|
36562
|
My own site! by @vatsamalakar | Stardance
|
vatsamalakar
|
2
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T22:39:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I lowk just locked in, pls give good review i changed the whole website please take a look at it!!", "repo": "https://github.com/vatsamalakar/PersonalWebsite", "demo": "https://personal-website-two-lake-31.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-18T19:55:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built My Own Site!, a modern personal portfolio website to showcase my projects, skills, and development journey. It features a responsive design, animated particle background, dark/light mode, smooth scrolling, project cards, skill bars, GitHub statistics, and a contact form. One of the biggest challenges was polishing the UI, making everything responsive across devices, and adding interactive JavaScript features while keeping the site fast. I’m especially proud of the overall design and how everything comes together into a professional-looking portfolio. To test it, explore each section, try the theme toggle, check the project cards, and verify that all navigation links and interactive elements work correctly.", "repo": "https://github.com/vatsamalakar/PersonalWebsite", "demo": "https://personal-website-two-lake-31.vercel.app/"}]...
|
[{"post_id": 32107, "ts": "202 [{"post_id": 32107, "ts": "2026-07-21T01:24:23Z", "hours": 2.2853, "text": "I made several updates to the UI. The biggest one was each tab becoming its own page. Previously everything was on one page and I felt like it made the page look crowded. I also improved the stars/constellation in the background so that they move more smoothly. I added this feature to keep my personal site a bit whimsical and interactive."}, {"post_id": 30839, "ts": "2026-07-18T19:39:58Z", "hours": 1.0, "text": "— Final Improvements and Deployment Today I finished polishing and preparing my portfolio for deployment. I fixed small bugs, improved animations, checked responsiveness, and optimized the website. Final improvements: Added README documentation Organized project files Improved loading speed Tested all buttons and links Deployed the website online Building this project helped me improve my HTML, CSS, JavaScript, and design skills. I learned that creating a great website is not only about writing code, but also about creating a good experience for users."}, {"post_id": 30325, "ts": "2026-07-17T19:48:47Z", "hours": 0.3181, "text": "Today I customized my portfolio to make it represent me. I added my own projects and created cards that show: Project screenshots Descriptions Links Technologies used I also updated my About Me section and added my interests, skills, and goals as a developer. This made the website feel less like a template and more like my own personal space on the internet. Also, I added this too!!, A website should not only look good on a computer, so I tested it on smaller screens and adjusted the design. I improved: Mobile navigation Text sizes Image scaling Project cards Section spacing Now the website adapts better to phones, tablets, and different screen sizes."}, {"post_id": 30315, "ts": "2026-07-17T19:26:49Z", "hours": 0.2561, "text": "Today I worked on improving the visual design using CSS. The first version looked very basic, so I focused on making it more modern and polished. I added: Glassmorphism cards Gradient backgrounds Rounded corners Better typography Hover animations Glowing effects I also made sure the colors matched a futuristic developer theme. This was one of my favorite parts because I could see the website transform from a simple page into something much more professional."}, {"post_id": 30295, "ts": "2026-07-17T19:04:36Z", "hours": 0.395, "text": "Today I focused on creating the layout and content of my website. I created the different sections using HTML and learned more about organizing webpages properly. I added a navigation bar, hero section, about section, skills section, projects section, and contact area. I also added: Profile image section Project showcase cards Social media links Resume button The website started feeling like an actual portfolio instead of just a simple webpage."}, {"post_id": 30279, "ts": "2026-07-17T18:33:45Z", "hours": 0.4753, "text": "Today I began working on my personal portfolio website. Before writing any code, I wanted to think carefully about what I wanted this project to represent. Instead of creating a simple webpage with my name and a few links, I wanted to build a complete digital identity that showcases my growth as a developer. I started by planning the overall structure of the website. I decided that the portfolio should include several important sections: an introduction about myself, my technical skills, projects I have built, achievements, and ways for people to contact me. I also focused on the design direction. I wanted the website to have a modern developer aesthetic with a futuristic feel. Some ideas I explored were glassmorphism, animated backgrounds, smooth transitions, and interactive components. During this stage, I learned that good websites are not created by immediately writing code. Planning the user experience, layout, and purpose first makes the development process much smoother. This gave me a clear roadmap for the rest of the project."}]...
|
Title: My own site! by @vatsamalakar | Stardance
Title: My own site! by @vatsamalakar | Stardance
Devlogs:
Today I began working on my personal portfolio website. Before writing any code, I wanted to think carefully about what I wanted this project to represent. Instead of creating a simple webpage with my name and a few links, I wanted to build a complete digital identity that showcases my growth as a developer. I started by planning the overall structure of the website. I decided that the portfolio should include several important sections: an introduction about myself, my technical skills, projects I have built, achievements, and ways for people to contact me. I also focused on the design direction. I wanted the website to have a modern developer aesthetic with a futuristic feel. Some ideas I explored were glassmorphism, animated backgrounds, smooth transitions, and interactive components. During this stage, I learned that good websites are not created by immediately writing code. Planning the user experience, layout, and purpose first makes the development process much smoother. This gave me a clear roadmap for the rest of the project.
Today I focused on creating the layout and content of my website. I created the different sections using HTML and learned more about organizing webpages properly. I added a navigation bar, hero section, about section, skills section, projects section, and contact area. I also added: Profile image section Project showcase cards Social media links Resume button The website started feeling like an actual portfolio instead of just a simple webpage.
Today I worked on improving the visual design using CSS. The first version looked very basic, so I focused on making it more modern and polished. I added: Glassmorphism cards Gradient backgrounds Rounded corners Better typography Hover animations Glowing effects I also made sure the colors matched a futuristic developer theme. This was one of my favorite parts because I could see the website transform from a simple page into something much more professional.
Today I customized my portfolio to make it represent me. I added my own projects and created cards that show: Project screenshots Descriptions Links Technologies used I also updated my About Me section and added my interests, skills, and goals as a developer. This made the website feel less like a template and more like my own personal space on the internet. Also, I added this too!!, A website should not only look good on a computer, so I tested it on smaller screens and adjusted the design. I improved: Mobile navigation Text sizes Image scaling Project cards Section spacing Now the website adapts better to phones, tablets, and different screen sizes.
— Final Improvements and Deployment Today I finished polishing and preparing my portfolio for deployment. I fixed small bugs, improved animations, checked responsiveness, and optimized the website. Final improvements: Added README documentation Organized project files Improved loading speed Tested all buttons and links Deployed the website online Building this project helped me improve my HTML, CSS, JavaScript, and design skills. I learned that creating a great website is not only about writing code, but also about creating a good experience for users.
I made several updates to the UI. The biggest one was each tab becoming its own page. Previously everything was on one page and I felt like it made the page look crowded. I also improved the stars/constellation in the background so that they move more smoothly. I added this feature to keep my personal site a bit whimsical and interactive.
Ships:
I built My Own Site!, a modern personal portfolio website to showcase my projects, skills, and development journey. It features a responsive design, animated particle background, dark/light mode, smooth scrolling, project cards, skill bars, GitHub statistics, and a contact form. One of the biggest challenges was polishing the UI, making everything responsive across devices, and adding interactive JavaScript features while keeping the site fast. I’m especially proud of the overall design and how everything comes together into a professional-looking portfolio. To test it, explore each section, try the theme toggle, check the project cards, and verify that all navigation links and interactive elements work correctly.
I lowk just locked in, pls give good review i changed the whole website please take a look at it!!...
|
1792882126.9295194
|
1793746126.9295194
|
|
36659
|
nawy :3 by @Energyboy | Stardance
|
Energyboy
|
2
|
5.0
|
24
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T09:55:04Z", "hours": 5.0, "multiplier": 1.49, "payout": 7, "blessing": "neutral", "text": "I implemented a pingr command (ping remote) which is able to ping http & https websites. It was really challenging as I had to learn a new library but it was worth it in the end. I’m planning on extending the feature by letting you ping literally anything. Wish me luck :p", "repo": "https://github.com/Energyboy-OwO/nawy", "demo": "https://discord.gg/9rUh6tnZEB"}, {"ship_num": 2, "ts": "2026-07-18T23:50:35Z", "hours": 0.0, "multiplier": 10.03, "payout": 17, "blessing": "neutral", "text": "I made a discord bot in rust! im learning rust as it’s my first time actually using rust. well not first time but like im doing rustlings and well I learn better when making a project so I thought to myself I’ll make a discord bot in rust and well while im at it I will submit it to Stardance, you can check the devlogs to see it in action or try it for yourselves. thank you for your attention and reading. im really happy about this project and how it’s turning out :3. it’s in a working state but I’m going to continue working until it’s “finished” as well rn I feel like it’s finished but not “finished” like it has all the features I want but rn it has all the features I want currently and ill add more daily :3. thank you for reading :3", "repo": "https://github.com/Energyboy-OwO/nawy", "demo": "https://discord.gg/9rUh6tnZEB"}]...
