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1793195310.2151585
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28918
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WarioWare Game by @Vigaash | Stardance
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Vigaash
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2
|
19.0
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43
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T17:57:40Z", "hours": 10.0, "multiplier": 4.45, "payout": 43, "blessing": "neutral", "text": "I made Warioware, a game full of fun minigames that follows the concept of Mario Party, where you play Wario-related minigames without losing your lives! It was built using Godot, GDscript, and a passion for Nintendo. Currently, there are four games that are active. The games are: Super Wario, Star Collector, Garlic Catcher, and Flappy Bird. A problem that I had with this was trying to create the score and make sure that the score doesn’t automatically update because of a bug in the scoring system. More thorough details are in my Readme! Hope you guys like it! Link: https://github.com/Vigaash-Lingeswaran/WarioWare-game Link to game: https://vigaash-lingeswaran.itch.io/super-wario-ware", "repo": "https://github.com/Vigaash-Lingeswaran/WarioWare-game", "demo": "https://vigaash-lingeswaran.itch.io/super-wario-ware"}, {"ship_num": 2, "ts": "2026-07-04T18:00:55Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey guys! I made a WarioWare-themed game with 2 minigames so far (I am working on more). You have to beat the game without losing your 5 lives. What I found challenging was trying to both to try to create my own creative screens and addons like GIFS, as well as the coding for these new games. Even though I haven’t added these new games yet, I still have a little trouble with it, especially the code for the PONG game, since it is also my first time using GDscript and Godot. The controls and all other features are in my readme, but it is pretty intuitive to play. Hope you guys like it!", "repo": "https://github.com/Vigaash-Lingeswaran/WarioWare-game", "demo": "https://vigaash-lingeswaran.itch.io/super-wario-ware"}]...
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[{"post_id": 50463, "ts": "202 [{"post_id": 50463, "ts": "2026-08-19T16:58:08Z", "hours": 1.8992, "text": "Hey guys! I have been working a lot on the Warioware game. Here’s what I have done so far. I started off by creating and finishing the fourth game, which was the flappy bird game. This game was a decent challenge, but I was able to figure it out in the end. I used a player scene (CharacterBody 2D), then an obstacle scene (Area2D), and finally a main game scene. From there, I just combined each of the elements and their respective scripts. One challenge that I faced with this was trying to get the score working for it. Since the score would have to be referenced into two different scripts, I remembered that I could use a Global variable, which allowed me to easily reference the score in both scripts which allowed the game to flow smoothly to the next scenes. I learned a lot through this game. Next steps would be just to finish any polishing steps."}, {"post_id": 49319, "ts": "2026-08-18T02:10:36Z", "hours": 7.7967, "text": "Hey guys! I have been working a lot on the WarioWare game. Here’s what I have done so far. I started off by creating the third game, which would be a catcher game, where the player would move across the x-axis to catch all of the garlic. I did this by combining three different scenes, where one scene was the player, the next was the garlic spawner, and the final one was the entire minigame scene. I learned a lot through this game because it introduced me to how something like a spawner would be created in Godot, where you would have to use a timer, and then load an Sprite2D with a CollisionShape2D attached to it. The next steps would be to create the final game, which I am thinking to be a flappy bird game."}, {"post_id": 22258, "ts": "2026-07-04T17:09:40Z", "hours": 7.0564, "text": "Hey guys! It’s kind of been a while since I last posted, but I have seemed to lock in. Here’s what I did: I started off by basically finishing all of the first game. This included all of the controls of the player and how it interacts with the platform. I have also learned how to start animating things for the coins I created. I then started on the second game, which was the clicker game. I decided it would be good to include a star as the thing to collect. This one was also pretty easy, but I had a little bit of trouble trying to figure out how to get the code for the next level intermission that would come after this, because it would sometimes reload the global variables. After that, I decided to start working on the winner and death scenes. I wanted to try and make the whole game kind of close to the Super Mario vibe, so I also spent a lot of time trying to make different designs. That’s where most of the time was, because I was able to get the background images from things I designed on canva, but some parts I had to overlap onto Godot like the different buttons. After that, I basically put all of the finishing touches on the game. This included any design changes like adding some GIFs at the end of the game, and just adding things like a settings page. Overall, I have pretty much finished all of the required parts of this mission, but I will continue to work on this further. I really had a great time with this mission, as it was my first time using Godot, and it taught me a lot about the game. Next steps would just be to add a little bit more games, and some more animations, and maybe even music."}, {"post_id": 19615, "ts": "2026-06-30T23:54:07Z", "hours": 1.69, "text": "Hey Guys! This is my first devlog for the WarioWare Game. Here’s what I got done. I started off by making the title page. I followed the general guide, but since there were a couple of components that just didn’t seem to work on my side, I ended up switching up some of the elements. These included the types of elements like labels, textureRect, and more. I also didn’t like how the font was on the exmaple so I fooled around with it until I liked it. Another thing that I started on was the usage of buttons and their functions. I haven’t used Java before, so it was a little challenging at the start, especially with the use of “:” instead of “;” which is what I am used to. I have been able to get my first button to work. Another thing that I started was the timer for the minigame. I have figured out how to ensure that the timer ends properly (without going into the negatives), and it has been working so far. I have started a very little bit of the first minigame, but I was a little too tired to keep going. Next steps would be to get the first mingame working. This would mean being able to move the character and have it interact with the different elements on the screen. But pretty good progress for today."}]...
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Title: WarioWare Game by @Vigaash | Stardance
Dev Title: WarioWare Game by @Vigaash | Stardance
Devlogs:
Hey Guys! This is my first devlog for the WarioWare Game. Here’s what I got done. I started off by making the title page. I followed the general guide, but since there were a couple of components that just didn’t seem to work on my side, I ended up switching up some of the elements. These included the types of elements like labels, textureRect, and more. I also didn’t like how the font was on the exmaple so I fooled around with it until I liked it. Another thing that I started on was the usage of buttons and their functions. I haven’t used Java before, so it was a little challenging at the start, especially with the use of “:” instead of “;” which is what I am used to. I have been able to get my first button to work. Another thing that I started was the timer for the minigame. I have figured out how to ensure that the timer ends properly (without going into the negatives), and it has been working so far. I have started a very little bit of the first minigame, but I was a little too tired to keep going. Next steps would be to get the first mingame working. This would mean being able to move the character and have it interact with the different elements on the screen. But pretty good progress for today.
Hey guys! It’s kind of been a while since I last posted, but I have seemed to lock in. Here’s what I did: I started off by basically finishing all of the first game. This included all of the controls of the player and how it interacts with the platform. I have also learned how to start animating things for the coins I created. I then started on the second game, which was the clicker game. I decided it would be good to include a star as the thing to collect. This one was also pretty easy, but I had a little bit of trouble trying to figure out how to get the code for the next level intermission that would come after this, because it would sometimes reload the global variables. After that, I decided to start working on the winner and death scenes. I wanted to try and make the whole game kind of close to the Super Mario vibe, so I also spent a lot of time trying to make different designs. That’s where most of the time was, because I was able to get the background images from things I designed on canva, but some parts I had to overlap onto Godot like the different buttons. After that, I basically put all of the finishing touches on the game. This included any design changes like adding some GIFs at the end of the game, and just adding things like a settings page. Overall, I have pretty much finished all of the required parts of this mission, but I will continue to work on this further. I really had a great time with this mission, as it was my first time using Godot, and it taught me a lot about the game. Next steps would just be to add a little bit more games, and some more animations, and maybe even music.
Hey guys! I have been working a lot on the WarioWare game. Here’s what I have done so far. I started off by creating the third game, which would be a catcher game, where the player would move across the x-axis to catch all of the garlic. I did this by combining three different scenes, where one scene was the player, the next was the garlic spawner, and the final one was the entire minigame scene. I learned a lot through this game because it introduced me to how something like a spawner would be created in Godot, where you would have to use a timer, and then load an Sprite2D with a CollisionShape2D attached to it. The next steps would be to create the final game, which I am thinking to be a flappy bird game.
Hey guys! I have been working a lot on the Warioware game. Here’s what I have done so far. I started off by creating and finishing the fourth game, which was the flappy bird game. This game was a decent challenge, but I was able to figure it out in the end. I used a player scene (CharacterBody 2D), then an obstacle scene (Area2D), and finally a main game scene. From there, I just combined each of the elements and their respective scripts. One challenge that I faced with this was trying to get the score working for it. Since the score would have to be referenced into two different scripts, I remembered that I could use a Global variable, which allowed me to easily reference the score in both scripts which allowed the game to flow smoothly to the next scenes. I learned a lot through this game. Next steps would be just to finish any polishing steps.
Ships:
Hey guys! I made a WarioWare-themed game with 2 minigames so far (I am working on more). You have to beat the game without losing your 5 lives. What I found challenging was trying to both to try to create my own creative screens and addons like GIFS, as well as the coding for these new games. Even though I haven’t added these new games yet, I still have a little trouble with it, especially the code for the PONG game, since it is also my first time using GDscript and Godot. The controls and all other features are in my readme, but it is pretty intuitive to play. Hope you guys like it!
I made Warioware, a game full of fun minigames that follows the concept of Mario Party, where you play Wario-related minigames without losing your lives! It was built using Godot, GDscript, and a passion for Nintendo. Currently, there are four games that are active. The games are: Super Wario, Star Collector, Garlic Catcher, and Flappy Bird. A problem that I had with this was trying to create the score and make sure that the score doesn’t automatically update because of a bug in the scoring system. More thorough details are in my Readme! Hope you guys like it! Link: https://github.com/Vigaash-Lingeswaran/WarioWare-game Link to game: https://vigaash-lingeswaran.itch.io/super-wario-ware...
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1792986904.090386
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1793073304.090386
|
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28962
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Flappy Bird by @DP | Stardance
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DP
|
2
|
6.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T03:10:08Z", "hours": 0.0, "multiplier": 9.86, "payout": 4, "blessing": "neutral", "text": "I made a flappy bird game, and I made some changes to it including the addition of new colors and the addition of a better-looking bird and especially the physics, most people commented on the physics, and I finally have fixed that part. I hope you like the better version/v2 of this game! Not the best at the game as you can see, my best is 43, try beating it!", "repo": "https://github.com/EinsteinTheEngineer/Flappy-Bird-Game", "demo": "https://einsteintheengineer.github.io/Flappy-Bird-Game/"}, {"ship_num": 2, "ts": "2026-07-01T16:29:21Z", "hours": 6.0, "multiplier": 1.94, "payout": 11, "blessing": "neutral", "text": "I made a Flappy bird game and in this I tried to make it better and look nicer up to my coding knowledge. The hardest part was mainly the tkinter, I wanted to use this so I could learn more about this 3D graphics and stuff.", "repo": "https://github.com/EinsteinTheEngineer/Flappy-Bird-Game", "demo": "https://einsteintheengineer.github.io/Flappy-Bird-Game/"}]...
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[{"post_id": 32752, "ts": "202 [{"post_id": 32752, "ts": "2026-07-22T03:07:22Z", "hours": 0.4533, "text": "Finally I read through peoples replies and feedback and I already knew the problem was gonna be with the gravity and flap strength, so after fixing that and also making the bird look a little better, I am finally done with this. Hopefully!"}, {"post_id": 20074, "ts": "2026-07-01T16:16:52Z", "hours": 0.515, "text": "We have officially reached the finish line for Iteration 2 of Flappy Bird! The final phase of this sprint was all about pushing the visual aesthetic to a premium arcade standard and overcoming the hurdle of accessibility. Instead of relying on flat, basic shapes, I completely overhauled the rendering logic to introduce true geometric depth. By utilizing advanced vector layering, drop shadows, and gloss highlights directly on the canvas, the bird now sports a vibrant 3D spherical look. The obstacles received a massive upgrade as well; the pipes are now modeled with authentic wide rim caps and custom gradient shading to mimic the nostalgic look of classic arcade games. Players can also fully personalize their experience right from the start menu using interactive on-screen buttons to swap between multiple sky themes like pink, light blue, and midnight black.The biggest breakthrough of this update, however, was figuring out how to bring this desktop application into the modern web ecosystem. Moving away from local Python execution, the project was successfully migrated onto a web framework using a Python Flask backend paired with an HTML5 Canvas frontend. This transition allows the game loop to execute flawlessly at a locked 60 frames per second right inside any web browser, eliminating lag and making the game instantly playable via a single cloud link. With precision collision boundaries fully locked down, dynamic acceleration curves scaling the difficulty every three points, and the live link officially deployed on Replit, the game is polished, optimized, and ready for the world to play. Time to ship it!"}, {"post_id": 20020, "ts": "2026-07-01T14:55:48Z", "hours": 3.5922, "text": "The primary milestone of this development cycle was transforming a loose, functional prototype into a structured, scalable application using Object-Oriented Programming (OOP). By encapsulating all game states—such as scores, velocities, and tracking arrays—inside a master FlappyBirdGame class, the architecture became self-contained, eliminating the risk of global variable pollution. A critical part of this refactoring involved dismantling the splintered, independent. after () loops that separately ran gravity, pipe movement, and scoring. These were consolidated into a single unified game_loop running at approximately 60 frames per second (~16ms). This master clock synchronizes all physics updates and collision checks simultaneously, removing the erratic micro-stutters from the previous version and delivering a noticeably smoother gameplay experience. In addition to structural overhaul, several game-breaking bugs and interface oversights were resolved. The disruptive terminal-based color input was entirely removed, replaced by an integrated canvas menu featuring clickable native tk.Frame buttons for interactive background selection. To fix an instant-death bug where the bird would plunge into the ground the millisecond the game started, an initial upward velocity pulse (FLAP_STRENGTH) was injected straight into the start sequence, giving the player immediate buoyancy and reaction time. Critical syntax errors were also squashed, including a casing typo that turned tk.Frame into an invalid lowercase property, and a keybind mismatch that wrongly mapped the “P” key to a non-existent method instead of the intended toggle_pause function.Finally, core mechanics were tuned to match genuine arcade standards. The superficial timer-based score keeper was abandoned; instead, pipes are now generated with unique geometric tags so that points are only awarded when the bird’s trailing horizontal boundary completely clears the obstacle. A ceiling boundary collision check (b_y1 <= 0) was added to close a loophole where players could fly off-screen to bypass pipes entirely. To keep the gameplay loop engaging, a difficulty scaling mechanic was implemented to speed up the incoming pipes by 1.5 pixels every 3 points, while a session-wide high score counter was added to track and display the player’s best run. The iteration concludes with a polished game loop, stable crash boundaries, and a foundation ready for external asset implementation."}, {"post_id": 19408, "ts": "2026-06-30T18:35:51Z", "hours": 1.4853, "text": "Now working on the bird itself to try and make it look like an actual bird"}]...
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Title: Flappy Bird by @DP | Stardance
Devlogs:
No Title: Flappy Bird by @DP | Stardance
Devlogs:
Now working on the bird itself to try and make it look like an actual bird
The primary milestone of this development cycle was transforming a loose, functional prototype into a structured, scalable application using Object-Oriented Programming (OOP). By encapsulating all game states—such as scores, velocities, and tracking arrays—inside a master FlappyBirdGame class, the architecture became self-contained, eliminating the risk of global variable pollution. A critical part of this refactoring involved dismantling the splintered, independent. after () loops that separately ran gravity, pipe movement, and scoring. These were consolidated into a single unified game_loop running at approximately 60 frames per second (~16ms). This master clock synchronizes all physics updates and collision checks simultaneously, removing the erratic micro-stutters from the previous version and delivering a noticeably smoother gameplay experience. In addition to structural overhaul, several game-breaking bugs and interface oversights were resolved. The disruptive terminal-based color input was entirely removed, replaced by an integrated canvas menu featuring clickable native tk.Frame buttons for interactive background selection. To fix an instant-death bug where the bird would plunge into the ground the millisecond the game started, an initial upward velocity pulse (FLAP_STRENGTH) was injected straight into the start sequence, giving the player immediate buoyancy and reaction time. Critical syntax errors were also squashed, including a casing typo that turned tk.Frame into an invalid lowercase property, and a keybind mismatch that wrongly mapped the “P” key to a non-existent method instead of the intended toggle_pause function.Finally, core mechanics were tuned to match genuine arcade standards. The superficial timer-based score keeper was abandoned; instead, pipes are now generated with unique geometric tags so that points are only awarded when the bird’s trailing horizontal boundary completely clears the obstacle. A ceiling boundary collision check (b_y1 <= 0) was added to close a loophole where players could fly off-screen to bypass pipes entirely. To keep the gameplay loop engaging, a difficulty scaling mechanic was implemented to speed up the incoming pipes by 1.5 pixels every 3 points, while a session-wide high score counter was added to track and display the player’s best run. The iteration concludes with a polished game loop, stable crash boundaries, and a foundation ready for external asset implementation.
We have officially reached the finish line for Iteration 2 of Flappy Bird! The final phase of this sprint was all about pushing the visual aesthetic to a premium arcade standard and overcoming the hurdle of accessibility. Instead of relying on flat, basic shapes, I completely overhauled the rendering logic to introduce true geometric depth. By utilizing advanced vector layering, drop shadows, and gloss highlights directly on the canvas, the bird now sports a vibrant 3D spherical look. The obstacles received a massive upgrade as well; the pipes are now modeled with authentic wide rim caps and custom gradient shading to mimic the nostalgic look of classic arcade games. Players can also fully personalize their experience right from the start menu using interactive on-screen buttons to swap between multiple sky themes like pink, light blue, and midnight black.The biggest breakthrough of this update, however, was figuring out how to bring this desktop application into the modern web ecosystem. Moving away from local Python execution, the project was successfully migrated onto a web framework using a Python Flask backend paired with an HTML5 Canvas frontend. This transition allows the game loop to execute flawlessly at a locked 60 frames per second right inside any web browser, eliminating lag and making the game instantly playable via a single cloud link. With precision collision boundaries fully locked down, dynamic acceleration curves scaling the difficulty every three points, and the live link officially deployed on Replit, the game is polished, optimized, and ready for the world to play. Time to ship it!
Finally I read through peoples replies and feedback and I already knew the problem was gonna be with the gravity and flap strength, so after fixing that and also making the bird look a little better, I am finally done with this. Hopefully!
Ships:
I made a Flappy bird game and in this I tried to make it better and look nicer up to my coding knowledge. The hardest part was mainly the tkinter, I wanted to use this so I could learn more about this 3D graphics and stuff.
I made a flappy bird game, and I made some changes to it including the addition of new colors and the addition of a better-looking bird and especially the physics, most people commented on the physics, and I finally have fixed that part. I hope you like the better version/v2 of this game! Not the best at the game as you can see, my best is 43, try beating it!...
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1792990368.055582
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1793076768.055582
|
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28981
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My very own WebOS by @Nikks | Stardance
|
Nikks
|
2
|
18.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T17:07:34Z", "hours": 9.0, "multiplier": 1.52, "payout": 14, "blessing": "neutral", "text": "I made a breaking bad themed OS that’s running in a website. Also the part i was kind of stuck at was the terminal. It was hard trying to make it similar to a traditional on and that’s I’m most proud of too.", "repo": "https://github.com/Nikhil1059/BreakingBadOS", "demo": "https://nikhil1059.github.io/BreakingBadOS/"}, {"ship_num": 2, "ts": "2026-08-17T21:13:35Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I havent completed it but i think this is a good milestone to ship it ad work on it in the future.", "repo": "https://github.com/Nikhil1059/BreakingBadOS", "demo": "https://nikhil1059.github.io/BreakingBadOS/"}]...
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[{"post_id": 73216, "ts": "202 [{"post_id": 73216, "ts": "2026-09-24T16:48:12Z", "hours": 1.4122, "text": "This time i have added the feature to resize windows. its similar to normal windows resizing windows or linux."}, {"post_id": 65951, "ts": "2026-09-11T13:08:39Z", "hours": 2.1336, "text": "So today i made some good and exciting changes. The changes that were made are: I made a Calendar that pops out when you click the date or time. I redesigned the topbar to kind of look like a taskbar I also made the buttons on the top bar better with animations and shadow. I hope whoever tries this out if any please give me some ideas to further add :)"}, {"post_id": 65322, "ts": "2026-09-10T12:15:23Z", "hours": 1.6089, "text": "So today I made some commands for the terminal. /help gives you all the commands that WORK so feel free to fidget and I’m sure there should be no bugs but please let me know if there are any;)"}, {"post_id": 64171, "ts": "2026-09-08T12:05:35Z", "hours": 1.5844, "text": "I further worked on the terminal. Today i have added two things: The way the input and output is given in the terminal. Its very close to a standard terminal and acts like it. The cursor bar. I have added a distinct function masking the normal cursor bar with a terminal style cursor bar that works so nice. also for now the output of the commands(for now just text) is the input itself but in the next session im going to add official commands and a /help too :)"}, {"post_id": 63473, "ts": "2026-09-07T10:55:18Z", "hours": 1.38, "text": "Today I made the terminal window. As usual it will has all the characteristics of the notes window and also I tried to replicate a terminal design as much as possible. For now the terminal doesn’t work and it just gives the same output as what we type but ill work on that. But I this this was a good front end work."}, {"post_id": 49887, "ts": "2026-08-18T20:56:35Z", "hours": 1.2892, "text": "These are the things i have done in this session: I created a terminal icon and gave it the same charecteristics as the notes icon. I added a reset button which makes the app icons go back to their previous place and this clears the local storage too. I significantly upgraded the dragging system and tbh i spent a really long time for this so please check this out. The icon won’t overlap now and also i gave them real desktop like behaviour. I also added desktop boundaries so that the icons dont go off screen."}, {"post_id": 47641, "ts": "2026-08-15T17:48:50Z", "hours": 1.0669, "text": "I have made the Icon movable like an actual icon on a desktop. Also added a grid so that the icon snapped to a place like again a normal desktop. Also i have added local storage for this icon position so when you change the position of the icon and reload the website the icon will stay at the place you left it. I though it was cool. also for the people who find the boot screen appearing every time you can just change the dev mode true in Script.js and it’ll be bypassed. I planned a solution for this so stay tuned :)"}, {"post_id": 39492, "ts": "2026-08-02T13:58:35Z", "hours": 6.0139, "text": "I have made a lot of changes and forgot to make devlogs. I made a beautiful booting screen and also a beautiful intro screen. I also added a notes app which saves automatically."}, {"post_id": 20284, "ts": "2026-07-01T20:44:38Z", "hours": 1.9125, "text": "I’m working on a os on a web as part of a mission in stardance. I have so far just added some introduction about myself and added a little time and date indicator on the top right. And yeah its Breaking Bad themed so stay tuned i have some good ideas to implement."}]...
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Title: My very own WebOS by @Nikks | Stardance
De Title: My very own WebOS by @Nikks | Stardance
Devlogs:
I’m working on a os on a web as part of a mission in stardance. I have so far just added some introduction about myself and added a little time and date indicator on the top right. And yeah its Breaking Bad themed so stay tuned i have some good ideas to implement.
I have made a lot of changes and forgot to make devlogs. I made a beautiful booting screen and also a beautiful intro screen. I also added a notes app which saves automatically.
I have made the Icon movable like an actual icon on a desktop. Also added a grid so that the icon snapped to a place like again a normal desktop. Also i have added local storage for this icon position so when you change the position of the icon and reload the website the icon will stay at the place you left it. I though it was cool. also for the people who find the boot screen appearing every time you can just change the dev mode true in Script.js and it’ll be bypassed. I planned a solution for this so stay tuned :)
These are the things i have done in this session: I created a terminal icon and gave it the same charecteristics as the notes icon. I added a reset button which makes the app icons go back to their previous place and this clears the local storage too. I significantly upgraded the dragging system and tbh i spent a really long time for this so please check this out. The icon won’t overlap now and also i gave them real desktop like behaviour. I also added desktop boundaries so that the icons dont go off screen.
Today I made the terminal window. As usual it will has all the characteristics of the notes window and also I tried to replicate a terminal design as much as possible. For now the terminal doesn’t work and it just gives the same output as what we type but ill work on that. But I this this was a good front end work.
I further worked on the terminal. Today i have added two things: The way the input and output is given in the terminal. Its very close to a standard terminal and acts like it. The cursor bar. I have added a distinct function masking the normal cursor bar with a terminal style cursor bar that works so nice. also for now the output of the commands(for now just text) is the input itself but in the next session im going to add official commands and a /help too :)
So today I made some commands for the terminal. /help gives you all the commands that WORK so feel free to fidget and I’m sure there should be no bugs but please let me know if there are any;)
So today i made some good and exciting changes. The changes that were made are: I made a Calendar that pops out when you click the date or time. I redesigned the topbar to kind of look like a taskbar I also made the buttons on the top bar better with animations and shadow. I hope whoever tries this out if any please give me some ideas to further add :)
This time i have added the feature to resize windows. its similar to normal windows resizing windows or linux.