|
[{"post_id": 35186, "ts": "202 [{"post_id": 35186, "ts": "2026-07-26T13:29:43Z", "hours": 1.5111, "text": "Devlog :3 Added .pingr (ping remote) command to ping websites :3 I’ll extend it to be able to ping anything but at the moment it only supports http & https"}, {"post_id": 32347, "ts": "2026-07-21T13:38:31Z", "hours": 1.6831, "text": "I implemented a silly info command and time :3"}, {"post_id": 31807, "ts": "2026-07-20T14:19:17Z", "hours": 1.9722, "text": "Meow meow meow meow meow. Added info command and other silly stuff, hackatime still misstracking my stuff which is annoying but oh well"}, {"post_id": 30955, "ts": "2026-07-18T23:30:51Z", "hours": 0.0, "text": "added 2 new commands to my multipurpose rust discord bot I hope y’all like it :>"}, {"post_id": 30921, "ts": "2026-07-18T22:12:59Z", "hours": 0.0, "text": "sooo… feature list / update we now have ping command to get a pong, coinflip command to flip coins and ease life choices and an automeower to meow back at you"}, {"post_id": 30886, "ts": "2026-07-18T21:09:53Z", "hours": 0.0, "text": "sooooo hi people :3 my project is called Nawy, it is a multipurpose discord bot build in rust :3, this will be my first ever project in rust as im learning the language but I learn best by doing so here we are :p, this project is for me to learn how to code in rust as im very interested in it. I will never use AI in rust as I want to learn it and never use it in this language (my hackatime is buggy and shows 5 mins in this project with open code but idk why). I currently have like an hour and a half in the making of it but started only tracking it recently. Thank you for reading :3"}]...
|
Title: nawy :3 by @Energyboy | Stardance
Devlogs: Title: nawy :3 by @Energyboy | Stardance
Devlogs:
sooooo hi people :3 my project is called Nawy, it is a multipurpose discord bot build in rust :3, this will be my first ever project in rust as im learning the language but I learn best by doing so here we are :p, this project is for me to learn how to code in rust as im very interested in it. I will never use AI in rust as I want to learn it and never use it in this language (my hackatime is buggy and shows 5 mins in this project with open code but idk why). I currently have like an hour and a half in the making of it but started only tracking it recently. Thank you for reading :3
sooo… feature list / update we now have ping command to get a pong, coinflip command to flip coins and ease life choices and an automeower to meow back at you
added 2 new commands to my multipurpose rust discord bot I hope y’all like it :>
Meow meow meow meow meow. Added info command and other silly stuff, hackatime still misstracking my stuff which is annoying but oh well
I implemented a silly info command and time :3
Devlog :3 Added .pingr (ping remote) command to ping websites :3 I’ll extend it to be able to ping anything but at the moment it only supports http & https
Ships:
I made a discord bot in rust! im learning rust as it’s my first time actually using rust. well not first time but like im doing rustlings and well I learn better when making a project so I thought to myself I’ll make a discord bot in rust and well while im at it I will submit it to Stardance, you can check the devlogs to see it in action or try it for yourselves. thank you for your attention and reading. im really happy about this project and how it’s turning out :3. it’s in a working state but I’m going to continue working until it’s “finished” as well rn I feel like it’s finished but not “finished” like it has all the features I want but rn it has all the features I want currently and ill add more daily :3. thank you for reading :3
I implemented a pingr command (ping remote) which is able to ping http & https websites. It was really challenging as I had to learn a new library but it was worth it in the end. I’m planning on extending the feature by letting you ping literally anything. Wish me luck :p...
|
1793091020.77994
|
1793177420.77994
|
|
36785
|
Rev by @luxi | Stardance
|
luxi
|
2
|
37.14
|
578
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:47:48Z", "hours": 23.0, "multiplier": 17.5, "payout": 394, "blessing": "neutral", "text": "I implemented rigid bodies and more optimizations in this release. I wanted to implement detection of floating bodies and automatically turning them into rigid bodies but I realized it’s pointless. It needs to be solved in world gen then only do a basic check around an area of change.", "repo": "https://github.com/nixuntris/Unnamed-CA-engine", "demo": "https://github.com/nixuntris/Unnamed-CA-engine/releases/tag/Stable_Release3"}, {"ship_num": 2, "ts": "2026-07-21T18:08:07Z", "hours": 13.0, "multiplier": 13.86, "payout": 184, "blessing": "neutral", "text": "I made a little physics engine. I am shipping it for the competition but I will come back to it later. It’s a cellular automata based physics engine, every single pixel is simulated. Technically it can support any world size but you might need to play around with the source code, it’s hard set at 1920x1080 rn. You can edit the cell behaviors as well. Wish you a nice day.", "repo": "https://github.com/nixuntris/Unnamed-CA-engine", "demo": "https://github.com/nixuntris/Unnamed-CA-engine/releases/tag/Stable_Release3"}]...
|
[{"post_id": 61115, "ts": "202 [{"post_id": 61115, "ts": "2026-09-03T20:57:29Z", "hours": 1.1433, "text": "I’ve begun work on entities, right now I only implemented a wondering behaviour. The plan is too implement multiple different behaviours so you can config them. Like for example if hungry wonder and find a carrot"}, {"post_id": 47534, "ts": "2026-08-15T14:43:04Z", "hours": 9.3119, "text": "I have been working on improving rigid bodies. Along with adding collisions to them by the player so you can pick them up. I’ve been working on floating terrain detection but I realized it’s either gonna be a very expensive and complicated algorithm or something in world gen. I am probably gonna leave it at that even though the rigid bodies are incredibly janky and just release it. I am tired and want to move on to a side project"}, {"post_id": 43327, "ts": "2026-08-08T15:02:55Z", "hours": 7.0858, "text": "Not visual. However I’ve been working on optimizing the engine. I’ve implemented face culling for physics object. Eg only pixels that aren’t covered will have collision checks with other objects. As well as AABBs, so that unless their general shapes collides, no per pixel collisions arise. I implemented multiple light optimizations, most important is rendering it a lower resolution as at this scale, as at half resolution it’s indistinguishable from native. As well as I started work on a player controller. So for example light update went from 39157us to 3399 us."}, {"post_id": 38207, "ts": "2026-07-31T14:34:22Z", "hours": 3.7519, "text": "I have implemented rigid bodies into the engine. Rn this is a very basic and slow version. I plan to finish their interactions with lighting, optimize their collisions and then add JFA to check for disconnected terrain to become rigid bodies. Happy coding"}, {"post_id": 34667, "ts": "2026-07-25T15:56:56Z", "hours": 2.3528, "text": "I’ve been working on multithreading and general optimizations. I use OMP for it, it makes multihreading much easier however I still needed to make some changes. I split away everything rendering related from physics and lighting updates. I am using OMP as well because CA is much more of a problem of throughput than one of on demand updates. As you update millions of pixels every frame and don’t need to care about splitting physics and sound. However in the future I will ideally have a combination of both. Let’s say 4 threads manually controlled for sound, enemy ai, physics so that they can be responsive while CA uses 8 threads for pure throughput. Please keep in mind light updates are not done every frame, so it being 39157 us doesn’t mean it actually runs at sub 60 fps. One other thing I improved as well is support for larger world. You can have any size you want as long as it is smaller than the 32 bit integer limit."}, {"post_id": 32458, "ts": "2026-07-21T17:39:49Z", "hours": 2.8269, "text": "In the meantime, I’ve worked on optimizing the project. I am trying to implement a more traditional physics solver but I am tired of rigid bodies constantly failing. So I am shipping it as it is in a bit. I will come back and work on it in the future as I still want to play around with it"}, {"post_id": 31447, "ts": "2026-07-19T20:19:32Z", "hours": 5.4047, "text": "I’ve been working on Rev, I have implemented simple lighting, and improved the code structure. The world size can be edited however it’s still tied to the window size. Something I plan on changing. I want to support large worlds. Have a wonderful day"}, {"post_id": 30746, "ts": "2026-07-18T16:00:44Z", "hours": 5.1192, "text": "I’ve been working on a physics engine. I’ve implemented basic CA behavior along with chunking and dirty chunks and different cell behaviors and rules like gases, liquids, static objects, dissolving. Alongside basic terrain gen."}]...
|
Title: Rev by @luxi | Stardance
Devlogs:
I’ve bee Title: Rev by @luxi | Stardance
Devlogs:
I’ve been working on a physics engine. I’ve implemented basic CA behavior along with chunking and dirty chunks and different cell behaviors and rules like gases, liquids, static objects, dissolving. Alongside basic terrain gen.
I’ve been working on Rev, I have implemented simple lighting, and improved the code structure. The world size can be edited however it’s still tied to the window size. Something I plan on changing. I want to support large worlds. Have a wonderful day
In the meantime, I’ve worked on optimizing the project. I am trying to implement a more traditional physics solver but I am tired of rigid bodies constantly failing. So I am shipping it as it is in a bit. I will come back and work on it in the future as I still want to play around with it
I’ve been working on multithreading and general optimizations. I use OMP for it, it makes multihreading much easier however I still needed to make some changes. I split away everything rendering related from physics and lighting updates. I am using OMP as well because CA is much more of a problem of throughput than one of on demand updates. As you update millions of pixels every frame and don’t need to care about splitting physics and sound. However in the future I will ideally have a combination of both. Let’s say 4 threads manually controlled for sound, enemy ai, physics so that they can be responsive while CA uses 8 threads for pure throughput. Please keep in mind light updates are not done every frame, so it being 39157 us doesn’t mean it actually runs at sub 60 fps. One other thing I improved as well is support for larger world. You can have any size you want as long as it is smaller than the 32 bit integer limit.
I have implemented rigid bodies into the engine. Rn this is a very basic and slow version. I plan to finish their interactions with lighting, optimize their collisions and then add JFA to check for disconnected terrain to become rigid bodies. Happy coding
Not visual. However I’ve been working on optimizing the engine. I’ve implemented face culling for physics object. Eg only pixels that aren’t covered will have collision checks with other objects. As well as AABBs, so that unless their general shapes collides, no per pixel collisions arise. I implemented multiple light optimizations, most important is rendering it a lower resolution as at this scale, as at half resolution it’s indistinguishable from native. As well as I started work on a player controller. So for example light update went from 39157us to 3399 us.
I have been working on improving rigid bodies. Along with adding collisions to them by the player so you can pick them up. I’ve been working on floating terrain detection but I realized it’s either gonna be a very expensive and complicated algorithm or something in world gen. I am probably gonna leave it at that even though the rigid bodies are incredibly janky and just release it. I am tired and want to move on to a side project
I’ve begun work on entities, right now I only implemented a wondering behaviour. The plan is too implement multiple different behaviours so you can config them. Like for example if hungry wonder and find a carrot
Ships:
I made a little physics engine. I am shipping it for the competition but I will come back to it later. It’s a cellular automata based physics engine, every single pixel is simulated. Technically it can support any world size but you might need to play around with the source code, it’s hard set at 1920x1080 rn. You can edit the cell behaviors as well. Wish you a nice day.
I implemented rigid bodies and more optimizations in this release. I wanted to implement detection of floating bodies and automatically turning them into rigid bodies but I realized it’s pointless. It needs to be solved in world gen then only do a basic check around an area of change....
|
1792986460.6284878
|
1793072860.6284878
|
|
36890
|
Mine and Dine - 26.2 Minecraft Mod by @RevComInter Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance...
|
RevComInteractives
|
2
|
86.0
|
1463
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:49:16Z", "hours": 29.0, "multiplier": 14.54, "payout": 420, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}, {"ship_num": 2, "ts": "2026-09-01T19:51:42Z", "hours": 57.0, "multiplier": 18.17, "payout": 1043, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}]...
|
[{"post_id": 74612, "ts": "202 [{"post_id": 74612, "ts": "2026-09-27T19:38:37Z", "hours": 1.8344, "text": "Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!"}, {"post_id": 70876, "ts": "2026-09-19T22:15:59Z", "hours": 4.2711, "text": "Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!"}, {"post_id": 69362, "ts": "2026-09-16T21:54:54Z", "hours": 1.3753, "text": "Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!"}, {"post_id": 68266, "ts": "2026-09-14T20:21:22Z", "hours": 2.2772, "text": "Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!"}, {"post_id": 67663, "ts": "2026-09-13T20:21:37Z", "hours": 2.4153, "text": "Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!"}, {"post_id": 66973, "ts": "2026-09-12T23:35:17Z", "hours": 6.5831, "text": "Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!"}, {"post_id": 64432, "ts": "2026-09-08T20:09:14Z", "hours": 2.0831, "text": "Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!"}, {"post_id": 64233, "ts": "2026-09-08T14:19:01Z", "hours": 8.0308, "text": "Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!"}, {"post_id": 59779, "ts": "2026-09-01T18:30:25Z", "hours": 0.2781, "text": "Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!"}, {"post_id": 59078, "ts": "2026-08-31T18:05:33Z", "hours": 6.0342, "text": "Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!"}, {"post_id": 54808, "ts": "2026-08-25T22:58:00Z", "hours": 2.2117, "text": "Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!"}, {"post_id": 54153, "ts": "2026-08-24T23:55:27Z", "hours": 8.1442, "text": "Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!"}, {"post_id": 50679, "ts": "2026-08-19T23:55:47Z", "hours": 1.1469, "text": "Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)"}, {"post_id": 49899, "ts": "2026-08-18T21:16:14Z", "hours": 1.3992, "text": "Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)"}, {"post_id": 49262, "ts": "2026-08-17T23:15:11Z", "hours": 1.035, "text": "Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)"}, {"post_id": 48545, "ts": "2026-08-16T23:47:04Z", "hours": 1.04, "text": "Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)"}, {"post_id": 47737, "ts": "2026-08-15T21:06:10Z", "hours": 3.92, "text": "Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)"}, {"post_id": 47170, "ts": "2026-08-14T21:14:02Z", "hours": 0.7811, "text": "Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!"}, {"post_id": 46592, "ts": "2026-08-13T22:46:26Z", "hours": 1.5181, "text": "Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)"}, {"post_id": 46033, "ts": "2026-08-12T23:12:08Z", "hours": 1.6828, "text": "Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!"}, {"post_id": 45458, "ts": "2026-08-11T22:46:37Z", "hours": 2.2208, "text": "Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!"}, {"post_id": 40198, "ts": "2026-08-03T16:29:35Z", "hours": 1.3703, "text": "Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)"}, {"post_id": 39687, "ts": "2026-08-02T20:29:38Z", "hours": 2.6472, "text": "New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time."}, {"post_id": 39187, "ts": "2026-08-01T23:47:08Z", "hours": 0.3183, "text": "Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)"}, {"post_id": 38495, "ts": "2026-07-31T22:06:56Z", "hours": 0.8517, "text": "Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod."}, {"post_id": 37633, "ts": "2026-07-30T14:49:09Z", "hours": 3.5092, "text": "Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)"}, {"post_id": 36571, "ts": "2026-07-28T19:40:24Z", "hours": 1.5392, "text": "Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot."}, {"post_id": 35944, "ts": "2026-07-27T18:35:20Z", "hours": 0.7631, "text": "On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time."}, {"post_id": 35214, "ts": "2026-07-26T14:30:57Z", "hours": 1.3289, "text": "It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!"}, {"post_id": 34580, "ts": "2026-07-25T13:03:48Z", "hours": 1.4089, "text": "My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add."}, {"post_id": 34344, "ts": "2026-07-24T23:15:12Z", "hours": 1.5892, "text": "So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:"}, {"post_id": 33640, "ts": "2026-07-23T18:31:51Z", "hours": 0.6331, "text": "Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils."}, {"post_id": 33102, "ts": "2026-07-22T18:31:45Z", "hours": 1.7647, "text": "I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly."}, {"post_id": 32577, "ts": "2026-07-21T20:56:34Z", "hours": 0.3733, "text": "Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable."}, {"post_id": 31950, "ts": "2026-07-20T19:25:31Z", "hours": 2.7164, "text": "Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)"}, {"post_id": 31441, "ts": "2026-07-19T20:12:44Z", "hours": 1.1936, "text": "Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live."}, {"post_id": 31364, "ts": "2026-07-19T18:07:29Z", "hours": 2.9633, "text": "Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine."}, {"post_id": 30779, "ts": "2026-07-18T17:32:00Z", "hours": 0.6333, "text": "It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point."}, {"post_id": 30726, "ts": "2026-07-18T15:28:41Z", "hours": 0.3822, "text": "Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come."}]...
|
Title: Mine and Dine - 26.2 Minecraft Mod by @RevC Title: Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance
Devlogs:
Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come.
It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point.
Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine.
Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live.
Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)
Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable.
I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly.
Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils.
So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:
My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add.
It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!
On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time.
Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot.
Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)
Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod.
Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)
New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time.
Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)
Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!
Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!
Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)
Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!
Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)
Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)
Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)
Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)
Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)
Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!
Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!
Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!
Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!
Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!
Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!
Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!
Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!
Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!
Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!
Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!
Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!
Ships:
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!...
|
1792993784.461345
|
1793080184.461345
|
|
36987
|
My very own WebOS by @Mak | Stardance
|
Mak
|
2
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T08:16:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I’d like to request a re-review for my WebOS project and clarify the setup and AI usage. First, I’d like to describe the project again. It is a web-based operating system I named makOS. Built in the style of Arch Linux, it includes applications such as a calendar, calculator, notes, and the game Snake. Regarding the AI aspect: I engineered and built this project by myself with help of ai assistant. However, when I tried to deploy it to GitHub, the build failed. To fix the deployment, I imported the project into Lovable purely to resolve the build environment and workflow issues, instructing it not to alter the webOS logic itself. Lovable fixed the deployment, but automatically added a tag to the README.md claiming the entire project was generated by Lovable from scratch. I wanted to clarify this because, while I used AI as my coding assistant to build makOS, the project was fully directed, designed, and debugged by me, and Lovable was only used at the end to fix the GitHub Pages pipeline.", "repo": "https://github.com/mak6566/makos", "demo": "https://mak6566.github.io/makos/"}, {"ship_num": 2, "ts": "2026-07-19T13:38:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a web-based operating system styled after Arch Linux. It includes applications such as notes, a calendar, a calculator, and the game Snake.", "repo": "https://github.com/mak6566/makos", "demo": "https://mak6566.github.io/makos/"}]...
|
[{"post_id": 32221, "ts": "202 [{"post_id": 32221, "ts": "2026-07-21T07:57:08Z", "hours": 0.0, "text": "My makOS project was rejected due to alleged use of “one-click AI.” I just want to clarify that this is not true; I’ll provide more details in the ship info."}, {"post_id": 31146, "ts": "2026-07-19T09:58:27Z", "hours": 0.0, "text": "I finished the first version of the project makOS. Its browser-based Web OS is built using Next.js, TypeScript, Tailwind CSS, and pnpm. The core architecture uses components like Desktop.tsx and Window.tsx to manage the environment and window states, supporting drag-and-drop, focus layer management, minimizing, and maximizing. Built-in applications running inside the system include a Terminal emulator, a Snake game, a text notepad, a calculator, and a calendar."}, {"post_id": 31120, "ts": "2026-07-19T08:17:33Z", "hours": 0.0, "text": "This is second devlog from my project makOS. I finished main file structure and started working at applications like notes, calculator and game snake."}, {"post_id": 31114, "ts": "2026-07-19T07:53:48Z", "hours": 0.0, "text": "This is first devlog from my project makOS. I started making some first main files. My plan is to build OS in style of linux arch. BTW I use arch."}]...
|
Title: My very own WebOS by @Mak | Stardance
Devl Title: My very own WebOS by @Mak | Stardance
Devlogs:
This is first devlog from my project makOS. I started making some first main files. My plan is to build OS in style of linux arch. BTW I use arch.