Ships:
I havent completed it but i think this is a good milestone to ship it ad work on it in the future.
I made a breaking bad themed OS that’s running in a website. Also the part i was kind of stuck at was the terminal. It was hard trying to make it similar to a traditional on and that’s I’m most proud of too....
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1792990559.459615
|
1793076959.459615
|
|
29024
|
NimbusLoft by @SML_365 | Stardance
|
SML_365
|
2
|
11.77
|
169
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T21:26:26Z", "hours": 2.0, "multiplier": 8.76, "payout": 21, "blessing": "neutral", "text": "Ship #2 for NimbusLoft - A visual clipboard engine This is NimbusLofts ship for v1.2.0. NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This ship includes: Colored files URL saving (Thank you to an anonymous reviewer for this idea!) Bugfixes File size display And more, which you can try out by downloading the executable on GitHub! Please note that NimbusLoft is intended for 64-bit Windows systems.", "repo": "https://github.com/SML365/NimbusLoft", "demo": "https://github.com/SML365/NimbusLoft/releases/"}, {"ship_num": 2, "ts": "2026-07-02T04:51:07Z", "hours": 8.0, "multiplier": 18.75, "payout": 148, "blessing": "neutral", "text": "I made a utility dock for storing temporary files so you don’t have to juggle three instances of File Explorer.", "repo": "https://github.com/SML365/NimbusLoft", "demo": "https://github.com/SML365/NimbusLoft/releases/"}]...
|
[{"post_id": 70117, "ts": "202 [{"post_id": 70117, "ts": "2026-09-18T14:32:24Z", "hours": 1.7656, "text": "Devlog #6 for NimbusLoft It was mainly just bug fixes. I fixed a couple of style issues as well as the version number. I also made it slightly more stable. No new features were added. Anyways, that’s it from me, and have a nice day/night!"}, {"post_id": 23733, "ts": "2026-07-06T21:04:28Z", "hours": 1.31, "text": "Devlog #5 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on adding URL saving and loading support and stabilizing existing features, along with the releases of v1.1.1 and v2.1.0, available to try on GitHub! Added: URL saving and loading: You can now drag in URLs to save, drag them out into a browser, and open them with the browser. Everything shoulf work as expected 1-second pause before hiding the window upon startup: It helps first-time users find where NimbusLoft is located on their screen, since it might be different depending on monitor setups Adjusted color-code colors: The purple was a bit too strong, and I’ll be adjusting the yellow in an upcoming stability fix (v1.2.1) to make it a bit less green Upcoming: Settings menu (v2.0.0 planned) Persistent items (v2.0.0 planned) Search and Sort functionality (also mentioned in Devlog #4 ) (v2.0.0 planned) Multi-monitor support (v1.4.0 planned) Custom thumbnails for URLs depending on webpage (v1.3.0 planned)"}, {"post_id": 23255, "ts": "2026-07-06T03:11:47Z", "hours": 1.1003, "text": "Devlog #4 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on getting all the features working for the v1.1.0 release, available to try on GitHub! Added: Right click context menu for each file entry, with options to open and remove file, as well as color changes Change background color of file for organization, with over 6 color options (as well as the default color) Contextual title also shows file size along with full file name Upcoming: Sort by color to improve organization Search functionality (sort) Settings panel to configure options such as auto startup, themes, and more"}, {"post_id": 20525, "ts": "2026-07-02T04:24:09Z", "hours": 1.5339, "text": "Devlog #3 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on getting everything up and running for the v1.0.0 release, available to try on GitHub! Done: Horizontal scrolling Clear button now works Stability improvements Common filetypes tested (.mp3, .mp4, .png, .jpg, .html) Folders tested Upcoming (In later versions): Theming More stability improvements Removed: Settings button (Maybe coming in later versions)"}, {"post_id": 20287, "ts": "2026-07-01T20:55:22Z", "hours": 3.5933, "text": "Devlog #2 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog was mostly focused on implementing the file drag/drop and having it all showing up. The next high-priority update involves adding a scrolling shelf, a vital element needed to actually make NimbusLoft scale. Done: File drag + drop Folder drag + drop File cards with icons Blurred background Updated styling Upcoming: Drag out to paste Paste whole folders at once Scrolling shelf! Settings panel Clear button functionality Maybe Adding: Custom icons Context menu for each file with remove, copy, delete, etc. functionality"}, {"post_id": 19699, "ts": "2026-07-01T02:47:31Z", "hours": 2.7972, "text": "Devlog #1 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. Done: Basic structure Quit button Transparent UI language Hides in alt+tab menu / taskbar Upcoming: Clear button File drag + drop support Show + hide when the mouse touches the top of the screen Settings menu Title and filename preview in the remaining space in the top of the bar"}]...
|
Title: NimbusLoft by @SML_365 | Stardance
Devlogs Title: NimbusLoft by @SML_365 | Stardance
Devlogs:
Devlog #1 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. Done: Basic structure Quit button Transparent UI language Hides in alt+tab menu / taskbar Upcoming: Clear button File drag + drop support Show + hide when the mouse touches the top of the screen Settings menu Title and filename preview in the remaining space in the top of the bar
Devlog #2 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog was mostly focused on implementing the file drag/drop and having it all showing up. The next high-priority update involves adding a scrolling shelf, a vital element needed to actually make NimbusLoft scale. Done: File drag + drop Folder drag + drop File cards with icons Blurred background Updated styling Upcoming: Drag out to paste Paste whole folders at once Scrolling shelf! Settings panel Clear button functionality Maybe Adding: Custom icons Context menu for each file with remove, copy, delete, etc. functionality
Devlog #3 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on getting everything up and running for the v1.0.0 release, available to try on GitHub! Done: Horizontal scrolling Clear button now works Stability improvements Common filetypes tested (.mp3, .mp4, .png, .jpg, .html) Folders tested Upcoming (In later versions): Theming More stability improvements Removed: Settings button (Maybe coming in later versions)
Devlog #4 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on getting all the features working for the v1.1.0 release, available to try on GitHub! Added: Right click context menu for each file entry, with options to open and remove file, as well as color changes Change background color of file for organization, with over 6 color options (as well as the default color) Contextual title also shows file size along with full file name Upcoming: Sort by color to improve organization Search functionality (sort) Settings panel to configure options such as auto startup, themes, and more
Devlog #5 for NimbusLoft - A visual clipboard engine NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This devlog is focused on adding URL saving and loading support and stabilizing existing features, along with the releases of v1.1.1 and v2.1.0, available to try on GitHub! Added: URL saving and loading: You can now drag in URLs to save, drag them out into a browser, and open them with the browser. Everything shoulf work as expected 1-second pause before hiding the window upon startup: It helps first-time users find where NimbusLoft is located on their screen, since it might be different depending on monitor setups Adjusted color-code colors: The purple was a bit too strong, and I’ll be adjusting the yellow in an upcoming stability fix (v1.2.1) to make it a bit less green Upcoming: Settings menu (v2.0.0 planned) Persistent items (v2.0.0 planned) Search and Sort functionality (also mentioned in Devlog #4 ) (v2.0.0 planned) Multi-monitor support (v1.4.0 planned) Custom thumbnails for URLs depending on webpage (v1.3.0 planned)
Devlog #6 for NimbusLoft It was mainly just bug fixes. I fixed a couple of style issues as well as the version number. I also made it slightly more stable. No new features were added. Anyways, that’s it from me, and have a nice day/night!
Ships:
I made a utility dock for storing temporary files so you don’t have to juggle three instances of File Explorer.
Ship #2 for NimbusLoft - A visual clipboard engine This is NimbusLofts ship for v1.2.0. NimbusLoft is a Python-based visual clipboard for all the files you need to use, but don’t want to go hunting in your filesystem for. Just drag them to the dock, and they get saved instantly. This ship includes: Colored files URL saving (Thank you to an anonymous reviewer for this idea!) Bugfixes File size display And more, which you can try out by downloading the executable on GitHub! Please note that NimbusLoft is intended for 64-bit Windows systems....
|
1793108844.305594
|
1793195244.305594
|
|
29050
|
FormulaOS by @EndLess9 | Stardance
|
EndLess9
|
2
|
17.0
|
117
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T03:52:01Z", "hours": 12.0, "multiplier": 9.81, "payout": 117, "blessing": "neutral", "text": "New Feature from what I submitted in WebOS 1: Live Drivers Standings using database. Live Constructors Standings using database. Live Lap Records using Database. F1 Calendar app now has more info about race weekends and uses a database instead of a static image. F1 Teams app which has information about each F1 team, using 2 databases collectively. A intro video that transitions to the Start OS screen. New color scheme for windows, header, countdown, etc. Windows can be horizontally and vertically stretched and shrunk.", "repo": "https://github.com/EndLessDude/FormulaOS", "demo": "https://spiffy-youtiao-905629.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-03T23:48:18Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Operating system using html, JavaScript, and Css which runs on the browser. My operating system is called “RaceOS” because the theme is RaceCars. My project also features very unique features such as a count down to the next F1 session and the wallpaper matches the track of the following race week.", "repo": "https://github.com/EndLessDude/FormulaOS", "demo": "https://spiffy-youtiao-905629.netlify.app/"}]...
|
[{"post_id": 43057, "ts": "202 [{"post_id": 43057, "ts": "2026-08-08T03:46:01Z", "hours": 0.2769, "text": "Devlog #15 Finally included details about the new databases and new apps since my last update to my ReadMe."}, {"post_id": 43051, "ts": "2026-08-08T03:27:02Z", "hours": 0.7381, "text": "Devlog #14 Added a 10 second video of f1 cars that transitions into the start os screen. Reworked the color scheme of the windows, header, countdown, start os screen, select time format screen. This was done to make the OS feel modern and clean. Changed the position of the buttons in the windows and make them size adjustable. Added a rectangular task bar with curved edges."}, {"post_id": 42923, "ts": "2026-08-07T21:58:54Z", "hours": 3.8147, "text": "Devlog #13 New databases: constructors.json drivers.json season.json teams.json laprecords.json New Apps: Drivers Standings A table of the drivers standings in the 2026 f1 season. Database used: drivers.json Constructor Standings A table of the constructors standings Database used: constructors.json Lap Records An app that shows information about the lap record at each track. Database used: laprecords.json F1 Calendar An app that shows the entire f1 calendar for 2026. Previously a similar app just showed an image, but this app uses a database to show accurate information. Database used: season.json F1 Teams An app that shows information about each F1 team. Database used: teams.json constructors.json: This database stores the position number, team name, and how many points every team has so far this F1 season. drivers.json: This database stores the position, name, country, team, and points for every driver. season.json: This database stores values for the following: round, country, city, month, days, flag, circuitMap. Round is the order of which f1 race weekends take place 1-24. Country is obviously the country the race weekend will take place. City is the city the race track is located. Month is the month the race weekend takes place, the days are the days the race weekend takes place, race weekends last 3 days. Day 1: practice 1 and 2, Day 2: practice 3 and quali, Day 3: grand prix. The value for flag and circuitMap are the path to the images for the country’s flag’s image and the circuit’s image. teams.json: This database contains values for the team’s name, team principal’s name, drivers names, the engine manufacturer, the car’s name, and paths to the logo and cars images. laprecords.json: This database contains information about the lap records for each track on the F1 calendar. It has values for: round #, race name, circuit, track length, lap record time, driver, team, year, image of the circuit, image of the country’s flag where the track is located."}, {"post_id": 24834, "ts": "2026-07-08T17:25:34Z", "hours": 0.2828, "text": "Devlog #12 The header in the Champions app no longer sticks"}, {"post_id": 24509, "ts": "2026-07-08T03:09:51Z", "hours": 0.8528, "text": "Devlog #11: Deleted the old ReadMe and wrote a brand new one which reflects all the latest updates Made the F1 countdown bigger"}, {"post_id": 24490, "ts": "2026-07-08T02:04:43Z", "hours": 3.2814, "text": "Devlog #10 Highlights: New App: F1 2026 Calendar New App: 2026 F1 Cars New Wallpaper Updated Welcome app Removed Garage app due to issues F1 2026 Calendar: A app that basically shows the dates of every F1 weekend in 2026 all in 1 screen. 2026 F1 Cars: Shows the cars each constructor built for the 2026 F1 season."}, {"post_id": 23085, "ts": "2026-07-05T20:32:19Z", "hours": 2.715, "text": "Devlog #8: Improved taskbar spacing Added better icons for apps Improved overall UI Added a F1 quiz Added a app that shows all F1 world champions with how many WDC’s they won and in which years"}, {"post_id": 21834, "ts": "2026-07-03T23:30:46Z", "hours": 0.2819, "text": "Devlog #7: Final Updated ReadMe Hosted my project on netlify"}, {"post_id": 21807, "ts": "2026-07-03T22:50:55Z", "hours": 0.3297, "text": "Devlog #6: Cleaned up the Task Bar by making it look sleeker and make the icons more user friendly. Fixed bugs related to the next session counter."}, {"post_id": 21764, "ts": "2026-07-03T21:13:34Z", "hours": 0.6497, "text": "Devlog #5: Made a cool welcome screen which looks like the start engine button in a car. Added a new application called “Lights Out” which tests the user’s reaction time."}, {"post_id": 20549, "ts": "2026-07-02T05:04:53Z", "hours": 0.4883, "text": "Devlog #4 Worked on the Script.js: The icons are now functional"}, {"post_id": 20497, "ts": "2026-07-02T03:09:50Z", "hours": 0.6442, "text": "Devlog #3 Worked on Style.css, went from a blank html OS to a OS with a visual interface. Next I will work on the script.js to develop the frontend"}, {"post_id": 20297, "ts": "2026-07-01T21:08:22Z", "hours": 0.6175, "text": "Devlog #2: Index.html: Worked on Welcome window Worked on Garage window"}, {"post_id": 19731, "ts": "2026-07-01T03:51:37Z", "hours": 1.5917, "text": "Devlog #1 Additions to Index.html Wallpaper Top Bar Desktop Icons I have only worked on the index for now so it doesn’t have a UI."}]...
|
Title: FormulaOS by @EndLess9 | Stardance
Devlogs Title: FormulaOS by @EndLess9 | Stardance
Devlogs:
Devlog #1 Additions to Index.html Wallpaper Top Bar Desktop Icons I have only worked on the index for now so it doesn’t have a UI.
Devlog #2: Index.html: Worked on Welcome window Worked on Garage window
Devlog #3 Worked on Style.css, went from a blank html OS to a OS with a visual interface. Next I will work on the script.js to develop the frontend
Devlog #4 Worked on the Script.js: The icons are now functional
Devlog #5: Made a cool welcome screen which looks like the start engine button in a car. Added a new application called “Lights Out” which tests the user’s reaction time.
Devlog #6: Cleaned up the Task Bar by making it look sleeker and make the icons more user friendly. Fixed bugs related to the next session counter.
Devlog #7: Final Updated ReadMe Hosted my project on netlify
Devlog #8: Improved taskbar spacing Added better icons for apps Improved overall UI Added a F1 quiz Added a app that shows all F1 world champions with how many WDC’s they won and in which years
Devlog #10 Highlights: New App: F1 2026 Calendar New App: 2026 F1 Cars New Wallpaper Updated Welcome app Removed Garage app due to issues F1 2026 Calendar: A app that basically shows the dates of every F1 weekend in 2026 all in 1 screen. 2026 F1 Cars: Shows the cars each constructor built for the 2026 F1 season.
Devlog #11: Deleted the old ReadMe and wrote a brand new one which reflects all the latest updates Made the F1 countdown bigger
Devlog #12 The header in the Champions app no longer sticks
Devlog #13 New databases: constructors.json drivers.json season.json teams.json laprecords.json New Apps: Drivers Standings A table of the drivers standings in the 2026 f1 season. Database used: drivers.json Constructor Standings A table of the constructors standings Database used: constructors.json Lap Records An app that shows information about the lap record at each track. Database used: laprecords.json F1 Calendar An app that shows the entire f1 calendar for 2026. Previously a similar app just showed an image, but this app uses a database to show accurate information. Database used: season.json F1 Teams An app that shows information about each F1 team. Database used: teams.json constructors.json: This database stores the position number, team name, and how many points every team has so far this F1 season. drivers.json: This database stores the position, name, country, team, and points for every driver. season.json: This database stores values for the following: round, country, city, month, days, flag, circuitMap. Round is the order of which f1 race weekends take place 1-24. Country is obviously the country the race weekend will take place. City is the city the race track is located. Month is the month the race weekend takes place, the days are the days the race weekend takes place, race weekends last 3 days. Day 1: practice 1 and 2, Day 2: practice 3 and quali, Day 3: grand prix. The value for flag and circuitMap are the path to the images for the country’s flag’s image and the circuit’s image. teams.json: This database contains values for the team’s name, team principal’s name, drivers names, the engine manufacturer, the car’s name, and paths to the logo and cars images. laprecords.json: This database contains information about the lap records for each track on the F1 calendar. It has values for: round #, race name, circuit, track length, lap record time, driver, team, year, image of the circuit, image of the country’s flag where the track is located.
Devlog #14 Added a 10 second video of f1 cars that transitions into the start os screen. Reworked the color scheme of the windows, header, countdown, start os screen, select time format screen. This was done to make the OS feel modern and clean. Changed the position of the buttons in the windows and make them size adjustable. Added a rectangular task bar with curved edges.
Devlog #15 Finally included details about the new databases and new apps since my last update to my ReadMe.
Ships:
I made a Operating system using html, JavaScript, and Css which runs on the browser. My operating system is called “RaceOS” because the theme is RaceCars. My project also features very unique features such as a count down to the next F1 session and the wallpaper matches the track of the following race week.
New Feature from what I submitted in WebOS 1: Live Drivers Standings using database. Live Constructors Standings using database. Live Lap Records using Database. F1 Calendar app now has more info about race weekends and uses a database instead of a static image. F1 Teams app which has information about each F1 team, using 2 databases collectively. A intro video that transitions to the Start OS screen. New color scheme for windows, header, countdown, etc. Windows can be horizontally and vertically stretched and shrunk....
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1792997485.2433631
|
1793083885.2433631
|
|
29073
|
MR. ELECTRIC! by @Nicholas-Reyne | Stardance
|
Nicholas-Reyne
|
2
|
35.0
|
403
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:17:38Z", "hours": 9.0, "multiplier": 6.27, "payout": 55, "blessing": "neutral", "text": "I made an electric field simulator, and added two new key features from the last ship. The first being a ring charge, the second being a permittivity changer. I found the physics behind the ring charge to be very challenging, and it required many hours of brainstorming and drafting on paper to figure out. I’m very happy with how it all turned out, and I think the actual html now looks very pretty with the new background and organization!", "repo": "https://github.com/RaduUdrea1/Mr_Electric2", "demo": "https://raduudrea1.github.io/Mr_Electric2/"}, {"ship_num": 2, "ts": "2026-08-29T02:34:50Z", "hours": 26.0, "multiplier": 14.95, "payout": 348, "blessing": "neutral", "text": "I made an electric field simulator. It took about the past two or so months to actually figure out how anything works. It’s designed to help people visualize electric fields when doing electrostatics. It took a long time to learn the HTML, Python and JS to actually code it but I’m proud of the fact that it even exists. Future modes will include more stuff, and I’m happy to get a chance to ship it!", "repo": "https://github.com/RaduUdrea1/Mr_Electric2", "demo": "https://raduudrea1.github.io/Mr_Electric2/"}]...
|
[{"post_id": 74721, "ts": "202 [{"post_id": 74721, "ts": "2026-09-28T02:15:44Z", "hours": 4.9092, "text": "Hello all: I replaced the buggy dirac-delta mode with two new modes. The first is the ring charge mode, this creates a superposition of 36 point charges, which effectively simulates a continuous charged ring (not perfectly, but close enough to minimize error). This is especially useful for physics problems, as tons of them involve ring charges. Next, I added a mode that allowed you to change the permittivity of the space the charge is in, with a handful of presets ranging from the vacuum (free space) to pure water, all the way to titanium dioxide. In so doing, I also modified the guide and physics, enjoy these modes as you please. Furthermore, electric potential and electric potential energy were added to each mode, denoted by variables V and U. More additions to come in the future, stay tuned!"}, {"post_id": 68954, "ts": "2026-09-16T03:25:31Z", "hours": 3.9431, "text": "Hello all: I added a new background to make Mr. Electric feel less bland. I organized the information in the pages into blocks, this way it is easier to read, and less info-dumpy. I introduced a slider mode for the charges as well, this way you could drag the slider along and it would update the charge. Future changes are coming: Potentials, Electric Potential Energy, Better Dirac-Delta and more! Stay tuned!"}, {"post_id": 56994, "ts": "2026-08-29T01:55:13Z", "hours": 4.7481, "text": "Devlog 3: I added the ability to set a probe point on the first three run modes, the probe point will return electric field magnitude at that point, but it will also return the x, y and z components of that magnitude, so that anyone doing electrostatics problems can check their work as well. The graph now takes inputs in nanocoulombs, and it grows when larger inputs are put in, rather than changing the color. Guide and gallery have been updated to include these changes as well. Inputs have also been stacked neatly rather than arrayed one by one. Honest limits: One single color for all the plots, Gaussian mode not yet helpful because it still only contains one charge, and Dirac Delta is still just cosmetic! Future work will fix these!"}, {"post_id": 53475, "ts": "2026-08-24T01:20:19Z", "hours": 13.0117, "text": "It’s been a while since I’ve posted a devlog! This is Mr. Electric updates. I’ve brought the simulator into the html proper with a new simulate page. The code uses python connected to javascript. New features: Smoothed out the html and cleaned up any bugs. Added a simulate.html page where the simulator actually runs using Pyodide. Added dropdown options and menus to input values for the simulator. Future features: Planned expansion of simulator with more probe points, and drag and drop feature for probes. Ability to do actual calculations with the fields, and more dynamic fields that are prettier and smoother. Cleaner html and better style and buttons, including a unified nav style."}, {"post_id": 34082, "ts": "2026-07-24T15:36:43Z", "hours": 8.5542, "text": "This is the first devlog for my Mr. Electric project, its a small scale passion project designed to simulate electric fields with user input. I designed it over the span of about eight hours, alongside working the physics problems myself from Griffiths Electrodynamics Fourth Edition. Cursor assisted in debugging the code. The code uses NumPy, SciPy and Matplotlib. There are a few honest limits: I had to scale the arrows so nothing was generated close to the origin, the result was monstrous arrows because of the divide by zero issue. Dirac Delta is furthermore, simply a cosmetic feature. Dirac Delta represents particles, and graphically it is just an infinitely tall spike, I tried to simulate that in 3d and ended up with the current delta cluster. The project contains four run modes, one charge, two charge, Gaussian sphere plus probe and delta cluster. The main issue for this log was simply setting up the functions, and making sure everything worked! Up next is a public demo, more features, and a heatmap to help indicate relative vector strength."}]...
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Title: MR. ELECTRIC! by @Nicholas-Reyne | Stardanc Title: MR. ELECTRIC! by @Nicholas-Reyne | Stardance
Devlogs:
This is the first devlog for my Mr. Electric project, its a small scale passion project designed to simulate electric fields with user input. I designed it over the span of about eight hours, alongside working the physics problems myself from Griffiths Electrodynamics Fourth Edition. Cursor assisted in debugging the code. The code uses NumPy, SciPy and Matplotlib. There are a few honest limits: I had to scale the arrows so nothing was generated close to the origin, the result was monstrous arrows because of the divide by zero issue. Dirac Delta is furthermore, simply a cosmetic feature. Dirac Delta represents particles, and graphically it is just an infinitely tall spike, I tried to simulate that in 3d and ended up with the current delta cluster. The project contains four run modes, one charge, two charge, Gaussian sphere plus probe and delta cluster. The main issue for this log was simply setting up the functions, and making sure everything worked! Up next is a public demo, more features, and a heatmap to help indicate relative vector strength.
It’s been a while since I’ve posted a devlog! This is Mr. Electric updates. I’ve brought the simulator into the html proper with a new simulate page. The code uses python connected to javascript. New features: Smoothed out the html and cleaned up any bugs. Added a simulate.html page where the simulator actually runs using Pyodide. Added dropdown options and menus to input values for the simulator. Future features: Planned expansion of simulator with more probe points, and drag and drop feature for probes. Ability to do actual calculations with the fields, and more dynamic fields that are prettier and smoother. Cleaner html and better style and buttons, including a unified nav style.
Devlog 3: I added the ability to set a probe point on the first three run modes, the probe point will return electric field magnitude at that point, but it will also return the x, y and z components of that magnitude, so that anyone doing electrostatics problems can check their work as well. The graph now takes inputs in nanocoulombs, and it grows when larger inputs are put in, rather than changing the color. Guide and gallery have been updated to include these changes as well. Inputs have also been stacked neatly rather than arrayed one by one. Honest limits: One single color for all the plots, Gaussian mode not yet helpful because it still only contains one charge, and Dirac Delta is still just cosmetic! Future work will fix these!
Hello all: I added a new background to make Mr. Electric feel less bland. I organized the information in the pages into blocks, this way it is easier to read, and less info-dumpy. I introduced a slider mode for the charges as well, this way you could drag the slider along and it would update the charge. Future changes are coming: Potentials, Electric Potential Energy, Better Dirac-Delta and more! Stay tuned!
Hello all: I replaced the buggy dirac-delta mode with two new modes. The first is the ring charge mode, this creates a superposition of 36 point charges, which effectively simulates a continuous charged ring (not perfectly, but close enough to minimize error). This is especially useful for physics problems, as tons of them involve ring charges. Next, I added a mode that allowed you to change the permittivity of the space the charge is in, with a handful of presets ranging from the vacuum (free space) to pure water, all the way to titanium dioxide. In so doing, I also modified the guide and physics, enjoy these modes as you please. Furthermore, electric potential and electric potential energy were added to each mode, denoted by variables V and U. More additions to come in the future, stay tuned!
Ships:
I made an electric field simulator. It took about the past two or so months to actually figure out how anything works. It’s designed to help people visualize electric fields when doing electrostatics. It took a long time to learn the HTML, Python and JS to actually code it but I’m proud of the fact that it even exists. Future modes will include more stuff, and I’m happy to get a chance to ship it!
I made an electric field simulator, and added two new key features from the last ship. The first being a ring charge, the second being a permittivity changer. I found the physics behind the ring charge to be very challenging, and it required many hours of brainstorming and drafting on paper to figure out. I’m very happy with how it all turned out, and I think the actual html now looks very pretty with the new background and organization!...
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1793105569.3662446
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1793191969.3662446
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29189
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Seven Minute Shadow by @aamosm | Stardance
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aamosm
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2
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17.46
|
110
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T13:41:13Z", "hours": 5.0, "multiplier": 17.52, "payout": 110, "blessing": "neutral", "text": "Seven Minute Shadow - shipping I’ve attached a video so you can actually see the game in action. Seven Minute Shadow is a small historical fiction game built around a simple idea: the whole experience should take about 7 minutes . It’s not a huge game, and it’s definitely not trying to be one. The focus is on the little story behind it, the decisions you make while playing, and what those decisions leave behind. The ending itself cannot be changed. What can change is everything that happens before it, and what you leave behind. I made this as my first proper Godot game, so it’s still a pretty rough little project, but I’d really like people to try it and see what they take from it. **check it out. or check out the video on github. **", "repo": "https://github.com/aamosm/SevenMinuteShadow", "demo": "https://aamosm.itch.io/seven-minute-shadow"}, {"ship_num": 2, "ts": "2026-07-06T09:56:12Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Seven Minute Shadow - Ship! 🚀 🎉 Finally shipped the first playable version! This is still a demo, but it has the complete gameplay loop: title screen → story → cutscenes → minigames → ending. It actually feels like a game now instead of a bunch of disconnected scenes. 🕹️ Right now there are 2 playable minigames connected together with lives, transitions, fail states and a temporary ending that scores you based on your remaining hearts, there is no best score because the minigames are a part of the story. A story which i have not fleshed out yet. It’s still a WarioWare game with some cutscenes in between. 🎭 A lot of the art is still bad. like very bad. ik i have to up my skills. And also there’s barely any music yet. I wanted to get something playable out first before spending time polishing everything. 📖 The full vision is still 7 minigames tied together by one story, with multiple endings depending on how well you play. This demo is basically the foundation for all of that. Thanks for playing! Time to get back to making the rest of the game. 🤌 Play the demo and tell me abt it.", "repo": "https://github.com/aamosm/SevenMinuteShadow", "demo": "https://aamosm.itch.io/seven-minute-shadow"}]...
|
[{"post_id": 57287, "ts": "202 [{"post_id": 57287, "ts": "2026-08-29T12:09:54Z", "hours": 0.4636, "text": "✦ BEFORE YOU RATE THIS ✦ or interact in whatever way the story is a little confusing without context. Seven Minute Shadow starts at 17:53 . At 18:00 , Kiyoshima will be bombed. You are just a postman trying to finish one last route before it happens. You cannot stop the bombing . You can only decide how much gets delivered before the seven minutes are over. That is basically the whole point of the game. Not saving the city. Not changing history. Just trying to finish something before there is no time left. and the end scene after the game over or you win scene is the same throughout. it is set in the future with the kiyoshima bombing archived, however many minigames you complete is the number of the letters that survived, and the letters that you can read. YOU CAN PLAY THE GAME HERE : https://aamosm.itch.io/seven-minute-shadow"}, {"post_id": 56617, "ts": "2026-08-28T13:21:48Z", "hours": 5.0194, "text": "devlog - reworking the game I ended up reworking a lot of the game, and it’s definitely better than where it started. It is not the exact idea I came into this with . The current version is still pretty crude, but it’s now a proper playable game with 4 minigames, win and game over scenes, and an actual ending. This is still my first Godot game, so I’m going to keep it around as a benchmark for myself and see how much better I get over time. There is a storyline to it too. Do check it out guys and tell me how you liked it."}, {"post_id": 24235, "ts": "2026-07-07T17:40:08Z", "hours": 0.2583, "text": "Seven Minute Shadow - devlog 6 . writing this out quick with no formatting First devlog after trying to ship, there are evident problems with even the v0.1 demo. Whenever someone clicked on try again or would reset the game, the counter in global for mingames would still remain the incremented value. Basically it would not be a new instance. So I hardcoded the values to what they are supposed to be in the beginning. it would also track hearts and if it became 0 once it would carry forward which i had to fix. The mailman is not supposed to be playable. I probably shouldnt have made it able to move by player but i did just in case but also caused an issue when it didnt remain in animation. so had to fix that crack. Also there would be errors in the console that while not game breaking would affect performance. it was due to the fov being under 1 after subtraction in tween. had to fix that. i thought my devlog after ship would be for more feature but ig im stuck on bugs. but ill continue working on this and my other project. still have to implement music, more minigames, and the full storyline. Anyways, i hope you find demo v0.2 interesting till then."}, {"post_id": 23372, "ts": "2026-07-06T09:28:22Z", "hours": 2.6267, "text": "Seven Minute Shadow - Devlog 5 The demo is out The first playable version is finally shipped. I added the second minigame and spent some time going back through the first one to fix bugs and make the transition between them actually work from start to finish. The ending The Game Over and Win scenes are now connected too. The current win screen is still temporary. It pulls the remaining hearts from global.gd and shows them as the score. For now, this is basically Ending 0: The Demo Ending . The plane still flies, the day went well, and that’s about as far as the ending goes for now. What’s next Now that the demo is playable, I can finally focus on the actual game. Music and sound effects Reworking my pixel art The remaining 5 minigames The proper story and endings The full game is planned around 7 minigames and 3 actual endings . The demo is just the starting point."}, {"post_id": 22846, "ts": "2026-07-05T13:45:31Z", "hours": 2.705, "text": "Seven Minute Shadow - Devlog 4 Progress Been busy. I adjusted the mailman cutscene and finally got the core loop feeling like an actual game instead of a bunch of separate pieces. The minigame I fixed the heart subtraction system, so messing up now actually costs a life. I also added the proper fail states so the minigame knows when you’ve lost. I also made a general Level Info scene that can be shown before each minigame. It displays your lives, timer and a short instruction so you know what you’re supposed to do before starting. Scope For the first playable version, I’m aiming to finish 2 minigames . The full idea is 7 minigames , all connected by the story and narration. I want to spend more time on that side as I continue, although I probably make it sound more grand than it actually is. More to come."}, {"post_id": 22084, "ts": "2026-07-04T10:36:26Z", "hours": 3.735, "text": "Seven Minute Shadow - Devlog 3 Progress Made some solid progress over the last couple of days. Player movement is working now, along with an exit point. I also finished the first 2D cutscene, added dialogue, and got the transition between the 3D intro and the 2D world working. Getting the animations to line up with the dialogue took a bit of tweaking, but it all flows much better now. Building the world I also started putting the actual game together. The tilemap is in place, the first environment is coming together, and I added the mailman character with working sprite animations. The next step is building his cutscene and the minigame that goes with it. Assets A lot of the art is still placeholder made by me for now. Finding good free assets with the right license takes time, so I’m using temporary sprites where needed. Some things, like the post box, are my own, and I’ll replace the placeholders with better assets later on. Music will also come much later in development."}, {"post_id": 21355, "ts": "2026-07-03T07:45:55Z", "hours": 1.4667, "text": "Seven Minute Shadow - Devlog 2 Learning Godot I’m still pretty new to Godot, and while following the guide I kept wanting to do my own thing instead of sticking to it. That ended up making things harder than they probably needed to be. Cutscenes I wanted to mix 2D gameplay with 3D cutscenes, so I spent a while figuring out how to get both working together. It took a bit of trial and error, but the first 3D cutscene is finally working. Now I can get back to actually making the game."}, {"post_id": 20573, "ts": "2026-07-02T05:58:27Z", "hours": 1.1708, "text": "Seven Minute Shadow - Devlog 1 Getting started I just finished the title screen. I’ve played a lot of WarioWare-style games over the years, especially thanks to my GBA ROM addiction, but this is my first time using Godot, so I’m learning as I go. The story I’ve settled on the title: Seven Minute Shadow . I want the game to have a proper narrative instead of just being a collection of minigames, so I’ll be keeping most of the story out of these devlogs. I’d rather people experience it for themselves. The first ship will mostly be about getting a playable version out. After that, I’ll focus on polishing the experience and expanding the story."}]...
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Title: Seven Minute Shadow by @aamosm | Stardance
Title: Seven Minute Shadow by @aamosm | Stardance
Devlogs:
Seven Minute Shadow - Devlog 1 Getting started I just finished the title screen. I’ve played a lot of WarioWare-style games over the years, especially thanks to my GBA ROM addiction, but this is my first time using Godot, so I’m learning as I go. The story I’ve settled on the title: Seven Minute Shadow . I want the game to have a proper narrative instead of just being a collection of minigames, so I’ll be keeping most of the story out of these devlogs. I’d rather people experience it for themselves. The first ship will mostly be about getting a playable version out. After that, I’ll focus on polishing the experience and expanding the story.
Seven Minute Shadow - Devlog 2 Learning Godot I’m still pretty new to Godot, and while following the guide I kept wanting to do my own thing instead of sticking to it. That ended up making things harder than they probably needed to be. Cutscenes I wanted to mix 2D gameplay with 3D cutscenes, so I spent a while figuring out how to get both working together. It took a bit of trial and error, but the first 3D cutscene is finally working. Now I can get back to actually making the game.
Seven Minute Shadow - Devlog 3 Progress Made some solid progress over the last couple of days. Player movement is working now, along with an exit point. I also finished the first 2D cutscene, added dialogue, and got the transition between the 3D intro and the 2D world working. Getting the animations to line up with the dialogue took a bit of tweaking, but it all flows much better now. Building the world I also started putting the actual game together. The tilemap is in place, the first environment is coming together, and I added the mailman character with working sprite animations. The next step is building his cutscene and the minigame that goes with it. Assets A lot of the art is still placeholder made by me for now. Finding good free assets with the right license takes time, so I’m using temporary sprites where needed. Some things, like the post box, are my own, and I’ll replace the placeholders with better assets later on. Music will also come much later in development.
Seven Minute Shadow - Devlog 4 Progress Been busy. I adjusted the mailman cutscene and finally got the core loop feeling like an actual game instead of a bunch of separate pieces. The minigame I fixed the heart subtraction system, so messing up now actually costs a life. I also added the proper fail states so the minigame knows when you’ve lost. I also made a general Level Info scene that can be shown before each minigame. It displays your lives, timer and a short instruction so you know what you’re supposed to do before starting. Scope For the first playable version, I’m aiming to finish 2 minigames . The full idea is 7 minigames , all connected by the story and narration. I want to spend more time on that side as I continue, although I probably make it sound more grand than it actually is. More to come.
Seven Minute Shadow - Devlog 5 The demo is out The first playable version is finally shipped. I added the second minigame and spent some time going back through the first one to fix bugs and make the transition between them actually work from start to finish. The ending The Game Over and Win scenes are now connected too. The current win screen is still temporary. It pulls the remaining hearts from global.gd and shows them as the score. For now, this is basically Ending 0: The Demo Ending . The plane still flies, the day went well, and that’s about as far as the ending goes for now. What’s next Now that the demo is playable, I can finally focus on the actual game. Music and sound effects Reworking my pixel art The remaining 5 minigames The proper story and endings The full game is planned around 7 minigames and 3 actual endings . The demo is just the starting point.
Seven Minute Shadow - devlog 6 . writing this out quick with no formatting First devlog after trying to ship, there are evident problems with even the v0.1 demo. Whenever someone clicked on try again or would reset the game, the counter in global for mingames would still remain the incremented value. Basically it would not be a new instance. So I hardcoded the values to what they are supposed to be in the beginning. it would also track hearts and if it became 0 once it would carry forward which i had to fix. The mailman is not supposed to be playable. I probably shouldnt have made it able to move by player but i did just in case but also caused an issue when it didnt remain in animation. so had to fix that crack. Also there would be errors in the console that while not game breaking would affect performance. it was due to the fov being under 1 after subtraction in tween. had to fix that. i thought my devlog after ship would be for more feature but ig im stuck on bugs. but ill continue working on this and my other project. still have to implement music, more minigames, and the full storyline. Anyways, i hope you find demo v0.2 interesting till then.
devlog - reworking the game I ended up reworking a lot of the game, and it’s definitely better than where it started. It is not the exact idea I came into this with . The current version is still pretty crude, but it’s now a proper playable game with 4 minigames, win and game over scenes, and an actual ending. This is still my first Godot game, so I’m going to keep it around as a benchmark for myself and see how much better I get over time. There is a storyline to it too. Do check it out guys and tell me how you liked it.
✦ BEFORE YOU RATE THIS ✦ or interact in whatever way the story is a little confusing without context. Seven Minute Shadow starts at 17:53 . At 18:00 , Kiyoshima will be bombed. You are just a postman trying to finish one last route before it happens. You cannot stop the bombing . You can only decide how much gets delivered before the seven minutes are over. That is basically the whole point of the game. Not saving the city. Not changing history. Just trying to finish something before there is no time left. and the end scene after the game over or you win scene is the same throughout. it is set in the future with the kiyoshima bombing archived, however many minigames you complete is the number of the letters that survived, and the letters that you can read. YOU CAN PLAY THE GAME HERE : https://aamosm.itch.io/seven-minute-shadow
Ships:
Seven Minute Shadow - Ship! 🚀 🎉 Finally shipped the first playable version! This is still a demo, but it has the complete gameplay loop: title screen → story → cutscenes → minigames → ending. It actually feels like a game now instead of a bunch of disconnected scenes. 🕹️ Right now there are 2 playable minigames connected together with lives, transitions, fail states and a temporary ending that scores you based on your remaining hearts, there is no best score because the minigames are a part of the story. A story which i have not fleshed out yet. It’s still a WarioWare game with some cutscenes in between. 🎭 A lot of the art is still bad. like very bad. ik i have to up my skills. And also there’s barely any music yet. I wanted to get something playable out first before spending time polishing everything. 📖 The full vision is still 7 minigames tied together by one story, with multiple endings depending on how well you play. This demo is basically the foundation for all of that. Thanks for playing! Time to get back to making the rest of the game. 🤌 Play the demo and tell me abt it.
Seven Minute Shadow - shipping I’ve attached a video so you can actually see the game in action. Seven Minute Shadow is a small historical fiction game built around a simple idea: the whole experience should take about 7 minutes . It’s not a huge game, and it’s definitely not trying to be one. The focus is on the little story behind it, the decisions you make while playing, and what those decisions leave behind. The ending itself cannot be changed. What can change is everything that happens before it, and what you leave behind. I made this as my first proper Godot game, so it’s still a pretty rough little project, but I’d really like people to try it and see what they take from it. **check it out. or check out the video on github. **...
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1792990125.7538877
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1793076525.7538877
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29324
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My own site! by @____ | Stardance
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____
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2
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2.0
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1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T14:39:48Z", "hours": 1.0, "multiplier": 1.09, "payout": 1, "blessing": "neutral", "text": "I made a simple, basic website called EcoIndia to raise awareness on environmental costs and concerns in India. Things that I faced that were particularly challenging was trying to figure out if I was suppose to write something in HTML or CSS, in terms of styling (using CSS document or in-line styling in html). I’m proud of being able to efficiently code this in less time because that shows an increase in my speed in ability to do this. To test my project, all you need to do is to click on the button to Try my project and it should show the website.", "repo": "https://github.com/Explore2333/personalsite", "demo": "https://explore2333.github.io/personalsite/index.html"}, {"ship_num": 2, "ts": "2026-07-01T19:07:14Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple, basic website called EcoIndia to raise awareness on environmental costs and concerns in India. Things that I faced that were particularly challenging was trying to figure out if I was suppose to write something in HTML or CSS, in terms of styling (using CSS document or in-line styling in html). I’m proud of being able to efficiently code this in less time because that shows an increase in my speed in ability to do this. To test my project, all you need to do is to click on the button to Try my project and it should show the website.", "repo": "https://github.com/Explore2333/personalsite", "demo": "https://explore2333.github.io/personalsite/index.html"}]...
|
[{"post_id": 21404, "ts": "202 [{"post_id": 21404, "ts": "2026-07-03T10:17:53Z", "hours": 0.2667, "text": "Small fixes in usage were made!"}, {"post_id": 21059, "ts": "2026-07-02T20:48:14Z", "hours": 0.3003, "text": "Worked on developing more content!"}, {"post_id": 20039, "ts": "2026-07-01T15:25:55Z", "hours": 0.6478, "text": "I finished designing the layout of my website. I also changed up the colors a bit to be more appealing. For the About Us, Environmental Issues, and Steps to Take Today, I added content relating to the mission, issues India is currently facing, and steps that people there can take to combat those issues."}, {"post_id": 20008, "ts": "2026-07-01T14:27:39Z", "hours": 0.5314, "text": "So far, I’ve designed the basic layout of my website and then the pages for the first ship!"}]...
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Title: My own site! by @____ | Stardance
Devlogs: Title: My own site! by @____ | Stardance
Devlogs:
So far, I’ve designed the basic layout of my website and then the pages for the first ship!
I finished designing the layout of my website. I also changed up the colors a bit to be more appealing. For the About Us, Environmental Issues, and Steps to Take Today, I added content relating to the mission, issues India is currently facing, and steps that people there can take to combat those issues.
Worked on developing more content!
Small fixes in usage were made!
Ships:
I made a simple, basic website called EcoIndia to raise awareness on environmental costs and concerns in India. Things that I faced that were particularly challenging was trying to figure out if I was suppose to write something in HTML or CSS, in terms of styling (using CSS document or in-line styling in html). I’m proud of being able to efficiently code this in less time because that shows an increase in my speed in ability to do this. To test my project, all you need to do is to click on the button to Try my project and it should show the website.
I made a simple, basic website called EcoIndia to raise awareness on environmental costs and concerns in India. Things that I faced that were particularly challenging was trying to figure out if I was suppose to write something in HTML or CSS, in terms of styling (using CSS document or in-line styling in html). I’m proud of being able to efficiently code this in less time because that shows an increase in my speed in ability to do this. To test my project, all you need to do is to click on the button to Try my project and it should show the website....
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1793109229.6950765
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1793195629.6950765
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29340
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Nidofy Next.JS by @NiDo | Stardance
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NiDo
|
2
|
4.47
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T02:41:53Z", "hours": 1.0, "multiplier": 6.71, "payout": 7, "blessing": "neutral", "text": "I looked at my Nidofy site made in React and wondered “What if SSR and SEO?” and that’s how I decided it’s time for me to rewrite the site (again) in Next.JS. It wasn’t very hard and I learnt how to build, test and deploy a Next.JS application. The site also serves as my poetry page and is self-hosted (which is why it got pushed back into review last time due to an outage)", "repo": "https://github.com/ElectroBoy404NotFound/nidofy-nextjs", "demo": "https://www.nikunjdoke.in/"}, {"ship_num": 2, "ts": "2026-07-02T17:27:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I looked at my Nidofy site made in React and wondered “What if SSR and SEO?” and that’s how I decided it’s time for me to rewrite the site (again) in Next.JS. It wasn’t very hard and I learnt how to build, test and deploy a Next.JS application. The site also serves as my poetry page.", "repo": "https://github.com/ElectroBoy404NotFound/nidofy-nextjs", "demo": "https://www.nikunjdoke.in/"}]...
|
[{"post_id": 59660, "ts": "202 [{"post_id": 59660, "ts": "2026-09-01T16:04:51Z", "hours": 0.4711, "text": "Long time, and there have been a few changes! I got myself a domain (nikunjdoke.in) and so the site now lives there. So because of that I had to update the robots.txt and sitemap.xml. Apart from that, the LinkedIn URL was wrong, and later I added an Email option. So this is what I’m planning next- A contact box where you can type in your details along with email address and other stuff, and on my admin dashboard I’ll be able to read it."}, {"post_id": 21907, "ts": "2026-07-04T02:40:48Z", "hours": 0.9933, "text": "Well, because of the server going down yesterday the projet got pushed to Changes Requested… But oh well, I took the oportunity to add a footer to the site."}, {"post_id": 20906, "ts": "2026-07-02T17:05:00Z", "hours": 0.4631, "text": "As few people have suggested in Nidofy v2, I’ve changed the background of the poem cards to GitHub black (or atleast a similar shade) to remove the contrasting white card and grey background. I’ve also added the dynamic robots.txt and sitemap.xml. I just need to deploy it and I’ll be done with this project!"}, {"post_id": 20875, "ts": "2026-07-02T16:24:15Z", "hours": 1.1406, "text": "Okiee so I’m finally done with the poem view. It also has a dynamic Metadata generator so that search engines could actually pick the data up. I just have to finish implementing robots.txt and sitemap to finish the coding… Deploying is going to be kinda interesting as I never self-hosted a Next.JS site but let’s see."}, {"post_id": 20120, "ts": "2026-07-01T17:26:13Z", "hours": 0.5161, "text": "Okie so I think I’m finally understanding how to use next.js. I redid the home page splitting the page into server side and client side. And the buttons actually work now. Next.JS is actually cool!! P.S. I got the background working now by just getting rid of some CSS related to default colours… It’s some black magic stuff but it works…."}, {"post_id": 20072, "ts": "2026-07-01T16:15:24Z", "hours": 0.5178, "text": "I was planning to do this in the Nidofy v2 project itself but it wasn’t allowing me to link it to a mission… So I had to make this into a separate project so that I can work on it and not gonna lie, it’s kinda harder than i thought it’ll be. I thought I could move the react files over as it is and call it a day but it turns out there’s strict server and client code separation so I have to think about everything and stuff. And no, I’m not rewriting the backend in JS… Maybe not now, atleast I haven’t yet planned it. P.S. I have no idea why the background decided to be white… debugging css and regreting life choice :/"}]...
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Title: Nidofy Next.JS by @NiDo | Stardance
Devlog Title: Nidofy Next.JS by @NiDo | Stardance
Devlogs:
I was planning to do this in the Nidofy v2 project itself but it wasn’t allowing me to link it to a mission… So I had to make this into a separate project so that I can work on it and not gonna lie, it’s kinda harder than i thought it’ll be. I thought I could move the react files over as it is and call it a day but it turns out there’s strict server and client code separation so I have to think about everything and stuff. And no, I’m not rewriting the backend in JS… Maybe not now, atleast I haven’t yet planned it. P.S. I have no idea why the background decided to be white… debugging css and regreting life choice :/
Okie so I think I’m finally understanding how to use next.js. I redid the home page splitting the page into server side and client side. And the buttons actually work now. Next.JS is actually cool!! P.S. I got the background working now by just getting rid of some CSS related to default colours… It’s some black magic stuff but it works….
Okiee so I’m finally done with the poem view. It also has a dynamic Metadata generator so that search engines could actually pick the data up. I just have to finish implementing robots.txt and sitemap to finish the coding… Deploying is going to be kinda interesting as I never self-hosted a Next.JS site but let’s see.
As few people have suggested in Nidofy v2, I’ve changed the background of the poem cards to GitHub black (or atleast a similar shade) to remove the contrasting white card and grey background. I’ve also added the dynamic robots.txt and sitemap.xml. I just need to deploy it and I’ll be done with this project!
Well, because of the server going down yesterday the projet got pushed to Changes Requested… But oh well, I took the oportunity to add a footer to the site.