This is second devlog from my project makOS. I finished main file structure and started working at applications like notes, calculator and game snake.
I finished the first version of the project makOS. Its browser-based Web OS is built using Next.js, TypeScript, Tailwind CSS, and pnpm. The core architecture uses components like Desktop.tsx and Window.tsx to manage the environment and window states, supporting drag-and-drop, focus layer management, minimizing, and maximizing. Built-in applications running inside the system include a Terminal emulator, a Snake game, a text notepad, a calculator, and a calendar.
My makOS project was rejected due to alleged use of “one-click AI.” I just want to clarify that this is not true; I’ll provide more details in the ship info.
Ships:
I created a web-based operating system styled after Arch Linux. It includes applications such as notes, a calendar, a calculator, and the game Snake.
Hi! I’d like to request a re-review for my WebOS project and clarify the setup and AI usage. First, I’d like to describe the project again. It is a web-based operating system I named makOS. Built in the style of Arch Linux, it includes applications such as a calendar, calculator, notes, and the game Snake. Regarding the AI aspect: I engineered and built this project by myself with help of ai assistant. However, when I tried to deploy it to GitHub, the build failed. To fix the deployment, I imported the project into Lovable purely to resolve the build environment and workflow issues, instructing it not to alter the webOS logic itself. Lovable fixed the deployment, but automatically added a tag to the README.md claiming the entire project was generated by Lovable from scratch. I wanted to clarify this because, while I used AI as my coding assistant to build makOS, the project was fully directed, designed, and debugged by me, and Lovable was only used at the end to fix the GitHub Pages pipeline....
|
1792882095.7668295
|
1793746095.7668295
|
|
37029
|
My very own WebOS NEBULA OsX by @vatsamalakar | St My very own WebOS NEBULA OsX by @vatsamalakar | Stardance...
|
vatsamalakar
|
2
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T20:16:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built NEBULA OsX, a web-based operating system (WebOS) simulation featuring a clean, minimalist UI complete with functional desktop apps like a terminal, calculator, file manager, notes app, task manager, and a quote generator. What was challenging? Designing an intuitive user interface and balancing the visual style was tricky. I initially went with a space-themed design, but switched to a cleaner, text-driven and minimal look to make the navigation much smoother and easier on the eyes. Integrating multiple smaller features like a quote generator, task manager, and calculator while keeping everything cohesive inside a single web interface also took some careful state management. What are you proud of? I’m really proud of how much the project has evolved—redesigning the UI to focus on simplicity and adding multiple functional mini-apps that make it feel like a real, usable desktop environment. What should people know so they can test your project? You can check out the live preview by clicking “Try project” and explore the different apps on the desktop, use the terminal, or check out the notes and task manager!", "repo": "https://github.com/vatsamalakar/Webos1nebula", "demo": "https://web-os-iota-two.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-21T19:19:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NebulaOS is a desktop-inspired web operating system that transforms a normal website into an interactive space-themed desktop. Over the past few weeks I’ve focused on making the experience feel immersive by adding an animated galaxy background with blinking stars, shooting stars, drifting planets, and glowing nebula effects. One of the biggest challenges was making everything feel like a real operating system instead of a collection of webpages. I built movable application windows, a desktop layout, a bottom dock, and recently used apps section to recreate the workflow of a modern desktop. I also spent a lot of time refining animations, visual effects, and the overall UI so the experience feels smooth and polished. The milestone I’m most proud of is finally making the interface functional. The desktop buttons now open real applications instead of acting as placeholders. Notes, Terminal, System, and Files all work as independent windows, making NebulaOS feel much more interactive and laying the foundation for future features. To test the project, explore the desktop by clicking the application icons, open multiple windows, move between apps using the dock, interact with the Notes, Terminal, System, and Files applications, and enjoy the animated space background while navigating around the desktop.", "repo": "https://github.com/vatsamalakar/Webos1nebula", "demo": "https://web-os-iota-two.vercel.app/"}]...
|
[{"post_id": 42326, "ts": "202 [{"post_id": 42326, "ts": "2026-08-07T00:22:06Z", "hours": 0.2811, "text": "I decided to make the UI even more simpler and dropped the icons and opted for just words. Simplicity is key."}, {"post_id": 41675, "ts": "2026-08-06T01:18:43Z", "hours": 0.6978, "text": "To further enhance my project, I focused on building several smaller features that would make the application more engaging and enjoyable to use every day. Instead of concentrating exclusively on the main functionality, I wanted to add features that would create a more interactive and personalized experience. The first feature I implemented was a quote generator. Users can view a quote of the day, or view another quote, and copy any quote directly to their clipboard. My goal was to create a simple feature that could provide users with a little motivation whenever they opened the application. Next, I developed a joke generator. The application displays the beginning of a joke and allows users to click a button to reveal the punchline. Once the joke has been completed, users can select another button to generate a new one. This feature was designed to add a sense of fun and variety while also giving me the opportunity to experiment with user interaction and state management. Finally, I added a calendar feature. The calendar provides a complete monthly view and allows users to attach notes to individual dates. This makes it easy to keep track of important events, deadlines, reminders, and plans in a single location. I also spent time making sure that the layout remained clean and easy to navigate so that users could quickly find the information they needed."}, {"post_id": 40333, "ts": "2026-08-03T19:32:20Z", "hours": 1.1847, "text": "I redesigned the UI to improve usability. While the original space theme was visually interesting, I found that it made the interface harder to navigate, so I switched to a cleaner, more minimal design that’s easier on the eyes. Along with the visual refresh, I expanded the app’s functionality by adding several new features, including a calculator, a task manager, and a dedicated settings page, making the application more practical and user friendly."}, {"post_id": 32504, "ts": "2026-07-21T18:40:56Z", "hours": 0.3667, "text": "Building the NebulaOS ExperienceNebulaOS continued evolving from a simple concept into an immersive desktop-inspired web experience. During this stage, the focus shifted toward making the application feel like a real operating system rather than a traditional webpage. Every addition was designed to improve both the atmosphere and user experience, creating an interface that encourages exploration and interaction.Creating an immersive atmosphereThe first priority was establishing a unique visual identity. The background was transformed into a living space environment filled with deep nebula clouds, softly glowing planets, and a rich night sky. Stars were given randomized sizes and brightness levels, along with subtle blinking animations, making the scene feel much more natural.To make the environment feel alive, gentle animations were added throughout the scene. Shooting stars occasionally streak across the sky, planets slowly drift through space, and distant celestial objects move almost imperceptibly over time. These effects create the feeling that the desktop exists within a living universe rather than a static image.Designing a desktop-inspired interfaceA major milestone was transforming the layout into a desktop environment. Instead of displaying everything on one page, applications now open as independent windows that can be launched, focused, moved, and closed like a real operating system.Expanding the built-in applicationsSeveral functional windows were added to strengthen the desktop experience:Notes provides a workspace for writing ideas and reminders.Terminal introduces a command-line inspired interface.System displays operating system information in a dashboard.Files acts as a simple file explorer.While these applications are still lightweight, they establish a strong foundation for future functionality.Bringing the interface to lifeOne of the biggest milestones was making the desktop interactive. Many icons and buttons originally served only as visual placeholders, but during this development cycle I began connecting them to real functionality.Desktop buttons now open their corresponding applications, switch focus between windows, and create a much more realistic operating system experience. This marked the transition from building the interface to implementing the features behind it.Improving navigationNavigation was redesigned to feel closer to a modern desktop operating system. A persistent bottom dock was added, giving users quick access to frequently used applications. I also implemented a Recently Used Apps section that keeps recently opened applications easily accessible, making navigation faster and improving the overall workflow.Polishing the experienceThe final stage focused on refinement. Animations were smoothed, spacing was adjusted, and interface elements were balanced to create a cleaner design. Glow effects, transitions, depth, and consistent styling helped tie the entire experience together while making NebulaOS feel more polished and believable.Final ResultBy the end of this development phase, NebulaOS had grown far beyond its original concept. It now features an animated space background with blinking and shooting stars, slowly drifting planets, movable desktop windows, functional Notes, Terminal, System, and Files applications, working desktop buttons, a persistent bottom dock, a Recently Used Apps section, and a polished operating-system aesthetic.The project now provides a much stronger sense of immersion while creating a solid foundation for future additions, including more advanced applications, deeper interactivity, expanded system functionality, and additional visual enhancements."}, {"post_id": 32459, "ts": "2026-07-21T17:40:25Z", "hours": 0.8442, "text": "During this development session, I focused on expanding the application’s functionality while continuing to improve its overall user interface. One of my main goals was to make the space theme feel more immersive and visually interesting, so I added multiple planets that vary in both size and color. This makes the background feel more dynamic instead of having every object look identical. I also updated the stars so they appear in different sizes, creating a more realistic night sky and giving the app additional depth.Beyond the visual improvements, I spent time adding several new features and interface elements that will become important parts of the application. Although some of these features are not yet clickable or fully functional, I have already designed and integrated them into the layout. My next step is to connect these interface elements to their underlying functionality and ensure everything works smoothly.Overall, this development session was focused on building the foundation for the finished product. The app is beginning to resemble my original vision, with a polished space-inspired design and a growing set of interactive features. While there is still work to do, especially on making every feature fully operational, I am happy with the progress so far and excited to continue refining both the appearance and the user experience."}, {"post_id": 31930, "ts": "2026-07-20T18:45:58Z", "hours": 1.3564, "text": "I started by planning the overall vision for the project. Instead of making a standard website, I wanted to build something that felt like an actual desktop operating system running inside the browser. I sketched out the interface, decided on a futuristic space theme, and planned the core applications I wanted to include, such as Notes, Terminal, System Information, and a File Explorer. I also thought about how users would interact with windows, move them around, and launch applications from a desktop environment before writing any code."}]...
|
Title: My very own WebOS NEBULA OsX by @vatsamalak Title: My very own WebOS NEBULA OsX by @vatsamalakar | Stardance
Devlogs:
I started by planning the overall vision for the project. Instead of making a standard website, I wanted to build something that felt like an actual desktop operating system running inside the browser. I sketched out the interface, decided on a futuristic space theme, and planned the core applications I wanted to include, such as Notes, Terminal, System Information, and a File Explorer. I also thought about how users would interact with windows, move them around, and launch applications from a desktop environment before writing any code.
During this development session, I focused on expanding the application’s functionality while continuing to improve its overall user interface. One of my main goals was to make the space theme feel more immersive and visually interesting, so I added multiple planets that vary in both size and color. This makes the background feel more dynamic instead of having every object look identical. I also updated the stars so they appear in different sizes, creating a more realistic night sky and giving the app additional depth.Beyond the visual improvements, I spent time adding several new features and interface elements that will become important parts of the application. Although some of these features are not yet clickable or fully functional, I have already designed and integrated them into the layout. My next step is to connect these interface elements to their underlying functionality and ensure everything works smoothly.Overall, this development session was focused on building the foundation for the finished product. The app is beginning to resemble my original vision, with a polished space-inspired design and a growing set of interactive features. While there is still work to do, especially on making every feature fully operational, I am happy with the progress so far and excited to continue refining both the appearance and the user experience.
Building the NebulaOS ExperienceNebulaOS continued evolving from a simple concept into an immersive desktop-inspired web experience. During this stage, the focus shifted toward making the application feel like a real operating system rather than a traditional webpage. Every addition was designed to improve both the atmosphere and user experience, creating an interface that encourages exploration and interaction.Creating an immersive atmosphereThe first priority was establishing a unique visual identity. The background was transformed into a living space environment filled with deep nebula clouds, softly glowing planets, and a rich night sky. Stars were given randomized sizes and brightness levels, along with subtle blinking animations, making the scene feel much more natural.To make the environment feel alive, gentle animations were added throughout the scene. Shooting stars occasionally streak across the sky, planets slowly drift through space, and distant celestial objects move almost imperceptibly over time. These effects create the feeling that the desktop exists within a living universe rather than a static image.Designing a desktop-inspired interfaceA major milestone was transforming the layout into a desktop environment. Instead of displaying everything on one page, applications now open as independent windows that can be launched, focused, moved, and closed like a real operating system.Expanding the built-in applicationsSeveral functional windows were added to strengthen the desktop experience:Notes provides a workspace for writing ideas and reminders.Terminal introduces a command-line inspired interface.System displays operating system information in a dashboard.Files acts as a simple file explorer.While these applications are still lightweight, they establish a strong foundation for future functionality.Bringing the interface to lifeOne of the biggest milestones was making the desktop interactive. Many icons and buttons originally served only as visual placeholders, but during this development cycle I began connecting them to real functionality.Desktop buttons now open their corresponding applications, switch focus between windows, and create a much more realistic operating system experience. This marked the transition from building the interface to implementing the features behind it.Improving navigationNavigation was redesigned to feel closer to a modern desktop operating system. A persistent bottom dock was added, giving users quick access to frequently used applications. I also implemented a Recently Used Apps section that keeps recently opened applications easily accessible, making navigation faster and improving the overall workflow.Polishing the experienceThe final stage focused on refinement. Animations were smoothed, spacing was adjusted, and interface elements were balanced to create a cleaner design. Glow effects, transitions, depth, and consistent styling helped tie the entire experience together while making NebulaOS feel more polished and believable.Final ResultBy the end of this development phase, NebulaOS had grown far beyond its original concept. It now features an animated space background with blinking and shooting stars, slowly drifting planets, movable desktop windows, functional Notes, Terminal, System, and Files applications, working desktop buttons, a persistent bottom dock, a Recently Used Apps section, and a polished operating-system aesthetic.The project now provides a much stronger sense of immersion while creating a solid foundation for future additions, including more advanced applications, deeper interactivity, expanded system functionality, and additional visual enhancements.
I redesigned the UI to improve usability. While the original space theme was visually interesting, I found that it made the interface harder to navigate, so I switched to a cleaner, more minimal design that’s easier on the eyes. Along with the visual refresh, I expanded the app’s functionality by adding several new features, including a calculator, a task manager, and a dedicated settings page, making the application more practical and user friendly.
To further enhance my project, I focused on building several smaller features that would make the application more engaging and enjoyable to use every day. Instead of concentrating exclusively on the main functionality, I wanted to add features that would create a more interactive and personalized experience. The first feature I implemented was a quote generator. Users can view a quote of the day, or view another quote, and copy any quote directly to their clipboard. My goal was to create a simple feature that could provide users with a little motivation whenever they opened the application. Next, I developed a joke generator. The application displays the beginning of a joke and allows users to click a button to reveal the punchline. Once the joke has been completed, users can select another button to generate a new one. This feature was designed to add a sense of fun and variety while also giving me the opportunity to experiment with user interaction and state management. Finally, I added a calendar feature. The calendar provides a complete monthly view and allows users to attach notes to individual dates. This makes it easy to keep track of important events, deadlines, reminders, and plans in a single location. I also spent time making sure that the layout remained clean and easy to navigate so that users could quickly find the information they needed.
I decided to make the UI even more simpler and dropped the icons and opted for just words. Simplicity is key.
Ships:
NebulaOS is a desktop-inspired web operating system that transforms a normal website into an interactive space-themed desktop. Over the past few weeks I’ve focused on making the experience feel immersive by adding an animated galaxy background with blinking stars, shooting stars, drifting planets, and glowing nebula effects. One of the biggest challenges was making everything feel like a real operating system instead of a collection of webpages. I built movable application windows, a desktop layout, a bottom dock, and recently used apps section to recreate the workflow of a modern desktop. I also spent a lot of time refining animations, visual effects, and the overall UI so the experience feels smooth and polished. The milestone I’m most proud of is finally making the interface functional. The desktop buttons now open real applications instead of acting as placeholders. Notes, Terminal, System, and Files all work as independent windows, making NebulaOS feel much more interactive and laying the foundation for future features. To test the project, explore the desktop by clicking the application icons, open multiple windows, move between apps using the dock, interact with the Notes, Terminal, System, and Files applications, and enjoy the animated space background while navigating around the desktop.
What did you make? I built NEBULA OsX, a web-based operating system (WebOS) simulation featuring a clean, minimalist UI complete with functional desktop apps like a terminal, calculator, file manager, notes app, task manager, and a quote generator. What was challenging? Designing an intuitive user interface and balancing the visual style was tricky. I initially went with a space-themed design, but switched to a cleaner, text-driven and minimal look to make the navigation much smoother and easier on the eyes. Integrating multiple smaller features like a quote generator, task manager, and calculator while keeping everything cohesive inside a single web interface also took some careful state management. What are you proud of? I’m really proud of how much the project has evolved—redesigning the UI to focus on simplicity and adding multiple functional mini-apps that make it feel like a real, usable desktop environment. What should people know so they can test your project? You can check out the live preview by clicking “Try project” and explore the different apps on the desktop, use the terminal, or check out the notes and task manager!...
|
1792882121.9827
|
1793746121.9827
|
|
37038
|
The Button by @brunodevdrums | Stardance
|
brunodevdrums
|
2
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T01:59:09Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So… here’s what I ended up doing! Updated the readme to include more details. Added a small cooldown to prevent excessive spam. You can click anywhere to count! The button now makes a sound! I recorded the sound from my keyboard for the site myself. New color options available!", "repo": "https://github.com/BrundevCoder/button", "demo": "https://brundevcoder.github.io/button/"}, {"ship_num": 2, "ts": "2026-07-19T00:05:26Z", "hours": 1.0, "multiplier": 1.81, "payout": 2, "blessing": "neutral", "text": "My project is inspired by a Steam game called “THE BUTTON by Elendow,” simple as that game, just click a button and you earn points! But… the more points you have, the riskier each click becomes! The idea is simply to push your limits while playing! Good luck!!", "repo": "https://github.com/BrundevCoder/button", "demo": "https://brundevcoder.github.io/button/"}]...
|
[{"post_id": 33262, "ts": "202 [{"post_id": 33262, "ts": "2026-07-23T01:05:07Z", "hours": 0.3372, "text": "During this time I did: Updated the readme …some of you were confused about what MAX and TOTAL meant. Cooldown on the button, to prevent excessive spam Now you can simply click anywhere to count!"}, {"post_id": 33252, "ts": "2026-07-23T00:37:01Z", "hours": 0.2844, "text": "Okay… now, as some of you requested, I’ve also added an audio track that plays whenever you click the button (which is a sound from my actual keyboard, hehe). And I’ve also added a reset counter."}, {"post_id": 33190, "ts": "2026-07-22T21:27:48Z", "hours": 0.6992, "text": "Now you can change the button color! I’ll probably add more themes soon! I hope you like the customization!"}, {"post_id": 30970, "ts": "2026-07-18T23:57:23Z", "hours": 0.6781, "text": "For now, I’m finished! Here’s a list of what I’ve done in this time: README, with a banner, a link to my project, and information about the design (check it out!) Counters! One counter shows the maximum number you can get, and another shows the total! Logic working! Every time you click the button, your chances of losing increase according to the points!"}, {"post_id": 30944, "ts": "2026-07-18T23:08:26Z", "hours": 0.2717, "text": "Well… I’m making a website that’s somewhat similar to a game I found on Steam (you can spend hours playing it), called “THE BUTTON by Elendow”. I’m trying to make it as similar as possible, and in this time I’ve worked on the HTML (the base) and a bit on the CSS!"}]...
|
Title: The Button by @brunodevdrums | Stardance
D Title: The Button by @brunodevdrums | Stardance
Devlogs:
Well… I’m making a website that’s somewhat similar to a game I found on Steam (you can spend hours playing it), called “THE BUTTON by Elendow”. I’m trying to make it as similar as possible, and in this time I’ve worked on the HTML (the base) and a bit on the CSS!