Long time, and there have been a few changes! I got myself a domain (nikunjdoke.in) and so the site now lives there. So because of that I had to update the robots.txt and sitemap.xml. Apart from that, the LinkedIn URL was wrong, and later I added an Email option. So this is what I’m planning next- A contact box where you can type in your details along with email address and other stuff, and on my admin dashboard I’ll be able to read it.
Ships:
I looked at my Nidofy site made in React and wondered “What if SSR and SEO?” and that’s how I decided it’s time for me to rewrite the site (again) in Next.JS. It wasn’t very hard and I learnt how to build, test and deploy a Next.JS application. The site also serves as my poetry page.
I looked at my Nidofy site made in React and wondered “What if SSR and SEO?” and that’s how I decided it’s time for me to rewrite the site (again) in Next.JS. It wasn’t very hard and I learnt how to build, test and deploy a Next.JS application. The site also serves as my poetry page and is self-hosted (which is why it got pushed back into review last time due to an outage)...
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1793051591.2077518
|
1793137991.2077518
|
|
29342
|
Art Dump by @Dragaroni | Stardance
|
Dragaroni
|
2
|
12.8
|
51
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T20:31:15Z", "hours": 7.0, "multiplier": 3.44, "payout": 24, "blessing": "neutral", "text": "I made a simple HTML and CSS website containing some of my art and doodles. It has a simple header and footer, and the colours correlate to a slightly muted version of the lesbian flag. I didn’t really like the first version of this website so I decided to update and improve it (also because the previous version was very simple). I really hope you enjoy my art and my website! Thank you!", "repo": "https://github.com/Pinklady1209/art-dump", "demo": "https://art-dump.vercel.app"}, {"ship_num": 2, "ts": "2026-07-21T17:37:31Z", "hours": 4.0, "multiplier": 6.44, "payout": 27, "blessing": "neutral", "text": "Finally finished it!! Just a little something I’ve been working on since my school’s sports day. It’s just something for me to post my art on since I’ve finally become more confident on sharing my art with others. I hope you all like my little doodles and I hope to be adding more soon!", "repo": "https://github.com/Pinklady1209/art-dump", "demo": "https://art-dump.vercel.app"}]...
|
[{"post_id": 82686, "ts": "202 [{"post_id": 82686, "ts": "2026-10-25T16:22:20Z", "hours": 1.7953, "text": "Just recorded a lapse of a piece that I’ll put on the website once I’ve finished writing this devlog! Lookout for a video on lapse titled ‘Art - stardance’ and take a look! ><"}, {"post_id": 81869, "ts": "2026-10-22T20:15:51Z", "hours": 1.4703, "text": "Started contact page! I’m going to add a link to my Slack profile and add rules if people want to DM me about any art bounties and stuff like that. I’m so close to getting that bag and I really hope that this project gives me enough stardust to finish it."}, {"post_id": 81269, "ts": "2026-10-20T15:30:37Z", "hours": 0.8281, "text": "Halfway finished with the updated version! I’m halfway down the ‘Art’ page and now all I have to do is the ‘Contact’ page and the buttons for it and then I’ll be done! I really hope that I don’t have to do any more then like 12-14hrs (since thats what I’m planning to do) otherwise I might not have time to do any art bounties or my OS for expedition."}, {"post_id": 81105, "ts": "2026-10-19T21:37:22Z", "hours": 0.8639, "text": "Finished my home page and started on my art page! I’m writing my own comments and opinions on my art and how I can improve in the future. I hoped to have got this done last night but I’m currently on holiday and had to go to bed early. I might not be able to finish it tonight but I really hope to get it done as quickly as possible so the campfire bag will arrive before Haven."}, {"post_id": 80759, "ts": "2026-10-18T18:25:23Z", "hours": 3.7256, "text": "Reworking the whole thing. I’ve been put off by the whole first version of the website so I decided to re-code the whole thing to make it look better since the first was a bit sloppy. I’ve added a nav bar and some info so far and I hope to get enough hours so I can get the campfire laptop bag before haven :)"}, {"post_id": 32451, "ts": "2026-07-21T17:29:04Z", "hours": 0.7483, "text": "Just fixed some spelling errors and added a READ ME. About to ship it so I hope you enjoy!!"}, {"post_id": 29501, "ts": "2026-07-16T14:05:04Z", "hours": 1.8069, "text": "Another hour and 48 minutes in and I’ve almost finished!!! Just have a few more captions and artworks to add then I can make it public"}, {"post_id": 29428, "ts": "2026-07-16T11:30:09Z", "hours": 1.5958, "text": "So for the past hour and a half I’ve been working on a website for my self to post all my traditional (a maybe a couple digital) artworks!! It’s half finished currently but I hope to get it finished before I fly to Egypt!"}]...
|
Title: Art Dump by @Dragaroni | Stardance
Devlogs Title: Art Dump by @Dragaroni | Stardance
Devlogs:
So for the past hour and a half I’ve been working on a website for my self to post all my traditional (a maybe a couple digital) artworks!! It’s half finished currently but I hope to get it finished before I fly to Egypt!
Another hour and 48 minutes in and I’ve almost finished!!! Just have a few more captions and artworks to add then I can make it public
Just fixed some spelling errors and added a READ ME. About to ship it so I hope you enjoy!!
Reworking the whole thing. I’ve been put off by the whole first version of the website so I decided to re-code the whole thing to make it look better since the first was a bit sloppy. I’ve added a nav bar and some info so far and I hope to get enough hours so I can get the campfire laptop bag before haven :)
Finished my home page and started on my art page! I’m writing my own comments and opinions on my art and how I can improve in the future. I hoped to have got this done last night but I’m currently on holiday and had to go to bed early. I might not be able to finish it tonight but I really hope to get it done as quickly as possible so the campfire bag will arrive before Haven.
Halfway finished with the updated version! I’m halfway down the ‘Art’ page and now all I have to do is the ‘Contact’ page and the buttons for it and then I’ll be done! I really hope that I don’t have to do any more then like 12-14hrs (since thats what I’m planning to do) otherwise I might not have time to do any art bounties or my OS for expedition.
Started contact page! I’m going to add a link to my Slack profile and add rules if people want to DM me about any art bounties and stuff like that. I’m so close to getting that bag and I really hope that this project gives me enough stardust to finish it.
Just recorded a lapse of a piece that I’ll put on the website once I’ve finished writing this devlog! Lookout for a video on lapse titled ‘Art - stardance’ and take a look! ><
Ships:
Finally finished it!! Just a little something I’ve been working on since my school’s sports day. It’s just something for me to post my art on since I’ve finally become more confident on sharing my art with others. I hope you all like my little doodles and I hope to be adding more soon!
I made a simple HTML and CSS website containing some of my art and doodles. It has a simple header and footer, and the colours correlate to a slightly muted version of the lesbian flag. I didn’t really like the first version of this website so I decided to update and improve it (also because the previous version was very simple). I really hope you enjoy my art and my website! Thank you!...
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1793062505.6421893
|
1793148905.6421893
|
|
29435
|
Beyond the Nebula by @SMD | Stardance
|
SMD
|
2
|
20.0
|
63
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T10:44:19Z", "hours": 8.0, "multiplier": 7.87, "payout": 63, "blessing": "neutral", "text": "Beyond the Nebula A game full of short space-themed minigames! Survive to make it safely back to Earth. DISCLAIMER:- It is preferred to use a PC for better game performance. Thank you! How to Play You have 5 live and each round, a minigame is chosen to for you to beat. Complete the objective to survive. Fail and you lose a life. Lose all 5 and it’s game over. Minigames: #1 Platformer game - Collect all 3 stars within 10 seconds #2 Clicker game - Click all 7 stars within 7 seconds #3 Pong game - Bounce off the ball using your paddle for 30 seconds #4 Dino game - Jump over the cactus as it spawns and scrolls towards you. Survive for 20 seconds! (Use spacebar) #5 Flappy Bird - Fly between pipes. Survive for 15 seconds! Controls For Desktop/Laptop users: Left and Right -> Arrow buttons Jump -> Space bar For Mobile/Tablet users: Use the virtual joystick situated on the bottom left of the game screen NOTE: Mobile/Tablet users will not be able to play the 4th minigame i.e the DIno game. For that game only the spacebar button works in order to jump over cacti. Credits: Game built using Godot Engine All assets used in the game are open source The main character is a fan art and is not affiliated with Amongus All music and SFX from Pixabay.com https://github.com/russs123/dino-run-assets -> For DIno assets https://github.com/russs123/godot_flappy_bird_assets -> For Flappy Bird assets", "repo": "https://github.com/DakshikaaTech/Beyond-the-Nebula", "demo": "https://stellarbyte.itch.io/beyond-the-nebula"}, {"ship_num": 2, "ts": "2026-08-07T11:03:15Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a warioware game called “Beyond the Nebula”. The player has to complete 2 minigames within the time allotted and not lose 5 lives in the process. Once the games are successfully completed, the player reaches safely back to Earth. Just so you know the game is not complete yet and I am planning to add more games in due time!", "repo": "https://github.com/DakshikaaTech/Beyond-the-Nebula", "demo": "https://stellarbyte.itch.io/beyond-the-nebula"}]...
|
[{"post_id": 61385, "ts": "202 [{"post_id": 61385, "ts": "2026-09-04T08:36:12Z", "hours": 4.1225, "text": "Devlog #7: Created a dino game Goal: Jump over cacti Just don’t get hit by a cactus! Survive for 15 seconds Features I’ve added: A jungle themed background 3d scrolling effect with Parallax background Cactus spawning and scrolling towards dino The dino remains still (all the player has to do is to jump over cactus as it scrolls near the dino) The game lasts for 15 seconds before moving onto the next. NOTE: The game seems easy to make, but it’s really hard. Might be easier to play compared to “Flappy Bird”."}, {"post_id": 56677, "ts": "2026-08-28T15:15:16Z", "hours": 1.9656, "text": "Devlog #6: Created Flappy bird game Goal: Keep the bird in the air without hitting the pipes or the ground. Keep tapping on the screen to do so. Maintain this for 15 seconds straight to survive and move on to the next minigame. Else, you lose a life. Features I’ve added: 3 flappy birds for seamless animation Blue sky, green grass, white cloud background Endless scrolling of ground Code to generate new pair of pipes with the same magnitude of distance between them. (Just their positions on the y-axis change) Flap SFX (Same as jump and bounce effects) NOTE: I might change this minigame to the last one as I find this one to be of immense difficulty."}, {"post_id": 55388, "ts": "2026-08-27T05:59:08Z", "hours": 1.9714, "text": "Devlog #5: Creating Pong game After venturing on a lot of sidequests (HTM+CSS+JS), I’m back on Godot, baby! ngl, Godot is by far the simplest thing to code on. Plus, it’s really, really fun. I’ve managed to create my 3rd minigame: Pong game Goal: Keep bouncing the ball using your paddle for 30 seconds straight. If the ball leaves the screen, you lose a life. Features I’ve added: Ball bouncing off the walls and paddle Ball bouncing SFX Easily movable paddle (controllable by mouse and touch screen) Black starry background One thing I struggles with originally was that the paddle was bouncing off the screen once the ball hit it. So to solve that problem I switched my paddle from CharacterBody2D to StatucBody2D NOTE : You may not be able to see the timer. But the game will end within 30 second, trust me! It’s just so as to introduce as element of suspense."}, {"post_id": 41311, "ts": "2026-08-05T13:41:22Z", "hours": 2.0242, "text": "Devlog #4: Added a bunch of cool things!!! Hello ppl!!! Greetings from Nebula! I know it’s been a long time since I posted a Devlog (I was a bit busy with life). But here I am, at last! What I did: Added a settings page that allows you to toggle the volume and put the game on full screen mode Added music and SFX from Pixabay Optimized the platformer game so that it can be played on a mobile phone (my bestiee was complaining she couldn’t play the game, but now she can! :)) Added a VirtualController for my platformer game. So that’s it for now! I’m gonna ship this project! Problems I encountered: “Exit” button on final screen not working once I uploaded it to itch.io Volume control slider not toggling on a mobile device But for now, Imma ship the project as it is! I worked really hard on it and I hope you guys enjoy playing the game as much as I did making it! I’m open to feedback and suggestions on what more games to add! Thanks so much for reading this and comment down below what you think! P.S.S : This is not my final ship….I’ll do some changes, add more games and then do my 2nd ship (which’ll most likely be my final)"}, {"post_id": 25170, "ts": "2026-07-09T06:56:20Z", "hours": 2.0486, "text": "Devlog #3: Added winner and loser scenes Winner’s Scene: I’ve added a “Congrats!” message. A hovering red Amongus An image of Earth rotating 360 degrees A “Play Again!” button, which takes you to a level select screen where you can then choose which level you wanna attempt again. Loser’s Scene: I’ve added a “Better luck next time!” message. A dead red Amongus A “Try Again!” button, which takes you back to level #0 A “Main Menu” button, which takes you back to the main title screen. What I plan on doing next: Create a Readme file on Github"}, {"post_id": 24234, "ts": "2026-07-07T17:38:50Z", "hours": 1.2147, "text": "Devlog #2: Added Minigame #2 I managed to solve the problem I had mentioned on my previous devlog. Turns out I had actually forgotten to connect my Star_collected() signal onto the main GD script. How silly of me! ^^ So basically, that’s the reason why my system wasn’t recognizing that all the stars were collected and instead deducting lives. Next I added Minigame#2 which is basically a Star Clicker game. GOAL:- Click all 7 stars in 7 seconds. Up next on my to-do list: Add winner and loser scenes Update my ReadMe file on Github"}, {"post_id": 22982, "ts": "2026-07-05T17:50:32Z", "hours": 6.9953, "text": "Devlog #1: Building my space-themed warioware game Sooo about a week ago, I started building my game “Beyond the Nebula” on Godot. Things I’ve added: Title Screen (With Start Game, Settings and Quit buttons) Levels Screen (Displays what level of minigame the player’s on and how many lives the player has….I’ve used Godot faces for lives:)) Themed Timer (This is a 10 second timer that can be added onto any minigame I create) Player Sprite (a red Amongus character ;D) And last but not the least…..MINIGAME #1:- Creating my first minigame has been somewhat of a challenge since I’m new to the Godot interface. But, I think I’m starting to get the hang of it :D. The goal of the game is simple: collect all the 3 stars before the timer hits 0. I enjoyed building this platformer game, but I bumped into a slight but major problem: despite my character collecting all the stars, the game doesn’t go back to the levels screen and load the next minigame. Instead, it decreases a life. So this is a problem that I’ve got to find a solution to and I hope to do it soon! Besides this, there was another issue I encountered while playtesting my game: My sprite going out of the screen’s viewport accidentally. I quickly solved this issue by altering my gd script code so that the sprite can’t leave the screen, even if the player tried to. Further Plans: Solve the aforementioned problem of losing a life despite winning the game Add Minigame #2 I shall update regarding the same on my next Devlog… This is SMD signing off! Keep coding xo"}]...
|
Title: Beyond the Nebula by @SMD | Stardance
Devl Title: Beyond the Nebula by @SMD | Stardance
Devlogs:
Devlog #1: Building my space-themed warioware game Sooo about a week ago, I started building my game “Beyond the Nebula” on Godot. Things I’ve added: Title Screen (With Start Game, Settings and Quit buttons) Levels Screen (Displays what level of minigame the player’s on and how many lives the player has….I’ve used Godot faces for lives:)) Themed Timer (This is a 10 second timer that can be added onto any minigame I create) Player Sprite (a red Amongus character ;D) And last but not the least…..MINIGAME #1:- Creating my first minigame has been somewhat of a challenge since I’m new to the Godot interface. But, I think I’m starting to get the hang of it :D. The goal of the game is simple: collect all the 3 stars before the timer hits 0. I enjoyed building this platformer game, but I bumped into a slight but major problem: despite my character collecting all the stars, the game doesn’t go back to the levels screen and load the next minigame. Instead, it decreases a life. So this is a problem that I’ve got to find a solution to and I hope to do it soon! Besides this, there was another issue I encountered while playtesting my game: My sprite going out of the screen’s viewport accidentally. I quickly solved this issue by altering my gd script code so that the sprite can’t leave the screen, even if the player tried to. Further Plans: Solve the aforementioned problem of losing a life despite winning the game Add Minigame #2 I shall update regarding the same on my next Devlog… This is SMD signing off! Keep coding xo
Devlog #2: Added Minigame #2 I managed to solve the problem I had mentioned on my previous devlog. Turns out I had actually forgotten to connect my Star_collected() signal onto the main GD script. How silly of me! ^^ So basically, that’s the reason why my system wasn’t recognizing that all the stars were collected and instead deducting lives. Next I added Minigame#2 which is basically a Star Clicker game. GOAL:- Click all 7 stars in 7 seconds. Up next on my to-do list: Add winner and loser scenes Update my ReadMe file on Github
Devlog #3: Added winner and loser scenes Winner’s Scene: I’ve added a “Congrats!” message. A hovering red Amongus An image of Earth rotating 360 degrees A “Play Again!” button, which takes you to a level select screen where you can then choose which level you wanna attempt again. Loser’s Scene: I’ve added a “Better luck next time!” message. A dead red Amongus A “Try Again!” button, which takes you back to level #0 A “Main Menu” button, which takes you back to the main title screen. What I plan on doing next: Create a Readme file on Github
Devlog #4: Added a bunch of cool things!!! Hello ppl!!! Greetings from Nebula! I know it’s been a long time since I posted a Devlog (I was a bit busy with life). But here I am, at last! What I did: Added a settings page that allows you to toggle the volume and put the game on full screen mode Added music and SFX from Pixabay Optimized the platformer game so that it can be played on a mobile phone (my bestiee was complaining she couldn’t play the game, but now she can! :)) Added a VirtualController for my platformer game. So that’s it for now! I’m gonna ship this project! Problems I encountered: “Exit” button on final screen not working once I uploaded it to itch.io Volume control slider not toggling on a mobile device But for now, Imma ship the project as it is! I worked really hard on it and I hope you guys enjoy playing the game as much as I did making it! I’m open to feedback and suggestions on what more games to add! Thanks so much for reading this and comment down below what you think! P.S.S : This is not my final ship….I’ll do some changes, add more games and then do my 2nd ship (which’ll most likely be my final)
Devlog #5: Creating Pong game After venturing on a lot of sidequests (HTM+CSS+JS), I’m back on Godot, baby! ngl, Godot is by far the simplest thing to code on. Plus, it’s really, really fun. I’ve managed to create my 3rd minigame: Pong game Goal: Keep bouncing the ball using your paddle for 30 seconds straight. If the ball leaves the screen, you lose a life. Features I’ve added: Ball bouncing off the walls and paddle Ball bouncing SFX Easily movable paddle (controllable by mouse and touch screen) Black starry background One thing I struggles with originally was that the paddle was bouncing off the screen once the ball hit it. So to solve that problem I switched my paddle from CharacterBody2D to StatucBody2D NOTE : You may not be able to see the timer. But the game will end within 30 second, trust me! It’s just so as to introduce as element of suspense.
Devlog #6: Created Flappy bird game Goal: Keep the bird in the air without hitting the pipes or the ground. Keep tapping on the screen to do so. Maintain this for 15 seconds straight to survive and move on to the next minigame. Else, you lose a life. Features I’ve added: 3 flappy birds for seamless animation Blue sky, green grass, white cloud background Endless scrolling of ground Code to generate new pair of pipes with the same magnitude of distance between them. (Just their positions on the y-axis change) Flap SFX (Same as jump and bounce effects) NOTE: I might change this minigame to the last one as I find this one to be of immense difficulty.
Devlog #7: Created a dino game Goal: Jump over cacti Just don’t get hit by a cactus! Survive for 15 seconds Features I’ve added: A jungle themed background 3d scrolling effect with Parallax background Cactus spawning and scrolling towards dino The dino remains still (all the player has to do is to jump over cactus as it scrolls near the dino) The game lasts for 15 seconds before moving onto the next. NOTE: The game seems easy to make, but it’s really hard. Might be easier to play compared to “Flappy Bird”.
Ships:
I made a warioware game called “Beyond the Nebula”. The player has to complete 2 minigames within the time allotted and not lose 5 lives in the process. Once the games are successfully completed, the player reaches safely back to Earth. Just so you know the game is not complete yet and I am planning to add more games in due time!
Beyond the Nebula A game full of short space-themed minigames! Survive to make it safely back to Earth. DISCLAIMER:- It is preferred to use a PC for better game performance. Thank you! How to Play You have 5 live and each round, a minigame is chosen to for you to beat. Complete the objective to survive. Fail and you lose a life. Lose all 5 and it’s game over. Minigames: #1 Platformer game - Collect all 3 stars within 10 seconds #2 Clicker game - Click all 7 stars within 7 seconds #3 Pong game - Bounce off the ball using your paddle for 30 seconds #4 Dino game - Jump over the cactus as it spawns and scrolls towards you. Survive for 20 seconds! (Use spacebar) #5 Flappy Bird - Fly between pipes. Survive for 15 seconds! Controls For Desktop/Laptop users: Left and Right -> Arrow buttons Jump -> Space bar For Mobile/Tablet users: Use the virtual joystick situated on the bottom left of the game screen NOTE: Mobile/Tablet users will not be able to play the 4th minigame i.e the DIno game. For that game only the spacebar button works in order to jump over cacti. Credits: Game built using Godot Engine All assets used in the game are open source The main character is a fan art and is not affiliated with Amongus All music and SFX from Pixabay.com https://github.com/russs123/dino-run-assets -> For DIno assets https://github.com/russs123/godot_flappy_bird_assets -> For Flappy Bird assets...
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1793001081.7731273
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1793087481.7731273
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29560
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WarioWare Game by @NC | Stardance
|
NC
|
2
|
9.0
|
6
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T10:02:59Z", "hours": 2.0, "multiplier": 3.42, "payout": 6, "blessing": "neutral", "text": "I made my WarioWare Game for the 2nd mission. Something I changed was all the assets. I made them all by myself in Piskel! I made 5 minigames Minigame 1 - Collect all the pieces of garlic as Wario before the timer runs out Minigame 2 - Click all the pieces of garlic before the timer runs out Minigame 3 - Dodge the Boulders until the timer runs out Minigame 4 - Parkour up the platforms as the orange lava rises Minigame 5 - Jump over the Koopa Shells before time runs out", "repo": "https://github.com/NCGameMaking/WarioWare", "demo": "https://ncgamemaking.itch.io/warioware"}, {"ship_num": 2, "ts": "2026-07-04T01:46:29Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A Warioware style minigame project. Fast-paced levels with a life system. Custom lose screen interface tracking score. I made a WarioWare themed game with 5 minigames in total. You have to beat all 5 minigames What I found was challenging was designing and creating my own minigames as well as linking my own minigames to the ones in the guide. What I am most proud of is how polished the game feels especially and how fun the games turned out to be. The controls are intuitive and easy to learn as in most of the minigames, you only use the arrow keys", "repo": "https://github.com/NCGameMaking/WarioWare", "demo": "https://ncgamemaking.itch.io/warioware"}]...
|
[{"post_id": 79499, "ts": "202 [{"post_id": 79499, "ts": "2026-10-14T09:55:38Z", "hours": 0.4294, "text": "Finished the README Just added a few pics and description no big deal"}, {"post_id": 67103, "ts": "2026-09-13T05:05:04Z", "hours": 1.0717, "text": "Update on Game Assets and Minigame 4 I have made my own asset for the game, the Wario, the boulders, the koopa shells myself now and adjusted the platform layout for the lava rising level to make it easier for the player."}, {"post_id": 21838, "ts": "2026-07-03T23:42:02Z", "hours": 1.9581, "text": "its done… Just spent time fixing on Warioware game, it took a really long, I was trying to figure out why my level for some reason, was going on level 1,2,3 straight to 5! What happened to my level 4. I literally just exported the game, uploaded it on itch.io played it, then realised HUH? for the next hour I just sat there staring at lines of code scrutinizing every individual variable line of code, (heck I even paid attention to the yellow labels!) I realised that I had been giving an extra command Global.minigames_done += 1 when my timer screen was already running that command, so the Global variable will run twice causing it to skip the 4th level. And also it happened that the lose screen buttons happened to not work, it was so annoying, RAAAAH. After another whole hour, it works! I had this function func _process ( delta ): if lives == 0 : lives = 5 get_tree () . change_scene_to_file ( \"res://lose_screen.tscn\" ) so i just added a line in front of the get_tree() function lives = 5 . It’s finally working now!!"}, {"post_id": 21188, "ts": "2026-07-03T00:16:07Z", "hours": 0.7503, "text": "Minigames 3, 4, & 5 Complete! Just made minigames 3, 4, and 5! The code the course provided was really helpful. It was incredibly modular , in fact, almost like a copy-paste job, other than the individual logic behind each minigame. Minigame 3: Boulder Dodge Type : Dodging game Mechanic : Boulders fall out of the sky. Objective : Wario has to dodge them until the timer runs out. Minigame 4: The Floor is Lava Type : Survival Parkour Mechanic : Orange lava slowly rises up to catch you. It rises faster and faster as time goes on! Objective : Wario has to parkour up the platforms and survive the full 10 seconds by climbing up. Minigame 5: Koopa Shell dodge Type : Horizontal Dodging game Mechanic : Instead of boulders falling from the sky, Koopa Shells fly across the ground. Objective : Wario has to jump over the Koopa Shells and dodge them until the timer runs out!"}, {"post_id": 21110, "ts": "2026-07-02T22:09:07Z", "hours": 1.3694, "text": "Forgot to say I added minigame 1, yeah Wario just collects the Garlics, you have to collect the garlics before the timer runs out"}, {"post_id": 20551, "ts": "2026-07-02T05:07:12Z", "hours": 2.2422, "text": "Just made minigame 2, code is fairly simple its working, now onto the third game my own choice, I am thinking of making a dodging game. Boulder fall out of the sky and Wario has to dodge them before by the time the timer runs out"}, {"post_id": 20373, "ts": "2026-07-01T23:18:31Z", "hours": 0.7239, "text": "Just made the title slide and level lives thingy. Put basic functions for the buttons, yeah, its looking good. Now making the player for platformer"}]...