For now, I’m finished! Here’s a list of what I’ve done in this time: README, with a banner, a link to my project, and information about the design (check it out!) Counters! One counter shows the maximum number you can get, and another shows the total! Logic working! Every time you click the button, your chances of losing increase according to the points!
Now you can change the button color! I’ll probably add more themes soon! I hope you like the customization!
Okay… now, as some of you requested, I’ve also added an audio track that plays whenever you click the button (which is a sound from my actual keyboard, hehe). And I’ve also added a reset counter.
During this time I did: Updated the readme …some of you were confused about what MAX and TOTAL meant. Cooldown on the button, to prevent excessive spam Now you can simply click anywhere to count!
Ships:
My project is inspired by a Steam game called “THE BUTTON by Elendow,” simple as that game, just click a button and you earn points! But… the more points you have, the riskier each click becomes! The idea is simply to push your limits while playing! Good luck!!
So… here’s what I ended up doing! Updated the readme to include more details. Added a small cooldown to prevent excessive spam. You can click anywhere to count! The button now makes a sound! I recorded the sound from my keyboard for the site myself. New color options available!...
|
1793051715.6591153
|
1793138115.6591153
|
|
37056
|
Main Website/Portfolio by @reshiiiram | Stardance
|
reshiiiram
|
2
|
23.0
|
61
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T20:28:46Z", "hours": 8.0, "multiplier": 7.28, "payout": 61, "blessing": "neutral", "text": "Alright!!! this is going to be my website’s second ship! Please check out the art gallery and the cool image map! I’m really proud of how this portfolio came out and I will be adding the photography page next and may be a blog page next ship.", "repo": "https://github.com/mairemare/reshi-the-coolram", "demo": "https://mairemare.github.io/reshi-the-coolram/"}, {"ship_num": 2, "ts": "2026-07-26T04:11:47Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s finally done!!! I really love how this website turned out after 15 hours of coding. This website really shows my interests and love for space. My website includes: an about me, projects section, and an updates section where I’ll put any important updates on my projects or my life. I’m gonna improve more on website making so that I can promote my future projects even more and my friends with their fan merch businesses. Thank you for all your support! I might take a short break on coding after this and begin on Library of Halcyon.", "repo": "https://github.com/mairemare/reshi-the-coolram", "demo": "https://mairemare.github.io/reshi-the-coolram/"}]...
|
[{"post_id": 81322, "ts": "202 [{"post_id": 81322, "ts": "2026-10-20T20:24:59Z", "hours": 0.4608, "text": "Alright!!! my website it ready for shipping! Not all the pages are done but the gallery is up!"}, {"post_id": 81109, "ts": "2026-10-19T22:17:55Z", "hours": 0.8553, "text": "Image Map Complete! I am now currently adding my art in my art gallery and I will potentially add my photos next."}, {"post_id": 80882, "ts": "2026-10-19T04:44:37Z", "hours": 1.2711, "text": "Added my first link on image map. I’m having a slight problem on alignment but that just means I need to watch a tut on how to actually do this. I also added some of the stuff back from the first version of the website."}, {"post_id": 78923, "ts": "2026-10-12T01:57:39Z", "hours": 1.0742, "text": "reworked about me Okay so I reworked the about me section and put up small details about myself. I will be working on adding coordinates on my image map after I’m done with the main page so that there wouldn’t be any conflict (just in case that it turns my html does not care that the image is a separate entity)."}, {"post_id": 78739, "ts": "2026-10-11T13:25:37Z", "hours": 1.3261, "text": "progress^^ I’m working on an image map so my website can look more cooler and colorful. Might make mini-pages alongside that to show all my artworks and coding projects. I should be able to ship this before stardance ends."}, {"post_id": 60642, "ts": "2026-09-03T04:03:41Z", "hours": 2.9783, "text": "I’ve been reworking on my main website layout (since witchyware is out and there isn’t enough space on the page). I’m still sticking to the space concept and I’m gonna try and figure out the script for making tabs. Probably tomorrow night I’ll think of a different header design."}, {"post_id": 46158, "ts": "2026-08-13T05:36:00Z", "hours": 0.3444, "text": "I’m back! — okay so I updated the website to put concept arts and new updates. I’ve been watching and learning css stuff so that I can make my website easier to navigate. My plan is to separate the sections and the projects…something like that. Then, I’ll add a gallery section and other stuff. — I think I’ll be able to update it once I finish half of the warioware mission."}, {"post_id": 34961, "ts": "2026-07-26T02:47:43Z", "hours": 4.6428, "text": "My website is about to be ready for shipping! I can’t figure out how to get the link to open my website instead of my readme. Either way, here’s a preview of my read me!"}, {"post_id": 34417, "ts": "2026-07-25T03:27:28Z", "hours": 3.8119, "text": "Almost done with the site! All I need to do is to add a few aesthetics and more mechanisms. Anyways, here’s a preview of the projects section. Thank you for all your support chat."}, {"post_id": 33894, "ts": "2026-07-24T05:29:07Z", "hours": 2.3725, "text": "New Layout!! I finally got the arrangement and the buttons to work. I might be able to ship this tomorrow or the day after that."}, {"post_id": 33350, "ts": "2026-07-23T05:56:41Z", "hours": 1.1056, "text": "a lot of progress!! I discovered the existence of img src and text align and underwent an Industrial Revolution. I just need to learn how to code buttons and I’m off to designing and adding stuff."}, {"post_id": 33329, "ts": "2026-07-23T04:24:55Z", "hours": 1.9858, "text": "After 3 Youtube tutorials and 10 google searches later, I finally made some great progress! Well, it doesn’t really look like what I had planned, but everything is starting to come together."}, {"post_id": 32784, "ts": "2026-07-22T05:14:34Z", "hours": 0.4086, "text": "Lowkey finished my website’s outline and what it should look like. I’m working on a cyberpunk style website where I can put up my works and all that stuff."}, {"post_id": 32768, "ts": "2026-07-22T04:13:21Z", "hours": 0.6614, "text": "Just finished the personal web tutorial. Not bad as my first coding project that isn’t block based. I’m gonna start outlining what I want my web to look like on Canva and learn CSS after this log."}]...
|
Title: Main Website/Portfolio by @reshiiiram | Sta Title: Main Website/Portfolio by @reshiiiram | Stardance
Devlogs:
Just finished the personal web tutorial. Not bad as my first coding project that isn’t block based. I’m gonna start outlining what I want my web to look like on Canva and learn CSS after this log.
Lowkey finished my website’s outline and what it should look like. I’m working on a cyberpunk style website where I can put up my works and all that stuff.
After 3 Youtube tutorials and 10 google searches later, I finally made some great progress! Well, it doesn’t really look like what I had planned, but everything is starting to come together.
a lot of progress!! I discovered the existence of img src and text align and underwent an Industrial Revolution. I just need to learn how to code buttons and I’m off to designing and adding stuff.
New Layout!! I finally got the arrangement and the buttons to work. I might be able to ship this tomorrow or the day after that.
Almost done with the site! All I need to do is to add a few aesthetics and more mechanisms. Anyways, here’s a preview of the projects section. Thank you for all your support chat.
My website is about to be ready for shipping! I can’t figure out how to get the link to open my website instead of my readme. Either way, here’s a preview of my read me!
I’m back! — okay so I updated the website to put concept arts and new updates. I’ve been watching and learning css stuff so that I can make my website easier to navigate. My plan is to separate the sections and the projects…something like that. Then, I’ll add a gallery section and other stuff. — I think I’ll be able to update it once I finish half of the warioware mission.
I’ve been reworking on my main website layout (since witchyware is out and there isn’t enough space on the page). I’m still sticking to the space concept and I’m gonna try and figure out the script for making tabs. Probably tomorrow night I’ll think of a different header design.
progress^^ I’m working on an image map so my website can look more cooler and colorful. Might make mini-pages alongside that to show all my artworks and coding projects. I should be able to ship this before stardance ends.
reworked about me Okay so I reworked the about me section and put up small details about myself. I will be working on adding coordinates on my image map after I’m done with the main page so that there wouldn’t be any conflict (just in case that it turns my html does not care that the image is a separate entity).