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Title: WarioWare Game by @NC | Stardance
Devlogs: Title: WarioWare Game by @NC | Stardance
Devlogs:
Just made the title slide and level lives thingy. Put basic functions for the buttons, yeah, its looking good. Now making the player for platformer
Just made minigame 2, code is fairly simple its working, now onto the third game my own choice, I am thinking of making a dodging game. Boulder fall out of the sky and Wario has to dodge them before by the time the timer runs out
Forgot to say I added minigame 1, yeah Wario just collects the Garlics, you have to collect the garlics before the timer runs out
Minigames 3, 4, & 5 Complete! Just made minigames 3, 4, and 5! The code the course provided was really helpful. It was incredibly modular , in fact, almost like a copy-paste job, other than the individual logic behind each minigame. Minigame 3: Boulder Dodge Type : Dodging game Mechanic : Boulders fall out of the sky. Objective : Wario has to dodge them until the timer runs out. Minigame 4: The Floor is Lava Type : Survival Parkour Mechanic : Orange lava slowly rises up to catch you. It rises faster and faster as time goes on! Objective : Wario has to parkour up the platforms and survive the full 10 seconds by climbing up. Minigame 5: Koopa Shell dodge Type : Horizontal Dodging game Mechanic : Instead of boulders falling from the sky, Koopa Shells fly across the ground. Objective : Wario has to jump over the Koopa Shells and dodge them until the timer runs out!
its done… Just spent time fixing on Warioware game, it took a really long, I was trying to figure out why my level for some reason, was going on level 1,2,3 straight to 5! What happened to my level 4. I literally just exported the game, uploaded it on itch.io played it, then realised HUH? for the next hour I just sat there staring at lines of code scrutinizing every individual variable line of code, (heck I even paid attention to the yellow labels!) I realised that I had been giving an extra command Global.minigames_done += 1 when my timer screen was already running that command, so the Global variable will run twice causing it to skip the 4th level. And also it happened that the lose screen buttons happened to not work, it was so annoying, RAAAAH. After another whole hour, it works! I had this function func _process ( delta ): if lives == 0 : lives = 5 get_tree () . change_scene_to_file ( "res://lose_screen.tscn" ) so i just added a line in front of the get_tree() function lives = 5 . It’s finally working now!!
Update on Game Assets and Minigame 4 I have made my own asset for the game, the Wario, the boulders, the koopa shells myself now and adjusted the platform layout for the lava rising level to make it easier for the player.
Finished the README Just added a few pics and description no big deal
Ships:
A Warioware style minigame project. Fast-paced levels with a life system. Custom lose screen interface tracking score. I made a WarioWare themed game with 5 minigames in total. You have to beat all 5 minigames What I found was challenging was designing and creating my own minigames as well as linking my own minigames to the ones in the guide. What I am most proud of is how polished the game feels especially and how fun the games turned out to be. The controls are intuitive and easy to learn as in most of the minigames, you only use the arrow keys
I made my WarioWare Game for the 2nd mission. Something I changed was all the assets. I made them all by myself in Piskel! I made 5 minigames Minigame 1 - Collect all the pieces of garlic as Wario before the timer runs out Minigame 2 - Click all the pieces of garlic before the timer runs out Minigame 3 - Dodge the Boulders until the timer runs out Minigame 4 - Parkour up the platforms as the orange lava rises Minigame 5 - Jump over the Koopa Shells before time runs out...
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1792997749.6819313
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1793084149.6819313
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29619
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Arduino Slot Machine by @GeorgeSun | Stardance
|
GeorgeSun
|
2
|
3.0
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T01:30:25Z", "hours": 2.0, "multiplier": 5.0, "payout": 11, "blessing": "neutral", "text": "I made an interactive, hardware-driven slot machine featuring three physical reels, automated coin detection, a joystick lever mechanism, and a custom payout dispenser. Getting the physical wheels of the slot machine to spin was the first challenging part. I originally planned to have two Arduinos, one to control the wheels and one to control the rest of the components. However, I am not very experienced with Arduino communication, and it didn’t end up going anywhere. Instead, I had to go for the easiest solution, which was to wire everything to one Arduino instead, which had its caveats, such as not having enough pins. Also, making sure that the step motors did not jam was a huge issue, as we had a 12V 5A power supply that was on the lower end to power these motors that perform much better on 24V. To fix this, I ended up just running them at a slower speed and acceleration. The part I am most proud of is the look of the slot machine. Even though I didn’t end up getting all of the 3d prints I needed, I compromised with cardboard, and the design of it still ended up looking pretty cool. I am also happy about the fact that all of the components work together as it goes from the different game states, completing the game loop.", "repo": "https://github.com/JaydenPan110/TaikoDrum-Project", "demo": ""}, {"ship_num": 2, "ts": "2026-07-03T22:30:48Z", "hours": 1.0, "multiplier": 5.0, "payout": 5, "blessing": "neutral", "text": "I made an interactive, hardware-driven slot machine featuring three physical reels, automated coin detection, a joystick lever mechanism, and a custom payout dispenser. Getting the physical wheels of the slot machine to spin was the first challenging part. I originally planned to have two Arduinos, one to control the wheels and one to control the rest of the components. However, I am not very experienced with Arduino communication, and it didn’t end up going anywhere. Instead, I had to go for the easiest solution, which was to wire everything to one Arduino instead, which had its caveats, such as not having enough pins. Also, making sure that the step motors did not jam was a huge issue, as we had a 12V 5A power supply that was on the lower end to power these motors that perform much better on 24V. To fix this, I ended up just running them at a slower speed and acceleration. The part I am most proud of is the look of the slot machine. Even though I didn’t end up getting all of the 3d prints I needed, I compromised with cardboard, and the design of it still ended up looking pretty cool. I am also happy about the fact that all of the components work together as it goes from the different game states, completing the game loop.", "repo": "https://github.com/JaydenPan110/TaikoDrum-Project", "demo": ""}]...
|
[{"post_id": 23870, "ts": "202 [{"post_id": 23870, "ts": "2026-07-07T02:04:17Z", "hours": 1.8836, "text": "Here are some schematic and 3D models I had made of the slot machine before I started building it. I had modelled everything first to ensure building was a smooth process."}, {"post_id": 20436, "ts": "2026-07-02T01:00:58Z", "hours": 0.8203, "text": "Made an interactive slot machine with three wheels. Each wheel has 10 different symbols, and if the wheels show the same symbol, the user gets a jackpot. The user inserts a coin to activate the system, then switches the joystick down to spin the physical reels. Each time after the user presses the joystick down, it stops each motor until each motor has stopped. Each motor self-adjusts to display a specific symbol to the user. If the user hits a jackpot, a specialized dispensing mechanism triggers a payout to reward the user."}]...
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Title: Arduino Slot Machine by @GeorgeSun | Starda Title: Arduino Slot Machine by @GeorgeSun | Stardance
Devlogs:
Made an interactive slot machine with three wheels. Each wheel has 10 different symbols, and if the wheels show the same symbol, the user gets a jackpot. The user inserts a coin to activate the system, then switches the joystick down to spin the physical reels. Each time after the user presses the joystick down, it stops each motor until each motor has stopped. Each motor self-adjusts to display a specific symbol to the user. If the user hits a jackpot, a specialized dispensing mechanism triggers a payout to reward the user.
Here are some schematic and 3D models I had made of the slot machine before I started building it. I had modelled everything first to ensure building was a smooth process.
Ships:
I made an interactive, hardware-driven slot machine featuring three physical reels, automated coin detection, a joystick lever mechanism, and a custom payout dispenser. Getting the physical wheels of the slot machine to spin was the first challenging part. I originally planned to have two Arduinos, one to control the wheels and one to control the rest of the components. However, I am not very experienced with Arduino communication, and it didn’t end up going anywhere. Instead, I had to go for the easiest solution, which was to wire everything to one Arduino instead, which had its caveats, such as not having enough pins. Also, making sure that the step motors did not jam was a huge issue, as we had a 12V 5A power supply that was on the lower end to power these motors that perform much better on 24V. To fix this, I ended up just running them at a slower speed and acceleration. The part I am most proud of is the look of the slot machine. Even though I didn’t end up getting all of the 3d prints I needed, I compromised with cardboard, and the design of it still ended up looking pretty cool. I am also happy about the fact that all of the components work together as it goes from the different game states, completing the game loop.
I made an interactive, hardware-driven slot machine featuring three physical reels, automated coin detection, a joystick lever mechanism, and a custom payout dispenser. Getting the physical wheels of the slot machine to spin was the first challenging part. I originally planned to have two Arduinos, one to control the wheels and one to control the rest of the components. However, I am not very experienced with Arduino communication, and it didn’t end up going anywhere. Instead, I had to go for the easiest solution, which was to wire everything to one Arduino instead, which had its caveats, such as not having enough pins. Also, making sure that the step motors did not jam was a huge issue, as we had a 12V 5A power supply that was on the lower end to power these motors that perform much better on 24V. To fix this, I ended up just running them at a slower speed and acceleration. The part I am most proud of is the look of the slot machine. Even though I didn’t end up getting all of the 3d prints I needed, I compromised with cardboard, and the design of it still ended up looking pretty cool. I am also happy about the fact that all of the components work together as it goes from the different game states, completing the game loop....
|
1793112456.711644
|
1793198856.711644
|
|
29634
|
DumbFish by @jujharseehra | Stardance
|
jujharseehra
|
2
|
14.0
|
125
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T22:57:19Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Added a few more features to DumbFish, to ensure that it is ready! They are now also part of the newest release, feel free to try them out. Still only Mac exclusive though, but this is a goal for next years stardance challenge. Even Magnus gotta be worried by my progress.", "repo": "https://github.com/JujharSeehra/DumbFish", "demo": "https://github.com/JujharSeehra/DumbFish/releases/tag/v1.0.4"}, {"ship_num": 2, "ts": "2026-08-25T00:38:02Z", "hours": 13.0, "multiplier": 9.71, "payout": 125, "blessing": "neutral", "text": "Shipped DumbFish! While I may improve the bot further on in the future, I feel quite content where it currently is, and I wish to move onto other projects. Let me know if you have any feedback for me!", "repo": "https://github.com/JujharSeehra/DumbFish", "demo": "https://github.com/JujharSeehra/DumbFish/releases/tag/v1.0.4"}]...
|
[{"post_id": 59293, "ts": "202 [{"post_id": 59293, "ts": "2026-09-01T00:30:41Z", "hours": 1.0722, "text": "Made changes to DumbFish to make it easier for testing, as well as fixing a bug related to how the release worked. This will hopefully be my final work on DumbFish for now."}, {"post_id": 54031, "ts": "2026-08-24T19:41:20Z", "hours": 1.2878, "text": "I’ve finished my Chess Engine for now! I have made the code more efficient, and the engine was able to beat a Chess.com 1600 bot comfortably, probably putting it on a higher skill level than myself. In the future, I may revisit this project, but for now, I will be working on another project. I also named it DumbFish, as a parody of the famous Chess Engine Stockfish"}, {"post_id": 53918, "ts": "2026-08-24T16:58:52Z", "hours": 1.7072, "text": "Improved the performance of my Chess Project, but now the movement speed of the engine has significantly gotten worse. I will now need to start working on improved efficiency for the engine. However, it does look to be playing at a level similar to mine, if not slightly better. We will see in a bit if it has continued to improve."}, {"post_id": 47715, "ts": "2026-08-15T20:12:28Z", "hours": 2.6536, "text": "Finally built the first iteration of my Chess Engine. While still not being quite good at the game (Likely around 700-1000 elo) it is able to play chess reasonably and in fact, was able to checkmate my younger brother (9 years old). Now, I will be continuously improving this Chess Engine until it can beat me comfortably (1600 elo) and then we will see from there. The image below is the final position, with my brother as white, and the engine as black."}, {"post_id": 47182, "ts": "2026-08-14T21:55:24Z", "hours": 1.1506, "text": "Finished the evaluation function for my Chess Engine project! While this is still barely comparable to Chess evaluation on websites like Chess.com, it is actually working reasonably well now! My next step will be to actually make the engine, though this will definitely be the hardest part of the project."}, {"post_id": 46983, "ts": "2026-08-14T15:54:09Z", "hours": 1.7422, "text": "Hi Everyone! I finally finished the whole chess game, adding features such as Castling and En Passant. Next, I have started building a evaluation function, similar to those on chess websites, but wayyy worse. I hope to make it half decent before I move onto the final part of my project, the Search algorithm."}, {"post_id": 46596, "ts": "2026-08-13T22:53:47Z", "hours": 3.0064, "text": "Been working on my Chess Engine Project. Today, I finished the basic chessboard! It has everything from Promotion to checkmate and even Stalemate. However, my next step (Before I start building the chess engine) will be to add advanced movements, such as Castling and En Passant, and to optimize my code (So that my future chess engine moves at a reasonable speed)."}, {"post_id": 41003, "ts": "2026-08-04T21:47:03Z", "hours": 1.3444, "text": "Started working on My Chess Engine! I am still learning how to effectively use Pygame for the board, but I have completed my research on how to build chess engines. I shall soon obtain all of the required skills for building the chessboard, but until then, I can’t wait to learn how to use PyGame! Wanted to learn it for a long time, but never had a reason to."}]...
|
Title: DumbFish by @jujharseehra | Stardance
Devl Title: DumbFish by @jujharseehra | Stardance
Devlogs:
Started working on My Chess Engine! I am still learning how to effectively use Pygame for the board, but I have completed my research on how to build chess engines. I shall soon obtain all of the required skills for building the chessboard, but until then, I can’t wait to learn how to use PyGame! Wanted to learn it for a long time, but never had a reason to.
Been working on my Chess Engine Project. Today, I finished the basic chessboard! It has everything from Promotion to checkmate and even Stalemate. However, my next step (Before I start building the chess engine) will be to add advanced movements, such as Castling and En Passant, and to optimize my code (So that my future chess engine moves at a reasonable speed).
Hi Everyone! I finally finished the whole chess game, adding features such as Castling and En Passant. Next, I have started building a evaluation function, similar to those on chess websites, but wayyy worse. I hope to make it half decent before I move onto the final part of my project, the Search algorithm.
Finished the evaluation function for my Chess Engine project! While this is still barely comparable to Chess evaluation on websites like Chess.com, it is actually working reasonably well now! My next step will be to actually make the engine, though this will definitely be the hardest part of the project.
Finally built the first iteration of my Chess Engine. While still not being quite good at the game (Likely around 700-1000 elo) it is able to play chess reasonably and in fact, was able to checkmate my younger brother (9 years old). Now, I will be continuously improving this Chess Engine until it can beat me comfortably (1600 elo) and then we will see from there. The image below is the final position, with my brother as white, and the engine as black.
Improved the performance of my Chess Project, but now the movement speed of the engine has significantly gotten worse. I will now need to start working on improved efficiency for the engine. However, it does look to be playing at a level similar to mine, if not slightly better. We will see in a bit if it has continued to improve.
I’ve finished my Chess Engine for now! I have made the code more efficient, and the engine was able to beat a Chess.com 1600 bot comfortably, probably putting it on a higher skill level than myself. In the future, I may revisit this project, but for now, I will be working on another project. I also named it DumbFish, as a parody of the famous Chess Engine Stockfish
Made changes to DumbFish to make it easier for testing, as well as fixing a bug related to how the release worked. This will hopefully be my final work on DumbFish for now.
Ships:
Shipped DumbFish! While I may improve the bot further on in the future, I feel quite content where it currently is, and I wish to move onto other projects. Let me know if you have any feedback for me!
Added a few more features to DumbFish, to ensure that it is ready! They are now also part of the newest release, feel free to try them out. Still only Mac exclusive though, but this is a goal for next years stardance challenge. Even Magnus gotta be worried by my progress....
|
1793076471.5180929
|
1793162871.5180929
|
|
29734
|
Portfolio :) by @vedasm | Stardance
|
vedasm
|
2
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T07:13:50Z", "hours": 1.0, "multiplier": 10.2, "payout": 8, "blessing": "neutral", "text": "I made a portfolio webpage, a minimalist personal developer portfolio site to show who I am and what I build. Snappy start with bold typography to highlight my specialisations (Backend & AI/ML) Clean Tech Arsenal Grid to show my tech skills Dedicated contact area for networking. The hardest part was to get one web page to align perfectly. I’m very happy with the clean look, and the bold typography hierarchy. It felt so good to be able to take a page from a basic foundation and build it into a fully responsive, structured, multi-section layout that really represents my style as a computer science student!", "repo": "https://github.com/vedasm/vedasm.github.io", "demo": "https://vedasm.github.io/"}, {"ship_num": 2, "ts": "2026-07-04T05:58:54Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a portfolio webpage, a minimalist personal developer portfolio site to show who I am and what I build. Snappy start with bold typography to highlight my specialisations (Backend & AI/ML) Clean Tech Arsenal Grid to show my tech skills Dedicated contact area for networking. The hardest part was to get one web page to align perfectly. I’m very happy with the clean look, and the bold typography hierarchy. It felt so good to be able to take a page from a basic foundation and build it into a fully responsive, structured, multi-section layout that really represents my style as a computer science student!", "repo": "https://github.com/vedasm/vedasm.github.io", "demo": "https://vedasm.github.io/"}]...
|
[{"post_id": 22002, "ts": "202 [{"post_id": 22002, "ts": "2026-07-04T07:13:01Z", "hours": 0.755, "text": "New Project Section Added # New Project Section Added I grew my page and completely updated the visual look of the website. Project Showcase : Added a separate section to show the things I’ve built with nice project cards with clear tech stack badges like Python, Flask, Docker and JavaScript. Better Responsiveness : We’ve tweaked the mobile and desktop grid systems to provide a more fluid layout that scales to different screen sizes."}, {"post_id": 21962, "ts": "2026-07-04T05:30:54Z", "hours": 1.9336, "text": "Built a Minimalist Developer Portfolio Today I exapanded my page and changed the whole look of the webpage. Content: - Who am I : Created punchy intro with bold typography hierarchy (Veda S M) accompanied by inline sub-tags (backend, AI/ML) to quickly declare my specialization. Added primary action buttons linking to skills, contact info, and GitHub. Tech Arsenal Grid : Showcase my improtant skills Contact info : for people to find and connect with me!fix if there is any mistakes"}, {"post_id": 21411, "ts": "2026-07-03T10:43:59Z", "hours": 0.7819, "text": "Laying the Foundations I have started the development of Veda’s Web Quarter, which is my personal portfolio site. Since this project is very personal to me, I wanted to focus first on creating a bold, unique visual identity that represents who I am as a computer science student and developer."}]...
|
Title: Portfolio :) by @vedasm | Stardance
Devlog Title: Portfolio :) by @vedasm | Stardance
Devlogs:
Laying the Foundations I have started the development of Veda’s Web Quarter, which is my personal portfolio site. Since this project is very personal to me, I wanted to focus first on creating a bold, unique visual identity that represents who I am as a computer science student and developer.
Built a Minimalist Developer Portfolio Today I exapanded my page and changed the whole look of the webpage. Content: - Who am I : Created punchy intro with bold typography hierarchy (Veda S M) accompanied by inline sub-tags (backend, AI/ML) to quickly declare my specialization. Added primary action buttons linking to skills, contact info, and GitHub. Tech Arsenal Grid : Showcase my improtant skills Contact info : for people to find and connect with me!fix if there is any mistakes
New Project Section Added # New Project Section Added I grew my page and completely updated the visual look of the website. Project Showcase : Added a separate section to show the things I’ve built with nice project cards with clear tech stack badges like Python, Flask, Docker and JavaScript. Better Responsiveness : We’ve tweaked the mobile and desktop grid systems to provide a more fluid layout that scales to different screen sizes.
Ships:
I made a portfolio webpage, a minimalist personal developer portfolio site to show who I am and what I build. Snappy start with bold typography to highlight my specialisations (Backend & AI/ML) Clean Tech Arsenal Grid to show my tech skills Dedicated contact area for networking. The hardest part was to get one web page to align perfectly. I’m very happy with the clean look, and the bold typography hierarchy. It felt so good to be able to take a page from a basic foundation and build it into a fully responsive, structured, multi-section layout that really represents my style as a computer science student!
I made a portfolio webpage, a minimalist personal developer portfolio site to show who I am and what I build. Snappy start with bold typography to highlight my specialisations (Backend & AI/ML) Clean Tech Arsenal Grid to show my tech skills Dedicated contact area for networking. The hardest part was to get one web page to align perfectly. I’m very happy with the clean look, and the bold typography hierarchy. It felt so good to be able to take a page from a basic foundation and build it into a fully responsive, structured, multi-section layout that really represents my style as a computer science student!...
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Thintensors by @satvikhardat | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T10:54:37Z", "hours": 74.0, "multiplier": 18.49, "payout": 1252, "blessing": "neutral", "text": "Its a runtime-aware LLM archive format built for fast, efficient inference, This ship basically integrates MoE model paths, that allows you to run models like gpt-oss-20B on speeds and quality faster and better than llama.cpp!! (at q4) its not just the storage format that allows for the improvements, its a combination of different selective layers being quantized with the better storage format, allowing to run inference with higher speed and quality than just simple q8,q4 etc quants. the storage format only gain is only like 10%, but combined with middle out fp8 quants, and even int4 for some performance profiles, it can reach better speeds than the other ways to run inference This does not beat TRT / TRT LM, it does allow for quicker inference, and a more portable solution because for TRT you need to compile the plan (one time) for a few mins before being able to run the model, and it has to be compiled on every machine you run the model on, thintensor allows you to directly have the .thin file and run it on any machine with similar results! and it takes just a few seconds compared to about 30 mins on trt and trt lm reddit post for this project- https://www.reddit.com/r/LocalLLM/comments/1uqr1o3/i_made_a_llm_storage_format_that_makes_llms_run/ independent tester’s view- https://github.com/random-unknown-username/Thintensor/issues/1 Let me know if u find any issues, tried a lot of other models here too, as u can see in the graphs :D let me know of any bugs on slack", "repo": "https://github.com/random-unknown-username/Thintensor", "demo": "https://pypi.org/project/thintensor/1.0.1/"}, {"ship_num": 2, "ts": "2026-07-08T11:29:10Z", "hours": 32.0, "multiplier": 18.95, "payout": 511, "blessing": "neutral", "text": "I made ThinTensor, a runtime-aware LLM archive and inference runtime. Instead of only storing tensor bytes, it stores tensor roles, memory pages, quant metadata, and execution hints so the runtime can choose faster kernels and precision paths. The hardest part was keeping speed gains honest with HF correctness checks. So far it reaches up to ~94 tok/s on SmolLM3-3B with full BF16 KV retention and high logit similarity. After being tested on multiple models, you can get a avg 2x performance increase on most LLM archs, all archs are still not implemented, ik but this is workable with qwen, gemma, some MoE models, and SmolLM and a most others, but it wont be as optimized for all the model types Follow the guide at https://github.com/random-unknown-username/Thintensor#fast-path-setting-up-on-a-new-laptop To install thintensor runtime and use this guide to get a sample qwen model up and running https://github.com/random-unknown-username/Thintensor#quickstart-downloading--running-a-sample-model-qwen-08b", "repo": "https://github.com/random-unknown-username/Thintensor", "demo": "https://pypi.org/project/thintensor/1.0.1/"}]...