Added my first link on image map. I’m having a slight problem on alignment but that just means I need to watch a tut on how to actually do this. I also added some of the stuff back from the first version of the website.
Image Map Complete! I am now currently adding my art in my art gallery and I will potentially add my photos next.
Alright!!! my website it ready for shipping! Not all the pages are done but the gallery is up!
Ships:
It’s finally done!!! I really love how this website turned out after 15 hours of coding. This website really shows my interests and love for space. My website includes: an about me, projects section, and an updates section where I’ll put any important updates on my projects or my life. I’m gonna improve more on website making so that I can promote my future projects even more and my friends with their fan merch businesses. Thank you for all your support! I might take a short break on coding after this and begin on Library of Halcyon.
Alright!!! this is going to be my website’s second ship! Please check out the art gallery and the cool image map! I’m really proud of how this portfolio came out and I will be adding the photography page next and may be a blog page next ship....
|
1793091247.515727
|
1793177647.515727
|
|
37167
|
My very own WebOS by @charlestexier54 | Stardance
|
charlestexier54
|
2
|
7.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T22:01:15Z", "hours": 3.0, "multiplier": 1.99, "payout": 5, "blessing": "neutral", "text": "I added 5 majors features : -Boot Screen (BOOT_SEQUENCE): A retro initialization screen that saves your username for the terminal. -Interactive Terminal (TERMINAL.EXE): A working command-line tool supporting custom commands like : help, iss, date, whoami, and clear. -Theme Switcher (SETTINGS.EXE): A control panel to instantly switch between Space Orange and Cyber Blue themes. -Persistent Notepad (NOTEPAD.EXE): A text editor that auto-saves your notes using browser storage. (Only one file but that’s enough) -Start Menu (LAUNCH): An interactive start menu to launch all system apps smoothly. Go test it at : https://charles-pyt.github.io/aero-os", "repo": "https://github.com/Charles-pyt/aero-os", "demo": "https://charles-pyt.github.io/aero-os/"}, {"ship_num": 2, "ts": "2026-07-21T22:09:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AeroOS is an interactive, retro-futuristic web operating system featuring custom window management and a Mission Control interface. It integrates dynamic applications such as a mission log archive system and a real-time International Space Station (ISS) radar tracker.", "repo": "https://github.com/Charles-pyt/aero-os", "demo": "https://charles-pyt.github.io/aero-os/"}]...
|
[{"post_id": 37287, "ts": "202 [{"post_id": 37287, "ts": "2026-07-29T21:52:35Z", "hours": 0.9031, "text": "Created a settings app where you can choose your color, and added a boot menu at the launch of the page, you can enter a username and then the system will call you with your name. You don’t lose your work by reloading the page now because I added the localStorage in the javascript so it’s saved on the browser local storage."}, {"post_id": 34856, "ts": "2026-07-25T22:00:23Z", "hours": 1.2211, "text": "Added apps NotePad, Terminal"}, {"post_id": 33693, "ts": "2026-07-23T20:22:56Z", "hours": 0.6292, "text": "Added a small start menu from the button launch on the taskbar"}, {"post_id": 32620, "ts": "2026-07-21T22:06:15Z", "hours": 1.4025, "text": "Finishing WebOS 1 requirements, added and iss live tracker app and some features to make the UX comfortable, sor try it out => https://charles-pyt.github.io/aero-os/"}, {"post_id": 32033, "ts": "2026-07-20T22:07:41Z", "hours": 1.3653, "text": "Fixing deployement on github pages and added the first application, the next step is to add real data in my LOG_ARCHIVE.exe app"}, {"post_id": 31722, "ts": "2026-07-20T10:48:28Z", "hours": 1.2411, "text": "Add a good UI and draggable windows"}, {"post_id": 31491, "ts": "2026-07-19T22:10:28Z", "hours": 0.2611, "text": "Init the project and write the first line"}]...
|
Title: My very own WebOS by @charlestexier54 | Sta Title: My very own WebOS by @charlestexier54 | Stardance
Devlogs:
Init the project and write the first line
Add a good UI and draggable windows
Fixing deployement on github pages and added the first application, the next step is to add real data in my LOG_ARCHIVE.exe app
Finishing WebOS 1 requirements, added and iss live tracker app and some features to make the UX comfortable, sor try it out => https://charles-pyt.github.io/aero-os/
Added a small start menu from the button launch on the taskbar
Added apps NotePad, Terminal
Created a settings app where you can choose your color, and added a boot menu at the launch of the page, you can enter a username and then the system will call you with your name. You don’t lose your work by reloading the page now because I added the localStorage in the javascript so it’s saved on the browser local storage.
Ships:
AeroOS is an interactive, retro-futuristic web operating system featuring custom window management and a Mission Control interface. It integrates dynamic applications such as a mission log archive system and a real-time International Space Station (ISS) radar tracker.
I added 5 majors features : -Boot Screen (BOOT_SEQUENCE): A retro initialization screen that saves your username for the terminal. -Interactive Terminal (TERMINAL.EXE): A working command-line tool supporting custom commands like : help, iss, date, whoami, and clear. -Theme Switcher (SETTINGS.EXE): A control panel to instantly switch between Space Orange and Cyber Blue themes. -Persistent Notepad (NOTEPAD.EXE): A text editor that auto-saves your notes using browser storage. (Only one file but that’s enough) -Start Menu (LAUNCH): An interactive start menu to launch all system apps smoothly. Go test it at : https://charles-pyt.github.io/aero-os...
|
1792990447.6425397
|
1793076847.6425397
|
|
37185
|
riz! by @rizz | Stardance
|
rizz
|
2
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T06:12:14Z", "hours": 1.0, "multiplier": 2.4, "payout": 2, "blessing": "neutral", "text": "improved some major bugs and some issues related to riz-joke command and like some minor issues like it was just hosting the old code and i had to fix that and i had to revoke my api keys cuz i did some stupidity and that’s all for now", "repo": "https://github.com/STEVEALEX-source/riz-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}, {"ship_num": 2, "ts": "2026-08-23T16:57:10Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Building Friday Bot was a wild journey. The hardest part by far was debugging why the bot was completely silent when I typed commands in Slack. Tracking down missing socket tokens and fixing that frustrating path error in systemd where Node kept looking for an index file instead of my actual server file drove me crazy for a bit. On the flip side, the most fun part was getting everything live on my Hack Club Nest server. Logging into the Linux terminal and realizing I could run a real backend app in the cloud felt amazing. Seeing the calculator command finally return a correct response in Slack after hours of tinkering was a huge relief and a ton of fun. I learned a lot along the way. I now understand how Socket Mode works without needing public webhook URLs, how to manage background processes using systemd so applications stay online around the clock, and how Slack apps handle permissions behind the scenes. It felt awesome to take code from a local project to a fully running cloud server", "repo": "https://github.com/STEVEALEX-source/riz-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 56640, "ts": "202 [{"post_id": 56640, "ts": "2026-08-28T14:13:15Z", "hours": 0.7339, "text": "so i improved many thing like the joke command and the readme and many other bugs"}, {"post_id": 53120, "ts": "2026-08-23T15:30:56Z", "hours": 1.3189, "text": "Today was a wild ride building and deploying Friday Bot. The goal was to create a Slack bot that handles slash commands like math calculations and status updates while also backing it up with a clean Express API.Things did not go smoothly at first. Whenever I typed a command in Slack, it just gave me a frustrating error saying the app did not respond. I spent way too long digging into socket mode configurations. Turns out my app level token was missing the required connection scopes, and my local server was completely silent because nothing was actively listening down the websocket.Adding a global error handler to the code saved me. It finally surfaced what was breaking under the hood. Once I cleaned up the token permissions and wired up the Bolt app properly, testing the calculator command actually returned a correct result instead of timing out.After getting the code working locally, it was time to put it on the web. I decided to host it on my Hack Club Nest server. Logging into the Linux box via SSH felt like old school programming.Setting up the environment on the server took a few steps. I installed Node, cloned my github repository, manually created the environment file with all my private tokens, and tested it manually. Everything booted up on port 3000 just like it did on my local machine.To make sure the bot stays alive after I close the terminal, I configured a systemd service file. Now it runs as a background service with automatic restarts. Friday Bot is officially live and online around the clock."}]...
|
Title: riz! by @rizz | Stardance
Devlogs:
Today w Title: riz! by @rizz | Stardance
Devlogs:
Today was a wild ride building and deploying Friday Bot. The goal was to create a Slack bot that handles slash commands like math calculations and status updates while also backing it up with a clean Express API.Things did not go smoothly at first. Whenever I typed a command in Slack, it just gave me a frustrating error saying the app did not respond. I spent way too long digging into socket mode configurations. Turns out my app level token was missing the required connection scopes, and my local server was completely silent because nothing was actively listening down the websocket.Adding a global error handler to the code saved me. It finally surfaced what was breaking under the hood. Once I cleaned up the token permissions and wired up the Bolt app properly, testing the calculator command actually returned a correct result instead of timing out.After getting the code working locally, it was time to put it on the web. I decided to host it on my Hack Club Nest server. Logging into the Linux box via SSH felt like old school programming.Setting up the environment on the server took a few steps. I installed Node, cloned my github repository, manually created the environment file with all my private tokens, and tested it manually. Everything booted up on port 3000 just like it did on my local machine.To make sure the bot stays alive after I close the terminal, I configured a systemd service file. Now it runs as a background service with automatic restarts. Friday Bot is officially live and online around the clock.