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[{"post_id": 52970, "ts": "202 [{"post_id": 52970, "ts": "2026-08-23T10:50:48Z", "hours": 0.4203, "text": "Fixed a few Dense path issues, because the MoE path somehow made the dense path completely usable, fixed a few small one line bugs i got to know from the last ship’s reviews, read to for ship 2!!"}, {"post_id": 47007, "ts": "2026-08-14T16:14:41Z", "hours": 7.4253, "text": "Hitting 100hrs and final ship Didnt get time to work on this idea, since quite the while. And it has js about reached the state i can probably get it to MoE arch works, dense models work, cpu/gpu streaming works well, context/kv cache is also dynamically quanted lm_head quants are also there now The motivation really died out because of this project not getting reviewed its been over a month, leaving this as is, tho its not perfect, but it js about has enough features that i wanted Here are the final results after a ton of benchmarking- Phi-4: ThinTensor 28.21 tok/s vs llama.cpp 17.50 tok/s — 1.61× faster (+61.2%). Quality: 0.999949 cosine vs 0.997281. OpenReasoning-Nemotron-14B: ThinTensor 23.79 tok/s vs llama.cpp 19.79 tok/s — 1.20× faster (+20.2%). Quality: 0.999533 vs 0.967140. Llama 3.2 11B: ThinTensor 41.02 tok/s vs llama.cpp 39.82 tok/s — 1.03× faster (+3.0%). Quality: 0.995095 vs 0.991938. Qwen3.5-9B: ThinTensor 43.28 tok/s vs llama.cpp 42.83 tok/s — 1.01× faster (+1.1%). Quality: 0.973334 vs 0.894908. GPT-OSS-20B: ThinTensor 50.34 tok/s vs llama.cpp 40.36 tok/s — 1.25× faster (+24.7%). Quality: 0.983299 vs 0.792350. *all are apples to apples btw Overall: ThinTensor beats llama.cpp Q4 throughput on 5/5 tested architectures , with a geometric-mean speedup of approximately 1.203× . Probably gonna take a break, and learn before comming back to this, after the ship-2 on stardance!"}, {"post_id": 36344, "ts": "2026-07-28T12:16:13Z", "hours": 6.2056, "text": "ThinTensor Improvements Universal semantic-IR runtime for mixed attention, dense and MoE architectures. Per-tensor precision, kernel and residency planning instead of layer-wide quantization. Production FP8, INT4, MXFP4, Q2 and Q1 quantizers with calibration-aware scoring. Hard ≥0.995 cosine certification with exact routing, greedy-token and KV checks. Qwen3.5 hybrid linear-attention, shared-expert and packed rank-3 MoE support. Durable grouped-INT4 expert sidecars with bounded-RAM, mmap-based construction. Fixed four-matrix Triton projection, cuda / cuda:0 , layer-zero and converter-role bugs. Improved fused kernels, KV caching, expert routing and decode hot paths. Strict cache identity across model, tokenizer, GPU, CUDA, kernels and calibration. Remaining goal: prove ≥30 tok/s on Qwen3.5-35B-A3B at certified ≥0.995 cosine. Getting way better speed on 27B dense models at a cosine that is also way better"}, {"post_id": 34506, "ts": "2026-07-25T08:53:57Z", "hours": 11.7969, "text": "I ammmm tierdd i tried a billionn things over the last 8 hours i just cant seem to understand why gemma4 doesnt want to workkkkk I dont have much to write in this devlog, other than, i am not gonna implement gemma arch for now"}, {"post_id": 33051, "ts": "2026-07-22T17:00:01Z", "hours": 1.0547, "text": "what I did to fix the numerical drift & get some speedups: The Root Cause of the Drift (The Cosine Fix): I discovered that in triton_kernels.py , the tl.dot_scaled call inside _mxfp_lowbit_selected_tensorcore_matvec_kernel (and the mxfp4 variant) had fast_math=True . The fast_math option drops critical precision bits during accumulator addition which was causing the MoE kernels to completely obliterate the trajectory. I disabled it globally using fast_math=False , and this instantly restored our cosine similarity to a perfect 1.000000 over the entire benchmark trajectory. The VRAM Bottleneck: When relying purely on MXFP4 experts, they required over 9.5 GB, breaking the 6.6 GiB budget and forcing the runtime to stream them via PCIe (which tanks performance down to ~5-10tok/s). The Q2 and Q1 low-bit expert decoding kernels actually achieve identical numerical accuracy to the baseline while aggressively packing the weights. The 97.87 tok/s Optimization: I configured bench.py and check_baseline_cosine.py to use: packed_expert_q1_layers=\"0:24\" : All 24 layers of MoE experts are now tightly packed into 1-bit Q1 structures, shrinking the expert memory footprint down to just 2.38 GB (from 9.52 GB). dense_int4_layers=\"all\" : Shrunk the non-expert dense projection weights (Q, K, V, O) into INT4, dropping their footprint from ~1.1 GB to ~0.27 GB. Since the entire model now takes 5.29 GiB (fitting entirely within the 6.6 GiB budget), all layers are pinned directly to VRAM. Because zero layers are streamed (any_streamed=False), the runtime successfully builds the fully fused cuda_graphs execution path, accelerating generation from a crawl to 97.87 tok/s ON gpt-oss-20b. I believe ill be moving to dense models just about now All these issues took SOOO many tests to find"}, {"post_id": 32869, "ts": "2026-07-22T09:43:09Z", "hours": 6.2739, "text": "What I’ve Done: Fixed KV Cache Indexing in Graph Mode: The previous cudaErrorStreamCaptureUnsupported error and out-of-bounds access were caused by assigning python integers dynamically during capture, and failing to respect block sizing. I modified the KV cache’s _in_graph_mode behavior to compute the tensor-based slot offset dynamically ((slot % block_size).view(1)) directly inside the graph capture. This worked successfully and fully restored the model’s coherent output without breaking graph logic. Experimented with MLP Block Sizing: I attempted to increase block_m and num_warps in the 1-bit Triton kernel (mxfp_lowbit_selected_swiglu) to reduce redundant memory loads of the intermediate x tensor. Unfortunately, register limits and memory layout meant it actually resulted in worse throughput, so I reverted those changes. Experimented with Attention Loop Early Exit: The single_token_gqa_attention_kernel is statically unrolled up to token_bucket (256). I tried adding a dynamic while loop to break early for short context sizes, but Triton’s compiler handles static for loops much better. reached around 65tk/s on gpt-oss-20b, constantly improvising MoE performance, next ima lock in for dense models but for now on MoE"}, {"post_id": 32489, "ts": "2026-07-21T18:25:21Z", "hours": 3.3508, "text": "Implemented a huge list of fixes Lazy page-ID tensor resolution after quantization Storage-alias-aware VRAM accounting Correct affine INT4 partial-group quantization KV sequence continuity checks Free-page geometry invalidation Canonical LM-head bias and final-softcap handling Certified shortlist logic with exact fallback Gemma-style attention scaling/softcap fixes Removal of hot-path CUDA scalar tensor allocations Device normalization for “cuda”, “cuda:N”, and torch.device Profile separation has been reconnected and different profiles select different kernels. Paged KV storage exists through SlabbedKVCache. A prior paged-attention slowdown was caused by GPU synchronization from .item() calls in SlabbedKVCache.append(), not by paged addressing itself. Logical page ownership is now tracked CPU-side to avoid those synchronizations. Paged attention has measured approximately: Materialized: 55.1 tok/s Paged: 57.5 tok/s on a relevant smaller models"}, {"post_id": 32108, "ts": "2026-07-21T01:27:17Z", "hours": 10.3133, "text": "Devlog-idk atp Well i said that i would stop working on this project last devlog, butttt, i just saw this https://github.com/random-unknown-username/Thintensor/issues/1 Someone tried thintensor on a 128gb unified ram DGX spark, ANDDDDD now i wanna make it good enough like so its a finished thing"}, {"post_id": 28811, "ts": "2026-07-15T09:45:15Z", "hours": 0.805, "text": "Final devlog: I would be moving from this project to other cool stuff i have in mind, the final benchmarks i got and everything, is pushed, had to do a lot of improvements to get bigger models running just as good as small ones I know there can be a lot of other optmizations, but maybe a few months later ill come back to this, but for now, its gonna stay as is."}, {"post_id": 28164, "ts": "2026-07-14T09:02:15Z", "hours": 13.7189, "text": "This devlog retains the apples-to-apples GPT-OSS control plus fresh Qwen3.5-9B, Llama 3.2 11B text-path, OpenReasoning-Nemotron-14B, and Phi-4 A LOT of optimizations were done to achive this results and 100s of benchmarks in different profiles and stuff, to get to this final table"}, {"post_id": 26560, "ts": "2026-07-11T13:36:08Z", "hours": 2.2911, "text": "ThinRuntime GPT-OSS-20B now achieves: 50.3445 tok/s median across three explicit 200-token runs. llama.cpp b9964 Q4_K_M: 40.3631 tok/s mean. ThinRuntime is 24.73% faster. Exact embedding and LM head; Q1/Q2 applies only to experts. Zero expert transfers during decode. Top-1 unchanged through step 4. Cosine: 0.987376 step 1, 0.983299 step 4. Accepted one-step configuration: 0.991415 cosine. llama.cpp Q4_K_M source-relative cosine: 0.792350."}, {"post_id": 26399, "ts": "2026-07-11T05:13:04Z", "hours": 7.2128, "text": "Worked over a LOT of stuff, like doing apples to apples comparisions of models such as LLama 11b vision instruct, So over time I fixed a lot of stuff added a new profile, that quants and quants and quants all layers till the model fits your VRAM, it doesnt care if the model is 20gb in weigths and you have a 8gb vram, it will quant and make it fit So testing this autofit profile on LLama 11b vision instruct, heres what i found it hit a cosine of 0.939758 and around 24tk/s on a 200 token test Similarly i tested ollama Llama 11b vision instruct with q4_k_m quant, it got a cosine close to 0.720495 i would say it would be more closer to 0.8 because this cosine was for only top 20 logprobes that ollama exposes This was done on 8gb vram rtx 5050 laptop 32gb ddr 5 ryzen 7 250 arch linux and the comparision is apples to apples because the thinruntime also quanted the model aggressively"}, {"post_id": 25725, "ts": "2026-07-10T05:02:15Z", "hours": 1.8908, "text": "Devlog: Resolving GPU Memory Corruption & CUDA Assertions on Wide Matvecs 1. The Symptoms When running inference/benchmarks on unquantized models (like Qwen3.5-9B) using the Triton backend on laptop GPUs (e.g., RTX 5050), the runtime encountered two asynchronous CUDA faults: • cudaErrorIllegalAddress (Illegal memory access) during cache eviction. • device-side assert triggered ( indexSelectSmallIndex assertion failed) during embedding vocabulary lookups. 2. The Root Cause (Resource Starvation & Memory Corruption) Wide Layer Geometries: In Qwen3.5, the projection matrices (Query, Key, Value) have a columns dimension of cols = 3584 . Triton Padded Tiling: Triton pads non-power-of-two shapes to the next power of two ( BLOCK_N = 4096 ). Static Tile Size: The default Triton config mapping uses BLOCK_M = 64 for wide matrices. This instructs Triton to compile a kernel loading a massive static tile size of 64 × 4096 = 262,144 elements. Register & Shared Memory Overflow: In FP32 accumulation, this tile requires 1 MB of memory per thread block. However, laptop GPU streaming multiprocessors (SMs) have a physical hardware limit of 96KB–100KB of shared memory/register files. The Failure Cascade: The compiler failed to allocate resources cleanly, resulting in severe register spills and memory read violations. Triton silently returned corrupted/NaN outputs. The subsequent argmax logit lookup generated a garbage token index (out of bounds), which triggered the PyTorch device-side assertion on the next step. 3. The Fix (Dynamic Chunked Looping) To prevent resource starvation, we modified Triton’s launching configuration in triton_kernels.py: Wide Column Routing: Added a check to detect if cols > 2048 . Looped Execution: Instead of loading the entire 4096 columns block statically, we force the kernel to execute _matvec_looped_kernel using a chunk size of BLOCK_N = 512 . Memory Optimization: The kernel loops through the columns sequentially in chunks of 512. This drops the tile size memory requirement per block to under 64 KB, which safely fits inside any laptop GPU’s physical SM limits. 4. Results I am currently running the final profiles ( max-performance and max-max-perf ). Let me check on the status!"}, {"post_id": 25311, "ts": "2026-07-09T15:03:13Z", "hours": 0.8025, "text": "Posted about this on reddit! https://www.reddit.com/r/LocalLLM/comments/1uqr1o3/i_made_a_llm_storage_format_that_makes_llms_run/ Got a lot of feedback, gonna try to work over it over the next few weeks"}, {"post_id": 24643, "ts": "2026-07-08T11:18:54Z", "hours": 0.3739, "text": "Final benchmarks Smaller models have lower cosine because there are like really small like 1B but, some archs are still not fully optimized to run at a good bit faster speed, ik, but i would want to do a ship before working on getting the speed up on those"}, {"post_id": 24238, "ts": "2026-07-07T17:44:41Z", "hours": 0.9025, "text": "Finished benchmarking a few more models Hitting really really good tk/s when compared to hf that even fails to load the models on my 8gb vram, so its a HUGE improvement for gpu poor ppl like me 😭 Reason a lot less improvement for many models is that, each model has a different structure and i havent been able to make a generalized algorithm that would work for all, so for now, we are working with just a simple implementation Benchmark Methodology and Metrics Calculation To ensure accurate, robust, and reproducible results, the benchmarking and correctness scoring flow is executed as follows: 1. Benchmark Execution Workflow Benchmarks are run in isolated, dedicated Python processes for each engine (ThinTensor vs. Hugging Face Transformers) to prevent memory leakage or process interference: ThinTensor Baseline : The model is loaded via the thin_runtime.py engine. Weight Fit Planning : The runtime runs _automatic_fit_plan to estimate weight size. If the model’s weights do not fit within the available GPU VRAM (accounting for system/display manager overhead), it dynamically configures streaming weight residency ( --weight-residency stream ) and streams layers/experts block-by-block from CPU/RAM to the GPU. If the weights fit, it uses fully resident weights ( --weight-residency all ). Timing : Prefills the prompt (default “Hello”), decodes a number of warmup tokens (default 10) to initialize caches and compile/warm up Triton kernels, and then times the next decode steps (default 200) using wall-clock time ( time.perf_counter() ). Transformers (Hugging Face) Baseline : The model is loaded via a dedicated script bench_hf_transformers_decode.py in BF16 precision. RAM/CPU Offloading : For larger models (e.g. Gemma-4-E2B, OLMoE), loading the model fully on memory-constrained GPUs (like the RTX 5050 Laptop GPU with 7.57 GiB VRAM) causes CUDA OOM. To prevent OOM, RAM offloading is enabled via device_map=\"auto\" . Weights that exceed VRAM capacity are kept in CPU system RAM and loaded/swapped as needed. Timing : Like ThinTensor, it pre-runs a prompt prefill, decodes warmup tokens (default 10), and then times steps (default 200) decode steps. The decode loop avoids GPU-to-CPU synchronization (e.g. calling .item() inside the timed loop) to measure pure GPU decoding speed. 2. Metrics & Scores Calculation Thin/HF Peak GiB (Peak GPU Memory) : Tracks peak allocated VRAM in GiB using torch.cuda.max_memory_allocated() . This measures active tensors allocated by PyTorch’s allocator during the decode phase (excluding unallocated cache reserve or general display server memory). Min Cosine (Cosine Similarity) : In compare_hf_thin_logits.py , the logits of the final linear projection layer are collected for both models. Cosine similarity is calculated for the target token index at each step. The minimum cosine similarity found across all decode steps (e.g., step 1 and step 10) and prefill lengths (e.g., 1 and 128) is reported. Top-1 Match : A boolean check indicating whether the token ID with the highest probability (highest logit value) is identical between ThinTensor and HF at all decode steps. Top-5 Set : A boolean check indicating whether the set of top-5 highest-probability token IDs is identical between the two models at all steps (ignoring their internal sorted order). Top-5 Order : A boolean check indicating whether the exact sorted order of the top-5 token IDs matches between ThinTensor and HF at all steps. KV Retention : Specifies the KV cache precision format (e.g. full BF16 )."}, {"post_id": 24052, "ts": "2026-07-07T10:55:07Z", "hours": 5.2325, "text": "Dev Log #4 — 91–96 tok/s with Selective MXFP4 This was the first ThinTensor run that felt genuinely fast. On SmolLM3-3B, the selective MXFP4 gate/up profile reached around: ~91–96 tok/s and on the strong tested record it still preserved: cosine_similarity: 0.9994624257087708 top1_same: true top5_overlap: 0.8 generated_token_match_rate: 0.875 KV retention: full BF16 That cosine is extremely close to the HF BF16 reference: 1.0 - 0.9994624257087708 = 0.0005375742912292 So the run was only about 0.054% away from perfect cosine on that tested checkpoint. Why this was not just normal quantization The profile was selective: MXFP4 gate/up layers: 0:24 MXFP4 row postscale: enabled LM head: FP8 guarded path KV cache: full BF16 attention path: causal KV QKV/O/down: not blindly pushed into MXFP4 A full MXFP4 sweep over QKV, O, down, and gate/up was fast, but it destroyed the logits. That proved the obvious thing: fewer bytes alone is not enough. ThinTensor’s win comes from being role-aware. The runtime knows what each tensor does: Q / K / V O projection gate projection up projection down projection norm embedding LM head KV cache That means the runtime can apply aggressive precision only to the parts that tolerate it. For this result, the safe target was the MLP gate/up path. Why gate/up was the right target Single-token decoding is mostly a weight-read problem. Tthe goal became: reduce gate/up bytes keep attention stable keep KV exact keep LM head guarded preserve token ranking That is exactly what the selective MXFP4 profile does. It uses MXFP4 on the gate/up projections for layers 0:24 , but it does not blindly lower every sensitive path. Where Blackwell helps The test GPU is an RTX 5050 laptop GPU, which is Blackwell. That matters because Blackwell has native low-precision paths for FP4/MXFP4-style execution. ThinTensor uses this through Triton kernels that treat MXFP4 as an execution format, not just a smaller storage format. The idea is: store/read fewer bytes use block scales multiply against BF16 activations accumulate safely then apply row postscale The goal is to make each token cheaper to decode while keeping the output distribution close to HF BF16. The code side The relevant code is built around these ideas: 1. Honest quantization descriptors The QuantizationDescriptor describes the source format: method storage_dtype bits group_size scale_dtype zero_point modules_to_not_convert source_config For example: INT4 != FP4 Q8 != FP8 MXFP4 != generic Q4 The precision_ladder() function makes that explicit. It lists safe choices, opt-in choices, and lossy choices. So instead of silently lowering precision, the runtime can say: preserve native format fallback to BF16 or require explicit validation before requantization 2. Execution planning plan_quantization() decides what should happen at runtime. It can choose: preserve source storage use native kernel dequantize to BF16 or reject unsupported requantization The important flag is this: exact_storage_preserved If this is true, the runtime is using the source encoding directly. Whats next I would have to implement all mainstream model archs manually because all are diff, and like right now you can see, there are a lot of models that are heavily un-optimized Also im messaging stardance team on slack these devlogs too smol for me"}, {"post_id": 22313, "ts": "2026-07-04T18:31:05Z", "hours": 0.8797, "text": "Just hit 91tk/s with “cosine_similarity”: 0.9994624257087708 its actually crazy its like 5x faster the hf full devlog comming soon! ITS LIKE 0.054% away from perfect!!! The selective MXFP4 gate/up profile reached ~96 tok/s while preserving top-1 on the tested SmolLM3-3B through my thintensor runtimeeeee Full DevLogs gonna be crazy"}, {"post_id": 22113, "ts": "2026-07-04T12:07:02Z", "hours": 0.4494, "text": "Initial benchmarks based on some testing on a 3B model Why response similarity? Because we are making a storage format not “just” a runtime, so we need to ensure the model we are optimizing using thintensor runtime it HAS to be replying with the same responses like the original model! So with casual Kv implemented these are the benchmarks i gathered, if you wanna learn what quality fp8 is read my last devlog :D PS- the vram usage on our ThinTensor quality FP8 is just 500 mb more than the q8 even though there is a HUGE difference in the response similarity"}, {"post_id": 22063, "ts": "2026-07-04T09:46:10Z", "hours": 7.5944, "text": "Dev Log #3 — SmolLM3-3B Results SmolLM3-3B was the first real test of ThinTensor as an inference runtime. The baseline was Hugging Face BF16 on my RTX 5050 laptop GPU: HF BF16: ~17.8 tok/s ThinTensor BF16 reached: ThinTensor BF16: ~32–33 tok/s with cosine around 0.999 , meaning the logits stayed extremely close to the original SafeTensors/HF path. That matters because a storage/runtime format should not make the model noticeably worse. Then came the quality FP8 profile: ThinTensor quality FP8: ~46–48 tok/s This was not “quantize everything.” The profile was selective: gate/up projections: FP8 middle down projections: FP8 attention path: BF16 O-proj: BF16 LM head: BF16 KV cache: BF16 ThinTensor can do this because the .thin manifest and execution tape know tensor roles: Q, K, V, O, gate, up, down, norm, embedding, LM head, etc. The runtime can then lower precision only where the model tolerates it, while keeping sensitive paths in BF16. The kernel side reflects this. Attention uses single-token GQA and maps each query head to the right KV head: head = tl . program_id ( 0 ) kv_head = head // ( heads // kv_heads ) scores = tl . sum ( key * q [ None , :], axis = 1 ) * scale The FP8 MLP path uses scaled matvecs: w = tl . load ( weight + offs_m [:, None ] * stride_wm + offs_n [ None , :]) xv = tl . load ( x + offs_n ). to ( tl . float32 ) scale = tl . load ( scales + offs_m ). to ( tl . float32 ) acc = tl . sum ( w * xv [ None , :], axis = 1 ) * scale In one full-vocab centered-logit comparison: GGUF Q8_0 min cosine: 0.952666 ThinTensor BF16 min cosine: 0.999596 ThinTensor quality FP8 min cosine: 0.995366 So ThinTensor quality FP8 stayed much closer to BF16 than the measured Q8 path, while staying in the same speed class. Final speed table: HF BF16: ~17.8 tok/s ThinTensor BF16: ~32–33 tok/s ThinTensor quality FP8: ~46–48 tok/s Ollama / GGUF Q8_0: ~44.1 tok/s Headline: ThinTensor BF16 was ~1.8x faster than HF BF16. ThinTensor quality FP8 was ~2.6x faster than HF BF16. ThinTensor quality FP8 was faster than the measured Q8 baseline while preserving much better logit fidelity. This is where ThinTensor stopped being just an archive experiment and started looking like a real inference runtime :D"}, {"post_id": 20838, "ts": "2026-07-02T15:28:02Z", "hours": 1.5392, "text": "Js got to know that devlogs longer than 10hrs are stripped to 10 😭, i cant have more than 4k char so bear with me theres a LOT to tell that im not able to fit, but ill try my best anyways Dev Log #2 — Converting SafeTensors Into .thin (had to cut so much explaination bcs i HATE THE CHAR LIMIT, id add them in another devlog) The main conversion flow is: pub fn convert_hf ( options : ConvertHfOptions ) -> Result < ConvertHfResult > { let config : Value = serde_json :: from_reader ( File :: open ( options .hf_dir .join ( \"config.json\" )) ? ) ? ; let safetensor_paths = collect_safetensors ( & options .hf_dir ) ? ; let tensors = collect_tensors ( & safetensor_paths ) ? ; let layers = required_u32 ( & config , \"num_hidden_layers\" ) ? ; let model = build_model_spec ( & config , layers , & tensors , & options , & mut warnings ) ? ; let pages = build_pages ( & tensors , & config ) ? ; let execution_tape = build_execution_tape ( layers , & tensors , & mut warnings ) ? ; let manifest = Manifest { format : FORMAT_NAME .to_string (), version : FORMAT_VERSION , model , execution_tape , pages , memory_plan : build_memory_plan ( & config , & tensors ), }; write_archive_pages ( & options .out_path , & manifest , & archive_pages ) ? ; let archive = Archive :: open ( & options .out_path ) ? ; verify_archive ( & archive ) ? ; Ok ( ConvertHfResult { archive , warnings }) } The converter memory-maps each SafeTensors file read-only: let mmap = unsafe { Mmap :: map ( & file ) ? }; let safetensors = SafeTensors :: deserialize ( & mmap ) ? ; let base = mmap .as_ptr () as usize ; Then every tensor becomes a page candidate. The converter records where the tensor bytes live inside the mapped file: let data = tensor .data (); let offset = ( data .as_ptr () as usize ) .checked_sub ( base ) ? ; and stores: struct TensorPage { id : String , path : PathBuf , offset : u64 , size : u64 , checksum : [ u8 ; 32 ], dtype : String , shape : Vec < u64 > , } This avoids rebuilding every tensor in memory. The archive can later copy the original byte range directly: ArchivePageSource :: FileRange { path : tensor .path .clone (), offset : tensor .offset , } After collecting raw tensor data, the converter builds the model spec. It extracts or infers things like hidden size, layer count, attention heads, KV heads, head dimension, RoPE settings, vocab size, activation type, quantization config, and required runtime operators. One important field is attention type: let attention_kind = if kv_heads == heads { \"mha\" } else if kv_heads == 1 { \"mqa\" } else { \"gqa\" }; This matters because many modern decoder models use grouped-query attention. If the runtime only sees shapes but does not understand Q heads vs KV heads, causal attention can be wrong while still looking structurally valid. The converter also records required operators: let mut required_operators = vec! [ \"embedding\" .to_string (), \"rms_norm\" .to_string (), \"qkv_projection\" .to_string (), \"rope\" .to_string (), format! ( \"{attention_kind}_attention\" ), \"o_projection\" .to_string (), \"lm_head\" .to_string (), ]; For dense MLPs it adds: gated_activation down_projection For MoE models it records router and expert stages instead. the rest would be explained in another devlog, i hate the char limit (had to re-write like 10 times btw)"}, {"post_id": 20663, "ts": "2026-07-02T10:03:23Z", "hours": 14.5956, "text": "Dev Log #1 — Why ThinTensor Exists SafeTensors is already a very good format for what it was designed to do: store tensors safely. It keeps tensor metadata simple. For normal model distribution, that is enough. The problem starts when the tensor file becomes the runtime boundary. That is enough if another framework already knows the model class and execution graph. But for an inference runtime, especially one focused on single-token decode, those fields are not enough. The runtime needs to know what each tensor means . The .thin Format The first .thin archive is intentionally simple: .thin = fixed header + JSON manifest + page table + raw page data The Rust implementation defines the archive identity and header size directly: pub const MAGIC: &[u8; 8] = b\"THINv0\\0\\0\"; pub const HEADER_LEN: u32 = 88; The header stores the physical structure of the archive: pub struct Header { pub header_len: u32, pub version: u32, pub manifest_off: u64, pub manifest_len: u64, pub page_table_off: u64, pub page_count: u64, pub data_off: u64, pub archive_hash: [u8; 32], } This lets the loader open the file without guessing. It reads the header, jumps to the manifest, then reads the page table, then maps the raw page data. The manifest is JSON because the early format needed to stay inspectable. It contains the model-level information needed to reconstruct decode: architecture hidden size number of layers attention heads KV heads head dimension vocabulary size RoPE settings tensor names tensor shapes tensor dtypes tensor roles quantization metadata runtime/backend hints validation metadata The page table connects the manifest to real bytes inside the archive: pub struct PageTableRecord { pub page_id: String, pub offset: u64, pub stored_size: u64, pub raw_size: u64, pub flags: u32, pub checksum: [u8; 32], } A page record gives the runtime a verified byte range, not just a tensor name. This matters because pages can later be scheduled, streamed, cached, kept on CPU, moved to GPU, or assigned different execution policies. Packing and Verification The packer does not blindly write files into an archive. It validates the manifest first: let report = validate_manifest(&manifest); if !report.is_ok() { bail!(\"manifest invalid:\\n{}\", report.errors.join(\"\\n\")); } Then every page declared in the manifest must exist and match its declared size: if bytes.len() as u64 != page.size { bail!(\"page declared size does not match file size\"); } It also verifies the page checksum: let checksum = blake3::hash(&bytes); if checksum.as_bytes().as_slice() != expected.as_slice() { bail!(\"page checksum does not match manifest\"); } Only after validation does the writer emit the archive: write_header(&mut file, &header)?; file.write_all(&manifest_bytes)?; for record in &records { write_page_table_record(&mut file, record)?; } for page in pages { write_page_source(&mut file, page)?; } So the final file is structured as: [ header ] [ manifest JSON ] [ page table records ] [ raw page blobs ]"}]...
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Title: Thintensors by @satvikhardat | Stardance
D Title: Thintensors by @satvikhardat | Stardance
Devlogs:
Dev Log #1 — Why ThinTensor Exists SafeTensors is already a very good format for what it was designed to do: store tensors safely. It keeps tensor metadata simple. For normal model distribution, that is enough. The problem starts when the tensor file becomes the runtime boundary. That is enough if another framework already knows the model class and execution graph. But for an inference runtime, especially one focused on single-token decode, those fields are not enough. The runtime needs to know what each tensor means . The .thin Format The first .thin archive is intentionally simple: .thin = fixed header + JSON manifest + page table + raw page data The Rust implementation defines the archive identity and header size directly: pub const MAGIC: &[u8; 8] = b"THINv0\0\0"; pub const HEADER_LEN: u32 = 88; The header stores the physical structure of the archive: pub struct Header { pub header_len: u32, pub version: u32, pub manifest_off: u64, pub manifest_len: u64, pub page_table_off: u64, pub page_count: u64, pub data_off: u64, pub archive_hash: [u8; 32], } This lets the loader open the file without guessing. It reads the header, jumps to the manifest, then reads the page table, then maps the raw page data. The manifest is JSON because the early format needed to stay inspectable. It contains the model-level information needed to reconstruct decode: architecture hidden size number of layers attention heads KV heads head dimension vocabulary size RoPE settings tensor names tensor shapes tensor dtypes tensor roles quantization metadata runtime/backend hints validation metadata The page table connects the manifest to real bytes inside the archive: pub struct PageTableRecord { pub page_id: String, pub offset: u64, pub stored_size: u64, pub raw_size: u64, pub flags: u32, pub checksum: [u8; 32], } A page record gives the runtime a verified byte range, not just a tensor name. This matters because pages can later be scheduled, streamed, cached, kept on CPU, moved to GPU, or assigned different execution policies. Packing and Verification The packer does not blindly write files into an archive. It validates the manifest first: let report = validate_manifest(&manifest); if !report.is_ok() { bail!("manifest invalid:\n{}", report.errors.join("\n")); } Then every page declared in the manifest must exist and match its declared size: if bytes.len() as u64 != page.size { bail!("page declared size does not match file size"); } It also verifies the page checksum: let checksum = blake3::hash(&bytes); if checksum.as_bytes().as_slice() != expected.as_slice() { bail!("page checksum does not match manifest"); } Only after validation does the writer emit the archive: write_header(&mut file, &header)?; file.write_all(&manifest_bytes)?; for record in &records { write_page_table_record(&mut file, record)?; } for page in pages { write_page_source(&mut file, page)?; } So the final file is structured as: [ header ] [ manifest JSON ] [ page table records ] [ raw page blobs ]
Js got to know that devlogs longer than 10hrs are stripped to 10 😭, i cant have more than 4k char so bear with me theres a LOT to tell that im not able to fit, but ill try my best anyways Dev Log #2 — Converting SafeTensors Into .thin (had to cut so much explaination bcs i HATE THE CHAR LIMIT, id add them in another devlog) The main conversion flow is: pub fn convert_hf ( options : ConvertHfOptions ) -> Result < ConvertHfResult > { let config : Value = serde_json :: from_reader ( File :: open ( options .hf_dir .join ( "config.json" )) ? ) ? ; let safetensor_paths = collect_safetensors ( & options .hf_dir ) ? ; let tensors = collect_tensors ( & safetensor_paths ) ? ; let layers = required_u32 ( & config , "num_hidden_layers" ) ? ; let model = build_model_spec ( & config , layers , & tensors , & options , & mut warnings ) ? ; let pages = build_pages ( & tensors , & config ) ? ; let execution_tape = build_execution_tape ( layers , & tensors , & mut warnings ) ? ; let manifest = Manifest { format : FORMAT_NAME .to_string (), version : FORMAT_VERSION , model , execution_tape , pages , memory_plan : build_memory_plan ( & config , & tensors ), }; write_archive_pages ( & options .out_path , & manifest , & archive_pages ) ? ; let archive = Archive :: open ( & options .out_path ) ? ; verify_archive ( & archive ) ? ; Ok ( ConvertHfResult { archive , warnings }) } The converter memory-maps each SafeTensors file read-only: let mmap = unsafe { Mmap :: map ( & file ) ? }; let safetensors = SafeTensors :: deserialize ( & mmap ) ? ; let base = mmap .as_ptr () as usize ; Then every tensor becomes a page candidate. The converter records where the tensor bytes live inside the mapped file: let data = tensor .data (); let offset = ( data .as_ptr () as usize ) .checked_sub ( base ) ? ; and stores: struct TensorPage { id : String , path : PathBuf , offset : u64 , size : u64 , checksum : [ u8 ; 32 ], dtype : String , shape : Vec < u64 > , } This avoids rebuilding every tensor in memory. The archive can later copy the original byte range directly: ArchivePageSource :: FileRange { path : tensor .path .clone (), offset : tensor .offset , } After collecting raw tensor data, the converter builds the model spec. It extracts or infers things like hidden size, layer count, attention heads, KV heads, head dimension, RoPE settings, vocab size, activation type, quantization config, and required runtime operators. One important field is attention type: let attention_kind = if kv_heads == heads { "mha" } else if kv_heads == 1 { "mqa" } else { "gqa" }; This matters because many modern decoder models use grouped-query attention. If the runtime only sees shapes but does not understand Q heads vs KV heads, causal attention can be wrong while still looking structurally valid. The converter also records required operators: let mut required_operators = vec! [ "embedding" .to_string (), "rms_norm" .to_string (), "qkv_projection" .to_string (), "rope" .to_string (), format! ( "{attention_kind}_attention" ), "o_projection" .to_string (), "lm_head" .to_string (), ]; For dense MLPs it adds: gated_activation down_projection For MoE models it records router and expert stages instead. the rest would be explained in another devlog, i hate the char limit (had to re-write like 10 times btw)
Dev Log #3 — SmolLM3-3B Results SmolLM3-3B was the first real test of ThinTensor as an inference runtime. The baseline was Hugging Face BF16 on my RTX 5050 laptop GPU: HF BF16: ~17.8 tok/s ThinTensor BF16 reached: ThinTensor BF16: ~32–33 tok/s with cosine around 0.999 , meaning the logits stayed extremely close to the original SafeTensors/HF path. That matters because a storage/runtime format should not make the model noticeably worse. Then came the quality FP8 profile: ThinTensor quality FP8: ~46–48 tok/s This was not “quantize everything.” The profile was selective: gate/up projections: FP8 middle down projections: FP8 attention path: BF16 O-proj: BF16 LM head: BF16 KV cache: BF16 ThinTensor can do this because the .thin manifest and execution tape know tensor roles: Q, K, V, O, gate, up, down, norm, embedding, LM head, etc. The runtime can then lower precision only where the model tolerates it, while keeping sensitive paths in BF16. The kernel side reflects this. Attention uses single-token GQA and maps each query head to the right KV head: head = tl . program_id ( 0 ) kv_head = head // ( heads // kv_heads ) scores = tl . sum ( key * q [ None , :], axis = 1 ) * scale The FP8 MLP path uses scaled matvecs: w = tl . load ( weight + offs_m [:, None ] * stride_wm + offs_n [ None , :]) xv = tl . load ( x + offs_n ). to ( tl . float32 ) scale = tl . load ( scales + offs_m ). to ( tl . float32 ) acc = tl . sum ( w * xv [ None , :], axis = 1 ) * scale In one full-vocab centered-logit comparison: GGUF Q8_0 min cosine: 0.952666 ThinTensor BF16 min cosine: 0.999596 ThinTensor quality FP8 min cosine: 0.995366 So ThinTensor quality FP8 stayed much closer to BF16 than the measured Q8 path, while staying in the same speed class. Final speed table: HF BF16: ~17.8 tok/s ThinTensor BF16: ~32–33 tok/s ThinTensor quality FP8: ~46–48 tok/s Ollama / GGUF Q8_0: ~44.1 tok/s Headline: ThinTensor BF16 was ~1.8x faster than HF BF16. ThinTensor quality FP8 was ~2.6x faster than HF BF16. ThinTensor quality FP8 was faster than the measured Q8 baseline while preserving much better logit fidelity. This is where ThinTensor stopped being just an archive experiment and started looking like a real inference runtime :D
Initial benchmarks based on some testing on a 3B model Why response similarity? Because we are making a storage format not “just” a runtime, so we need to ensure the model we are optimizing using thintensor runtime it HAS to be replying with the same responses like the original model! So with casual Kv implemented these are the benchmarks i gathered, if you wanna learn what quality fp8 is read my last devlog :D PS- the vram usage on our ThinTensor quality FP8 is just 500 mb more than the q8 even though there is a HUGE difference in the response similarity
Just hit 91tk/s with “cosine_similarity”: 0.9994624257087708 its actually crazy its like 5x faster the hf full devlog comming soon! ITS LIKE 0.054% away from perfect!!! The selective MXFP4 gate/up profile reached ~96 tok/s while preserving top-1 on the tested SmolLM3-3B through my thintensor runtimeeeee Full DevLogs gonna be crazy
Dev Log #4 — 91–96 tok/s with Selective MXFP4 This was the first ThinTensor run that felt genuinely fast. On SmolLM3-3B, the selective MXFP4 gate/up profile reached around: ~91–96 tok/s and on the strong tested record it still preserved: cosine_similarity: 0.9994624257087708 top1_same: true top5_overlap: 0.8 generated_token_match_rate: 0.875 KV retention: full BF16 That cosine is extremely close to the HF BF16 reference: 1.0 - 0.9994624257087708 = 0.0005375742912292 So the run was only about 0.054% away from perfect cosine on that tested checkpoint. Why this was not just normal quantization The profile was selective: MXFP4 gate/up layers: 0:24 MXFP4 row postscale: enabled LM head: FP8 guarded path KV cache: full BF16 attention path: causal KV QKV/O/down: not blindly pushed into MXFP4 A full MXFP4 sweep over QKV, O, down, and gate/up was fast, but it destroyed the logits. That proved the obvious thing: fewer bytes alone is not enough. ThinTensor’s win comes from being role-aware. The runtime knows what each tensor does: Q / K / V O projection gate projection up projection down projection norm embedding LM head KV cache That means the runtime can apply aggressive precision only to the parts that tolerate it. For this result, the safe target was the MLP gate/up path. Why gate/up was the right target Single-token decoding is mostly a weight-read problem. Tthe goal became: reduce gate/up bytes keep attention stable keep KV exact keep LM head guarded preserve token ranking That is exactly what the selective MXFP4 profile does. It uses MXFP4 on the gate/up projections for layers 0:24 , but it does not blindly lower every sensitive path. Where Blackwell helps The test GPU is an RTX 5050 laptop GPU, which is Blackwell. That matters because Blackwell has native low-precision paths for FP4/MXFP4-style execution. ThinTensor uses this through Triton kernels that treat MXFP4 as an execution format, not just a smaller storage format. The idea is: store/read fewer bytes use block scales multiply against BF16 activations accumulate safely then apply row postscale The goal is to make each token cheaper to decode while keeping the output distribution close to HF BF16. The code side The relevant code is built around these ideas: 1. Honest quantization descriptors The QuantizationDescriptor describes the source format: method storage_dtype bits group_size scale_dtype zero_point modules_to_not_convert source_config For example: INT4 != FP4 Q8 != FP8 MXFP4 != generic Q4 The precision_ladder() function makes that explicit. It lists safe choices, opt-in choices, and lossy choices. So instead of silently lowering precision, the runtime can say: preserve native format fallback to BF16 or require explicit validation before requantization 2. Execution planning plan_quantization() decides what should happen at runtime. It can choose: preserve source storage use native kernel dequantize to BF16 or reject unsupported requantization The important flag is this: exact_storage_preserved If this is true, the runtime is using the source encoding directly. Whats next I would have to implement all mainstream model archs manually because all are diff, and like right now you can see, there are a lot of models that are heavily un-optimized Also im messaging stardance team on slack these devlogs too smol for me
Finished benchmarking a few more models Hitting really really good tk/s when compared to hf that even fails to load the models on my 8gb vram, so its a HUGE improvement for gpu poor ppl like me 😭 Reason a lot less improvement for many models is that, each model has a different structure and i havent been able to make a generalized algorithm that would work for all, so for now, we are working with just a simple implementation Benchmark Methodology and Metrics Calculation To ensure accurate, robust, and reproducible results, the benchmarking and correctness scoring flow is executed as follows: 1. Benchmark Execution Workflow Benchmarks are run in isolated, dedicated Python processes for each engine (ThinTensor vs. Hugging Face Transformers) to prevent memory leakage or process interference: ThinTensor Baseline : The model is loaded via the thin_runtime.py engine. Weight Fit Planning : The runtime runs _automatic_fit_plan to estimate weight size. If the model’s weights do not fit within the available GPU VRAM (accounting for system/display manager overhead), it dynamically configures streaming weight residency ( --weight-residency stream ) and streams layers/experts block-by-block from CPU/RAM to the GPU. If the weights fit, it uses fully resident weights ( --weight-residency all ). Timing : Prefills the prompt (default “Hello”), decodes a number of warmup tokens (default 10) to initialize caches and compile/warm up Triton kernels, and then times the next decode steps (default 200) using wall-clock time ( time.perf_counter() ). Transformers (Hugging Face) Baseline : The model is loaded via a dedicated script bench_hf_transformers_decode.py in BF16 precision. RAM/CPU Offloading : For larger models (e.g. Gemma-4-E2B, OLMoE), loading the model fully on memory-constrained GPUs (like the RTX 5050 Laptop GPU with 7.57 GiB VRAM) causes CUDA OOM. To prevent OOM, RAM offloading is enabled via device_map="auto" . Weights that exceed VRAM capacity are kept in CPU system RAM and loaded/swapped as needed. Timing : Like ThinTensor, it pre-runs a prompt prefill, decodes warmup tokens (default 10), and then times steps (default 200) decode steps. The decode loop avoids GPU-to-CPU synchronization (e.g. calling .item() inside the timed loop) to measure pure GPU decoding speed. 2. Metrics & Scores Calculation Thin/HF Peak GiB (Peak GPU Memory) : Tracks peak allocated VRAM in GiB using torch.cuda.max_memory_allocated() . This measures active tensors allocated by PyTorch’s allocator during the decode phase (excluding unallocated cache reserve or general display server memory). Min Cosine (Cosine Similarity) : In compare_hf_thin_logits.py , the logits of the final linear projection layer are collected for both models. Cosine similarity is calculated for the target token index at each step. The minimum cosine similarity found across all decode steps (e.g., step 1 and step 10) and prefill lengths (e.g., 1 and 128) is reported. Top-1 Match : A boolean check indicating whether the token ID with the highest probability (highest logit value) is identical between ThinTensor and HF at all decode steps. Top-5 Set : A boolean check indicating whether the set of top-5 highest-probability token IDs is identical between the two models at all steps (ignoring their internal sorted order). Top-5 Order : A boolean check indicating whether the exact sorted order of the top-5 token IDs matches between ThinTensor and HF at all steps. KV Retention : Specifies the KV cache precision format (e.g. full BF16 ).
Final benchmarks Smaller models have lower cosine because there are like really small like 1B but, some archs are still not fully optimized to run at a good bit faster speed, ik, but i would want to do a ship before working on getting the speed up on those
Posted about this on reddit! https://www.reddit.com/r/LocalLLM/comments/1uqr1o3/i_made_a_llm_storage_format_that_makes_llms_run/ Got a lot of feedback, gonna try to work over it over the next few weeks
Devlog: Resolving GPU Memory Corruption & CUDA Assertions on Wide Matvecs 1. The Symptoms When running inference/benchmarks on unquantized models (like Qwen3.5-9B) using the Triton backend on laptop GPUs (e.g., RTX 5050), the runtime encountered two asynchronous CUDA faults: • cudaErrorIllegalAddress (Illegal memory access) during cache eviction. • device-side assert triggered ( indexSelectSmallIndex assertion failed) during embedding vocabulary lookups. 2. The Root Cause (Resource Starvation & Memory Corruption) Wide Layer Geometries: In Qwen3.5, the projection matrices (Query, Key, Value) have a columns dimension of cols = 3584 . Triton Padded Tiling: Triton pads non-power-of-two shapes to the next power of two ( BLOCK_N = 4096 ). Static Tile Size: The default Triton config mapping uses BLOCK_M = 64 for wide matrices. This instructs Triton to compile a kernel loading a massive static tile size of 64 × 4096 = 262,144 elements. Register & Shared Memory Overflow: In FP32 accumulation, this tile requires 1 MB of memory per thread block. However, laptop GPU streaming multiprocessors (SMs) have a physical hardware limit of 96KB–100KB of shared memory/register files. The Failure Cascade: The compiler failed to allocate resources cleanly, resulting in severe register spills and memory read violations. Triton silently returned corrupted/NaN outputs. The subsequent argmax logit lookup generated a garbage token index (out of bounds), which triggered the PyTorch device-side assertion on the next step. 3. The Fix (Dynamic Chunked Looping) To prevent resource starvation, we modified Triton’s launching configuration in triton_kernels.py: Wide Column Routing: Added a check to detect if cols > 2048 . Looped Execution: Instead of loading the entire 4096 columns block statically, we force the kernel to execute _matvec_looped_kernel using a chunk size of BLOCK_N = 512 . Memory Optimization: The kernel loops through the columns sequentially in chunks of 512. This drops the tile size memory requirement per block to under 64 KB, which safely fits inside any laptop GPU’s physical SM limits. 4. Results I am currently running the final profiles ( max-performance and max-max-perf ). Let me check on the status!
Worked over a LOT of stuff, like doing apples to apples comparisions of models such as LLama 11b vision instruct, So over time I fixed a lot of stuff added a new profile, that quants and quants and quants all layers till the model fits your VRAM, it doesnt care if the model is 20gb in weigths and you have a 8gb vram, it will quant and make it fit So testing this autofit profile on LLama 11b vision instruct, heres what i found it hit a cosine of 0.939758 and around 24tk/s on a 200 token test Similarly i tested ollama Llama 11b vision instruct with q4_k_m quant, it got a cosine close to 0.720495 i would say it would be more closer to 0.8 because this cosine was for only top 20 logprobes that ollama exposes This was done on 8gb vram rtx 5050 laptop 32gb ddr 5 ryzen 7 250 arch linux and the comparision is apples to apples because the thinruntime also quanted the model aggressively
ThinRuntime GPT-OSS-20B now achieves: 50.3445 tok/s median across three explicit 200-token runs. llama.cpp b9964 Q4_K_M: 40.3631 tok/s mean. ThinRuntime is 24.73% faster. Exact embedding and LM head; Q1/Q2 applies only to experts. Zero expert transfers during decode. Top-1 unchanged through step 4. Cosine: 0.987376 step 1, 0.983299 step 4. Accepted one-step configuration: 0.991415 cosine. llama.cpp Q4_K_M source-relative cosine: 0.792350.
This devlog retains the apples-to-apples GPT-OSS control plus fresh Qwen3.5-9B, Llama 3.2 11B text-path, OpenReasoning-Nemotron-14B, and Phi-4 A LOT of optimizations were done to achive this results and 100s of benchmarks in different profiles and stuff, to get to this final table
Final devlog: I would be moving from this project to other cool stuff i have in mind, the final benchmarks i got and everything, is pushed, had to do a lot of improvements to get bigger models running just as good as small ones I know there can be a lot of other optmizations, but maybe a few months later ill come back to this, but for now, its gonna stay as is.
Devlog-idk atp Well i said that i would stop working on this project last devlog, butttt, i just saw this https://github.com/random-unknown-username/Thintensor/issues/1 Someone tried thintensor on a 128gb unified ram DGX spark, ANDDDDD now i wanna make it good enough like so its a finished thing
Implemented a huge list of fixes Lazy page-ID tensor resolution after quantization Storage-alias-aware VRAM accounting Correct affine INT4 partial-group quantization KV sequence continuity checks Free-page geometry invalidation Canonical LM-head bias and final-softcap handling Certified shortlist logic with exact fallback Gemma-style attention scaling/softcap fixes Removal of hot-path CUDA scalar tensor allocations Device normalization for “cuda”, “cuda:N”, and torch.device Profile separation has been reconnected and different profiles select different kernels. Paged KV storage exists through SlabbedKVCache. A prior paged-attention slowdown was caused by GPU synchronization from .item() calls in SlabbedKVCache.append(), not by paged addressing itself. Logical page ownership is now tracked CPU-side to avoid those synchronizations. Paged attention has measured approximately: Materialized: 55.1 tok/s Paged: 57.5 tok/s on a relevant smaller models
What I’ve Done: Fixed KV Cache Indexing in Graph Mode: The previous cudaErrorStreamCaptureUnsupported error and out-of-bounds access were caused by assigning python integers dynamically during capture, and failing to respect block sizing. I modified the KV cache’s _in_graph_mode behavior to compute the tensor-based slot offset dynamically ((slot % block_size).view(1)) directly inside the graph capture. This worked successfully and fully restored the model’s coherent output without breaking graph logic. Experimented with MLP Block Sizing: I attempted to increase block_m and num_warps in the 1-bit Triton kernel (mxfp_lowbit_selected_swiglu) to reduce redundant memory loads of the intermediate x tensor. Unfortunately, register limits and memory layout meant it actually resulted in worse throughput, so I reverted those changes. Experimented with Attention Loop Early Exit: The single_token_gqa_attention_kernel is statically unrolled up to token_bucket (256). I tried adding a dynamic while loop to break early for short context sizes, but Triton’s compiler handles static for loops much better. reached around 65tk/s on gpt-oss-20b, constantly improvising MoE performance, next ima lock in for dense models but for now on MoE
what I did to fix the numerical drift & get some speedups: The Root Cause of the Drift (The Cosine Fix): I discovered that in triton_kernels.py , the tl.dot_scaled call inside _mxfp_lowbit_selected_tensorcore_matvec_kernel (and the mxfp4 variant) had fast_math=True . The fast_math option drops critical precision bits during accumulator addition which was causing the MoE kernels to completely obliterate the trajectory. I disabled it globally using fast_math=False , and this instantly restored our cosine similarity to a perfect 1.000000 over the entire benchmark trajectory. The VRAM Bottleneck: When relying purely on MXFP4 experts, they required over 9.5 GB, breaking the 6.6 GiB budget and forcing the runtime to stream them via PCIe (which tanks performance down to ~5-10tok/s). The Q2 and Q1 low-bit expert decoding kernels actually achieve identical numerical accuracy to the baseline while aggressively packing the weights. The 97.87 tok/s Optimization: I configured bench.py and check_baseline_cosine.py to use: packed_expert_q1_layers="0:24" : All 24 layers of MoE experts are now tightly packed into 1-bit Q1 structures, shrinking the expert memory footprint down to just 2.38 GB (from 9.52 GB). dense_int4_layers="all" : Shrunk the non-expert dense projection weights (Q, K, V, O) into INT4, dropping their footprint from ~1.1 GB to ~0.27 GB. Since the entire model now takes 5.29 GiB (fitting entirely within the 6.6 GiB budget), all layers are pinned directly to VRAM. Because zero layers are streamed (any_streamed=False), the runtime successfully builds the fully fused cuda_graphs execution path, accelerating generation from a crawl to 97.87 tok/s ON gpt-oss-20b. I believe ill be moving to dense models just about now All these issues took SOOO many tests to find
I ammmm tierdd i tried a billionn things over the last 8 hours i just cant seem to understand why gemma4 doesnt want to workkkkk I dont have much to write in this devlog, other than, i am not gonna implement gemma arch for now
ThinTensor Improvements Universal semantic-IR runtime for mixed attention, dense and MoE architectures. Per-tensor precision, kernel and residency planning instead of layer-wide quantization. Production FP8, INT4, MXFP4, Q2 and Q1 quantizers with calibration-aware scoring. Hard ≥0.995 cosine certification with exact routing, greedy-token and KV checks. Qwen3.5 hybrid linear-attention, shared-expert and packed rank-3 MoE support. Durable grouped-INT4 expert sidecars with bounded-RAM, mmap-based construction. Fixed four-matrix Triton projection, cuda / cuda:0 , layer-zero and converter-role bugs. Improved fused kernels, KV caching, expert routing and decode hot paths. Strict cache identity across model, tokenizer, GPU, CUDA, kernels and calibration. Remaining goal: prove ≥30 tok/s on Qwen3.5-35B-A3B at certified ≥0.995 cosine. Getting way better speed on 27B dense models at a cosine that is also way better
Hitting 100hrs and final ship Didnt get time to work on this idea, since quite the while. And it has js about reached the state i can probably get it to MoE arch works, dense models work, cpu/gpu streaming works well, context/kv cache is also dynamically quanted lm_head quants are also there now The motivation really died out because of this project not getting reviewed its been over a month, leaving this as is, tho its not perfect, but it js about has enough features that i wanted Here are the final results after a ton of benchmarking- Phi-4: ThinTensor 28.21 tok/s vs llama.cpp 17.50 tok/s — 1.61× faster (+61.2%). Quality: 0.999949 cosine vs 0.997281. OpenReasoning-Nemotron-14B: ThinTensor 23.79 tok/s vs llama.cpp 19.79 tok/s — 1.20× faster (+20.2%). Quality: 0.999533 vs 0.967140. Llama 3.2 11B: ThinTensor 41.02 tok/s vs llama.cpp 39.82 tok/s — 1.03× faster (+3.0%). Quality: 0.995095 vs 0.991938. Qwen3.5-9B: ThinTensor 43.28 tok/s vs llama.cpp 42.83 tok/s — 1.01× faster (+1.1%). Quality: 0.973334 vs 0.894908. GPT-OSS-20B: ThinTensor 50.34 tok/s vs llama.cpp 40.36 tok/s — 1.25× faster (+24.7%). Quality: 0.983299 vs 0.792350. *all are apples to apples btw Overall: ThinTensor beats llama.cpp Q4 throughput on 5/5 tested architectures , with a geometric-mean speedup of approximately 1.203× . Probably gonna take a break, and learn before comming back to this, after the ship-2 on stardance!
Fixed a few Dense path issues, because the MoE path somehow made the dense path completely usable, fixed a few small one line bugs i got to know from the last ship’s reviews, read to for ship 2!!
Ships:
I made ThinTensor, a runtime-aware LLM archive and inference runtime. Instead of only storing tensor bytes, it stores tensor roles, memory pages, quant metadata, and execution hints so the runtime can choose faster kernels and precision paths. The hardest part was keeping speed gains honest with HF correctness checks. So far it reaches up to ~94 tok/s on SmolLM3-3B with full BF16 KV retention and high logit similarity. After being tested on multiple models, you can get a avg 2x performance increase on most LLM archs, all archs are still not implemented, ik but this is workable with qwen, gemma, some MoE models, and SmolLM and a most others, but it wont be as optimized for all the model types Follow the guide at https://github.com/random-unknown-username/Thintensor#fast-path-setting-up-on-a-new-laptop To install thintensor runtime and use this guide to get a sample qwen model up and running https://github.com/random-unknown-username/Thintensor#quickstart-downloading--running-a-sample-model-qwen-08b
Its a runtime-aware LLM archive format built for fast, efficient inference, This ship basically integrates MoE model paths, that allows you to run models like gpt-oss-20B on speeds and quality faster and better than llama.cpp!! (at q4) its not just the storage format that allows for the improvements, its a combination of different selective layers being quantized with the better storage format, allowing to run inference with higher speed and quality than just simple q8,q4 etc quants. the storage format only gain is only like 10%, but combined with middle out fp8 quants, and even int4 for some performance profiles, it can reach better speeds than the other ways to run inference This does not beat TRT / TRT LM, it does allow for quicker inference, and a more portable solution because for TRT you need to compile the plan (one time) for a few mins before being able to run the model, and it has to be compiled on every machine you run the model on, thintensor allows you to directly have the .thin file and run it on any machine with similar results! and it takes just a few seconds compared to about 30 mins on trt and trt lm reddit post for this project- https://www.reddit.com/r/LocalLLM/comments/1uqr1o3/i_made_a_llm_storage_format_that_makes_llms_run/ independent tester’s view- https://github.com/random-unknown-username/Thintensor/issues/1 Let me know if u find any issues, tried a lot of other models here too, as u can see in the graphs :D let me know of any bugs on slack...
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1792878673.5936122
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1793742673.5936122
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29752
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DEEPREAD by @Nikhilsahu | Stardance
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2
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16.0
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200
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T13:08:29Z", "hours": 11.0, "multiplier": 13.86, "payout": 158, "blessing": "neutral", "text": "DeepRead — upload a PDF and get a summary, flashcards, a quiz, a mind map, and a chat where you can ask questions about it. Stopping the AI from making up facts that weren’t in the PDF, and dealing with free AI services running out of quota (so I made it try 4 different AI providers one by one until one works). That it actually works with real PDFs end to end, not just a demo — plus the flip flashcards and the fallback system feel solid. Upload any PDF, try all 3 summary modes, flip through flashcards, take the quiz, check the mind map, and ask the chat something not in the PDF to see it say “not covered” instead of guessing.", "repo": "https://github.com/Nikhil20222/deepread", "demo": "https://deepread-lake.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-03T05:26:22Z", "hours": 5.0, "multiplier": 9.09, "payout": 42, "blessing": "neutral", "text": "DeepRead — a tool that uploads a PDF and generates an AI summary and flashcards so you don’t have to read the whole thing. Gemini kept hitting quota limits so I had to rebuild the backend to support multiple AI providers. Then AI models returning broken JSON, flashcards showing old PDF data, CORS issues, frontend not updating — basically spent most of my time debugging. The multi-AI fallback system. Groq fails → tries OpenRouter → tries Gemini. Happens automatically, user doesn’t even notice. Also just the fact that I actually finished it. You need all three API keys (Groq, OpenRouter, Gemini) in a .env file. Text-based PDFs work best, not scanned ones. Larger files take longer. Start the FastAPI backend first, then open index.html directly in your browser.", "repo": "https://github.com/Nikhil20222/deepread", "demo": "https://deepread-lake.vercel.app/"}]...
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[{"post_id": 24681, "ts": "202 [{"post_id": 24681, "ts": "2026-07-08T13:04:20Z", "hours": 2.7583, "text": "DeepRead v2 is now finished. I’ve had a little bit of time to test it all out again, make sure there are no bugs and that all the features work well together. All in all, it has developed greatly from its initial stage and I feel quite proud about the result. There will definitely be minor improvements that can still be made but, for now, I consider it to be fully completed and ready for release."}, {"post_id": 24564, "ts": "2026-07-08T07:12:22Z", "hours": 3.1458, "text": "Worked on the services folder today and expanded the AI provider support for DeepRead v2. The app previously had three AI providers, and I started integrating another one to make the fallback system more reliable. I finished the implementation for two of the providers and tested them individually. There’s still a bit of integration left, but the services layer is coming together nicely and should make the app much more dependable."}, {"post_id": 24155, "ts": "2026-07-07T15:17:12Z", "hours": 0.7478, "text": "I finished writing the code for each feature individually and made sure everything works on its own. The only major thing left now is integrating everything into the main application and testing how the features work together. Once that’s done, I’ll start polishing the overall experience and fixing any issues that come up during testing."}, {"post_id": 24065, "ts": "2026-07-07T11:45:24Z", "hours": 2.7858, "text": "Made some more progress on DeepRead v2 today. Most of the frontend is now in place and I finished the HTML, CSS and most of the JavaScript. I actually spent most of my time tracking down a really annoying JavaScript bug that was breaking part of the new flow. Took longer than I expected, but it finally works the way I wanted. The base for the new features is ready now, so the next step is polishing everything and connecting the remaining functionality."}, {"post_id": 23996, "ts": "2026-07-07T08:26:17Z", "hours": 2.0142, "text": "Today I started working on the frontend for DeepRead v2. I didn’t want to completely redesign the app, so I kept the same clean look while improving the overall layout and spacing. Most of the work today went into HTML and CSS, making everything feel more organized and easier to use. I also planned the layout for the upcoming features so adding them later will be much smoother. Still a lot left to build, but the base for v2 is ready now."}, {"post_id": 21312, "ts": "2026-07-03T05:23:01Z", "hours": 0.4675, "text": "Small Improvements Spent some more time improving DeepRead today.I wasn’t adding any major features, but I cleaned up the project and fixed a few small issues that I noticed while testing. I also improved the AI fallback logic a bit and organized some backend files to make the code easier to maintain. I tested the upload, summary and flashcard flow a few more times to make sure everything works smoothly before wrapping up the project. Nothing huge today, just polishing the project and making it more stable. There are still a few ideas I want to work on later, but I’m happy with where DeepRead is now"}, {"post_id": 21304, "ts": "2026-07-03T04:52:35Z", "hours": 2.6439, "text": "Devlog #Final – DeepRead is Done (Finally) I can’t believe I’m actually writing this. After weeks of “just one more bug” and “why is this not working”, DeepRead is actually complete. Like, functional complete. Not “it works on my machine” complete. The idea was dead simple from the start — I just wanted something that reads my PDFs and gives me a summary so I don’t have to. That’s it. Didn’t think it would turn into this whole thing. But man, the number of times this project almost broke me… The biggest headache was the AI APIs. I started with Gemini because it was the easiest to set up. Worked great for like two days. Then the quota limits hit. Every. Single. Time. So I had to completely restructure the backend to support multiple providers. Now it tries Groq first, falls back to OpenRouter, and if both fail, Gemini is the last resort. Took way too long to get this right but honestly it’s the most solid part of the app now. Then there was the JSON parsing nightmare. You’d think AI models would return clean JSON when you ask them to. They don’t. They really don’t. Sometimes there’d be extra text before the JSON, sometimes missing brackets, sometimes completely wrong format. Spent hours writing fallback parsers for that stuff. And don’t even get me started on the frontend. There was this one bug where the flashcards would show data from a PREVIOUS PDF. Took me an entire evening to figure out I wasn’t clearing state properly. Fun times. What’s actually in it right now: PDF upload (shockingly, this was the easiest part) AI summary generation AI flashcards with prev/next navigation Multiple AI fallback system (the thing I’m most proud of ngl) Simple frontend — HTML, CSS, vanilla JS FastAPI backend No frameworks, no unnecessary complexity. Just works. What I want to add later: Dark mode (I keep procrastinating on this) PDF preview so you don’t have to open it separately Highlighting key sections Quiz mode — flip the flashcards into actual questions Export summary as PDF or Markdown User accounts to save study history DOCX and PPT support Better loading states and error messages (currently they’re… basic) This project started because I was lazy and didn’t want to read long PDFs. But it ended up teaching me more than most tutorials ever did. Real debugging, real API integration problems, real “why is CORS blocking this when it worked yesterday” energy. If you’re thinking about building something like this — just start. You’ll hate it at points, but you’ll learn so much. Anyway, that’s the devlog. DeepRead v1.0 is done. Time to actually use it for my studies now 😅 Thanks for following along. 🚀"}, {"post_id": 20773, "ts": "2026-07-02T13:54:28Z", "hours": 0.4522, "text": "Started reading uploaded PDFs Today I added the first step of PDF processing. After uploading a PDF, DeepRead now extracts the text and returns a preview. This is the foundation for summaries, search, question answering, and the knowledge graph that I’ll build next."}, {"post_id": 20666, "ts": "2026-07-02T10:09:24Z", "hours": 0.4317, "text": "Connected the frontend with the backend Got the first end-to-end feature working today. Users can now select a PDF, upload it from the website, and the backend saves it successfully. It took a bit of debugging, but the upload flow is now working as expected. Next is extracting text from the uploaded PDF so DeepRead can start understanding the document."}, {"post_id": 20649, "ts": "2026-07-02T09:26:13Z", "hours": 0.7608, "text": "Started building DeepRead Today I set up the project and got the basic structure ready Created the GitHub repository Set up the FastAPI backend Created the frontend Built the first homepage with a PDF upload section Added the basic upload flow on the frontend Next, I’ll connect the upload button to the backend and start processing PDF files."}]...
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Title: DEEPREAD by @Nikhilsahu | Stardance
Devlog Title: DEEPREAD by @Nikhilsahu | Stardance
Devlogs:
Started building DeepRead Today I set up the project and got the basic structure ready Created the GitHub repository Set up the FastAPI backend Created the frontend Built the first homepage with a PDF upload section Added the basic upload flow on the frontend Next, I’ll connect the upload button to the backend and start processing PDF files.
Connected the frontend with the backend Got the first end-to-end feature working today. Users can now select a PDF, upload it from the website, and the backend saves it successfully. It took a bit of debugging, but the upload flow is now working as expected. Next is extracting text from the uploaded PDF so DeepRead can start understanding the document.
Started reading uploaded PDFs Today I added the first step of PDF processing. After uploading a PDF, DeepRead now extracts the text and returns a preview. This is the foundation for summaries, search, question answering, and the knowledge graph that I’ll build next.
Devlog #Final – DeepRead is Done (Finally) I can’t believe I’m actually writing this. After weeks of “just one more bug” and “why is this not working”, DeepRead is actually complete. Like, functional complete. Not “it works on my machine” complete. The idea was dead simple from the start — I just wanted something that reads my PDFs and gives me a summary so I don’t have to. That’s it. Didn’t think it would turn into this whole thing. But man, the number of times this project almost broke me… The biggest headache was the AI APIs. I started with Gemini because it was the easiest to set up. Worked great for like two days. Then the quota limits hit. Every. Single. Time. So I had to completely restructure the backend to support multiple providers. Now it tries Groq first, falls back to OpenRouter, and if both fail, Gemini is the last resort. Took way too long to get this right but honestly it’s the most solid part of the app now. Then there was the JSON parsing nightmare. You’d think AI models would return clean JSON when you ask them to. They don’t. They really don’t. Sometimes there’d be extra text before the JSON, sometimes missing brackets, sometimes completely wrong format. Spent hours writing fallback parsers for that stuff. And don’t even get me started on the frontend. There was this one bug where the flashcards would show data from a PREVIOUS PDF. Took me an entire evening to figure out I wasn’t clearing state properly. Fun times. What’s actually in it right now: PDF upload (shockingly, this was the easiest part) AI summary generation AI flashcards with prev/next navigation Multiple AI fallback system (the thing I’m most proud of ngl) Simple frontend — HTML, CSS, vanilla JS FastAPI backend No frameworks, no unnecessary complexity. Just works. What I want to add later: Dark mode (I keep procrastinating on this) PDF preview so you don’t have to open it separately Highlighting key sections Quiz mode — flip the flashcards into actual questions Export summary as PDF or Markdown User accounts to save study history DOCX and PPT support Better loading states and error messages (currently they’re… basic) This project started because I was lazy and didn’t want to read long PDFs. But it ended up teaching me more than most tutorials ever did. Real debugging, real API integration problems, real “why is CORS blocking this when it worked yesterday” energy. If you’re thinking about building something like this — just start. You’ll hate it at points, but you’ll learn so much. Anyway, that’s the devlog. DeepRead v1.0 is done. Time to actually use it for my studies now 😅 Thanks for following along. 🚀
Small Improvements Spent some more time improving DeepRead today.I wasn’t adding any major features, but I cleaned up the project and fixed a few small issues that I noticed while testing. I also improved the AI fallback logic a bit and organized some backend files to make the code easier to maintain. I tested the upload, summary and flashcard flow a few more times to make sure everything works smoothly before wrapping up the project. Nothing huge today, just polishing the project and making it more stable. There are still a few ideas I want to work on later, but I’m happy with where DeepRead is now
Today I started working on the frontend for DeepRead v2. I didn’t want to completely redesign the app, so I kept the same clean look while improving the overall layout and spacing. Most of the work today went into HTML and CSS, making everything feel more organized and easier to use. I also planned the layout for the upcoming features so adding them later will be much smoother. Still a lot left to build, but the base for v2 is ready now.
Made some more progress on DeepRead v2 today. Most of the frontend is now in place and I finished the HTML, CSS and most of the JavaScript. I actually spent most of my time tracking down a really annoying JavaScript bug that was breaking part of the new flow. Took longer than I expected, but it finally works the way I wanted. The base for the new features is ready now, so the next step is polishing everything and connecting the remaining functionality.
I finished writing the code for each feature individually and made sure everything works on its own. The only major thing left now is integrating everything into the main application and testing how the features work together. Once that’s done, I’ll start polishing the overall experience and fixing any issues that come up during testing.
Worked on the services folder today and expanded the AI provider support for DeepRead v2. The app previously had three AI providers, and I started integrating another one to make the fallback system more reliable. I finished the implementation for two of the providers and tested them individually. There’s still a bit of integration left, but the services layer is coming together nicely and should make the app much more dependable.
DeepRead v2 is now finished. I’ve had a little bit of time to test it all out again, make sure there are no bugs and that all the features work well together. All in all, it has developed greatly from its initial stage and I feel quite proud about the result. There will definitely be minor improvements that can still be made but, for now, I consider it to be fully completed and ready for release.
Ships:
DeepRead — a tool that uploads a PDF and generates an AI summary and flashcards so you don’t have to read the whole thing. Gemini kept hitting quota limits so I had to rebuild the backend to support multiple AI providers. Then AI models returning broken JSON, flashcards showing old PDF data, CORS issues, frontend not updating — basically spent most of my time debugging. The multi-AI fallback system. Groq fails → tries OpenRouter → tries Gemini. Happens automatically, user doesn’t even notice. Also just the fact that I actually finished it. You need all three API keys (Groq, OpenRouter, Gemini) in a .env file. Text-based PDFs work best, not scanned ones. Larger files take longer. Start the FastAPI backend first, then open index.html directly in your browser.
DeepRead — upload a PDF and get a summary, flashcards, a quiz, a mind map, and a chat where you can ask questions about it. Stopping the AI from making up facts that weren’t in the PDF, and dealing with free AI services running out of quota (so I made it try 4 different AI providers one by one until one works). That it actually works with real PDFs end to end, not just a demo — plus the flip flashcards and the fallback system feel solid. Upload any PDF, try all 3 summary modes, flip through flashcards, take the quiz, check the mind map, and ask the chat something not in the PDF to see it say “not covered” instead of guessing....
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1792993915.8355224
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1793080315.8355224
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29756
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My Protfolio Site by @rajankandel | Stardance
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rajankandel
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2
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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": "2026-07-02T11:36:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my protfolio site", "repo": "https://github.com/Rajandevs/Protfoli", "demo": "https://rajankandel.me/"}, {"ship_num": 2, "ts": "2026-07-02T11:03:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own protfolio site. The challanging part was to link my phone to call and gmail for emails.", "repo": "https://github.com/Rajandevs/Protfoli", "demo": "https://rajankandel.me/"}]...
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[{"post_id": 20707, "ts": "202 [{"post_id": 20707, "ts": "2026-07-02T11:35:56Z", "hours": 0.2644, "text": "added footer and contacts"}, {"post_id": 20698, "ts": "2026-07-02T11:20:02Z", "hours": 0.3897, "text": "removal of footer and contacts."}, {"post_id": 20684, "ts": "2026-07-02T10:42:33Z", "hours": 0.8736, "text": "90% OF MY PROTFOLIO SITE"}]...
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Title: My Protfolio Site by @rajankandel | Stardan Title: My Protfolio Site by @rajankandel | Stardance
Devlogs:
90% OF MY PROTFOLIO SITE
removal of footer and contacts.
added footer and contacts
Ships:
I made my own protfolio site. The challanging part was to link my phone to call and gmail for emails.
I made my protfolio site...
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1792993692.1369262
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1793080092.1369262
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29808
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İ built my first webos running the super mario bro İ built my first webos running the super mario bros3 by @cqwea | Stardance...
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cqwea
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2
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2.52
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T21:00:02Z", "hours": 0.0, "multiplier": 3.19, "payout": 1, "blessing": "neutral", "text": "i faxed a major bug fixes that led to a crash and created a readme for the ship to get public on my first webos that can run a game", "repo": "https://github.com/cqwea/firstwebos", "demo": "https://cqweaos.netlify.app/main/"}, {"ship_num": 2, "ts": "2026-07-03T20:17:07Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it was my first try of building a webos and i made it run a mario game", "repo": "https://github.com/cqwea/firstwebos", "demo": "https://cqweaos.netlify.app/main/"}]...
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[{"post_id": 24001, "ts": "202 [{"post_id": 24001, "ts": "2026-07-07T08:46:09Z", "hours": 0.5228, "text": "after some work i coded my own snake game and ill ship it after i add a tutorial for the games and localstorage to keep your notes from not dissapearing ( thanks for the people rewieved my ideas and told me to do these )"}, {"post_id": 21752, "ts": "2026-07-03T20:56:07Z", "hours": 0.2667, "text": "so i fixed some major bugs and fixed the readme so my ship will get accepted"}, {"post_id": 21717, "ts": "2026-07-03T20:12:26Z", "hours": 1.6697, "text": "İ managed to get super mario bros. 3 on my webos !"}]...
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Title: İ built my first webos running the super ma Title: İ built my first webos running the super mario bros3 by @cqwea | Stardance
Devlogs:
İ managed to get super mario bros. 3 on my webos !
so i fixed some major bugs and fixed the readme so my ship will get accepted
after some work i coded my own snake game and ill ship it after i add a tutorial for the games and localstorage to keep your notes from not dissapearing ( thanks for the people rewieved my ideas and told me to do these )
Ships:
it was my first try of building a webos and i made it run a mario game
i faxed a major bug fixes that led to a crash and created a readme for the ship to get public on my first webos that can run a game...
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1792990584.4350824
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1793076984.4350824
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