so i improved many thing like the joke command and the readme and many other bugs
Ships:
Building Friday Bot was a wild journey. The hardest part by far was debugging why the bot was completely silent when I typed commands in Slack. Tracking down missing socket tokens and fixing that frustrating path error in systemd where Node kept looking for an index file instead of my actual server file drove me crazy for a bit. On the flip side, the most fun part was getting everything live on my Hack Club Nest server. Logging into the Linux terminal and realizing I could run a real backend app in the cloud felt amazing. Seeing the calculator command finally return a correct response in Slack after hours of tinkering was a huge relief and a ton of fun. I learned a lot along the way. I now understand how Socket Mode works without needing public webhook URLs, how to manage background processes using systemd so applications stay online around the clock, and how Slack apps handle permissions behind the scenes. It felt awesome to take code from a local project to a fully running cloud server
improved some major bugs and some issues related to riz-joke command and like some minor issues like it was just hosting the old code and i had to fix that and i had to revoke my api keys cuz i did some stupidity and that’s all for now...
|
1793076488.3621836
|
1793162888.3621836
|
|
37303
|
Irina's birthday website by Necry by @Necry | Irina's birthday website by Necry by @Necry | Stardance...
|
Necry
|
2
|
10.0
|
63
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T14:42:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a page made for one of my dearest friends’ birthday. I am incredibly proud of doing this but I am kind of sad that I only posted only 4 web vlogs but I kept on putting it off. It only uses placeholders for messages and photos for privacy. This ship is only because I added the password which was way harder than I thought. The password is “password”", "repo": "https://github.com/necrymere/Irina-s-Birthday-Site-by-Necry", "demo": "https://necrymere.github.io/Irina-s-Birthday-Site-by-Necry/"}, {"ship_num": 2, "ts": "2026-07-24T15:01:19Z", "hours": 9.0, "multiplier": 7.4, "payout": 63, "blessing": "neutral", "text": "This is a page made for one of my dearest friends’ birthday. I am incredibly proud of doing this but I am kind of sad that I only posted only 4 web vlogs but I kept on putting it off. It only uses placeholders for messages and photos for privacy.", "repo": "https://github.com/necrymere/Irina-s-Birthday-Site-by-Necry", "demo": "https://necrymere.github.io/Irina-s-Birthday-Site-by-Necry/"}]...
|
[{"post_id": 64245, "ts": "202 [{"post_id": 64245, "ts": "2026-09-08T14:40:18Z", "hours": 1.455, "text": "I added a password screen so in the final publishing of the site(which includes all the photos and such) cannot be entered by just about anyone. Anyways this was really fun but I had this hour that was not logged so I am posting this."}, {"post_id": 34060, "ts": "2026-07-24T14:51:51Z", "hours": 0.4217, "text": "I got the spotify embed to work(yayyy) and finished placing placeholders and such. I think I am done"}, {"post_id": 33991, "ts": "2026-07-24T11:48:21Z", "hours": 3.0989, "text": "Once again I forgot to post but honestly this is almost done. I added a navigation bar, a home section with her image and her titles(instead of it being in the memories section) and a place to add notes from her friends. I am happy that I am starting to figure out and understand how all of this works. The spotify embeded player still does not work. Oh I also forgot that I added placeholders for images(and the project will be released publicly only with placeholders for privacy’s sake."}, {"post_id": 33458, "ts": "2026-07-23T13:09:34Z", "hours": 4.4525, "text": "Ok I just realised that I did not update this in such a long time. So I finished the photo gallery, refined the design and started the music library using Spotify embeded. I attached the photo gallery(the photos are yet to be added) also I need to add her photo there)"}, {"post_id": 32599, "ts": "2026-07-21T21:32:03Z", "hours": 0.5667, "text": "I worked on the first page of the website of my friend Irina. Luckily she has no way of finding this(I hope). Anyways this is an interactive question(“Are we your best friends”) and the “NO” button turns into “Yes” once clicked. Also I made a Figma page to maybe help with the design process. I still have a lot of work to do."}]...
|
Title: Irina's birthday website by Necry by @N Title: Irina's birthday website by Necry by @Necry | Stardance
Devlogs:
I worked on the first page of the website of my friend Irina. Luckily she has no way of finding this(I hope). Anyways this is an interactive question(“Are we your best friends”) and the “NO” button turns into “Yes” once clicked. Also I made a Figma page to maybe help with the design process. I still have a lot of work to do.
Ok I just realised that I did not update this in such a long time. So I finished the photo gallery, refined the design and started the music library using Spotify embeded. I attached the photo gallery(the photos are yet to be added) also I need to add her photo there)
Once again I forgot to post but honestly this is almost done. I added a navigation bar, a home section with her image and her titles(instead of it being in the memories section) and a place to add notes from her friends. I am happy that I am starting to figure out and understand how all of this works. The spotify embeded player still does not work. Oh I also forgot that I added placeholders for images(and the project will be released publicly only with placeholders for privacy’s sake.
I got the spotify embed to work(yayyy) and finished placing placeholders and such. I think I am done
I added a password screen so in the final publishing of the site(which includes all the photos and such) cannot be entered by just about anyone. Anyways this was really fun but I had this hour that was not logged so I am posting this.
Ships:
This is a page made for one of my dearest friends’ birthday. I am incredibly proud of doing this but I am kind of sad that I only posted only 4 web vlogs but I kept on putting it off. It only uses placeholders for messages and photos for privacy.
This is a page made for one of my dearest friends’ birthday. I am incredibly proud of doing this but I am kind of sad that I only posted only 4 web vlogs but I kept on putting it off. It only uses placeholders for messages and photos for privacy. This ship is only because I added the password which was way harder than I thought. The password is “password”...
|
1792983314.946717
|
1793069714.946717
|
|
37382
|
My Website! by @Dana | Stardance
|
Dana
|
2
|
31.0
|
195
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T01:05:21Z", "hours": 27.0, "multiplier": 7.01, "payout": 188, "blessing": "neutral", "text": "I decided to do this to experiment with a new language and create a page about myself—so people can get to know me, or simply as a project I can improve later on.", "repo": "https://github.com/danovich2009-design/Mi-pagina", "demo": "https://mywebpagedanrl.netlify.app"}, {"ship_num": 2, "ts": "2026-07-19T20:40:30Z", "hours": 4.0, "multiplier": 2.04, "payout": 7, "blessing": "neutral", "text": "I created a personal “About Me” webpage featuring a modern, dark, and elegant design using my favorite colors; I built the foundation of the site using HTML and Tailwind CSS. It includes sections covering my background, my home country (Colombia), my passion for horseback riding, my favorite video games, and a card-based gallery. It is currently in beta, as I still need to polish a few details and refine certain design elements. The most challenging part was setting up the responsive structure and resolving technical issues related to images and browser compatibility. I am proud of the visual outcome, the thematic consistency, and the fact that I achieved a design that is both attractive and functional.", "repo": "https://github.com/danovich2009-design/Mi-pagina", "demo": "https://mywebpagedanrl.netlify.app"}]...
|
[{"post_id": 46065, "ts": "202 [{"post_id": 46065, "ts": "2026-08-13T00:38:07Z", "hours": 3.0808, "text": "After a few tweaks, translating all the text into English, and uploading my complete code to GitHub, I was finally able to finish my project :)"}, {"post_id": 42371, "ts": "2026-08-07T01:51:16Z", "hours": 3.0633, "text": "Today I’m starting to fix the HTML, and I decided to watch videos to learn more things to improve my page."}, {"post_id": 41096, "ts": "2026-08-05T02:34:14Z", "hours": 3.0069, "text": "Today I finally finished the CSS part—which took me four days—and it took so long because I ran into several errors I didn’t know how to fix."}, {"post_id": 40458, "ts": "2026-08-03T23:52:43Z", "hours": 2.0681, "text": "In my spare time, I managed to create a new page for the code, but I ran into some issues; since I haven’t finished the code yet, the main page looks disorganized and is missing the fonts I applied."}, {"post_id": 39251, "ts": "2026-08-02T03:14:46Z", "hours": 2.2356, "text": "Today, I can get a head start on the hobbies section and add a bit more movement to parts of my website to make it look more fluid."}, {"post_id": 38571, "ts": "2026-08-01T01:37:31Z", "hours": 3.3747, "text": "Today I started working on the second part of my website; I added more code and tried to make the page look better and be more organized. I still need to add some text, and then I’ll start on the third part."}, {"post_id": 33284, "ts": "2026-07-23T02:18:43Z", "hours": 1.845, "text": "I couldn’t make as much progress today, but I was able to implement new typefaces and create a new color palette that I’ll use for my page."}, {"post_id": 32738, "ts": "2026-07-22T02:37:34Z", "hours": 2.5075, "text": "Today, you can apply a new font to the home section of my page and change the text color."}, {"post_id": 32092, "ts": "2026-07-21T00:41:44Z", "hours": 5.1356, "text": "During my four hours of work today, I focused on reorganizing my webpage, writing new code, and integrating it with the existing code. I decided on a video-game-style theme for the homepage and began adding neon text and selecting a color palette."}, {"post_id": 31493, "ts": "2026-07-19T22:10:58Z", "hours": 0.4536, "text": "I added several sections: “Where I’m from,” “My country,” “Horseback riding,” “Video games,” and a card featuring my cat. I swapped out some images for more personal photos. I improved the layout and standardized the image sizes. I fixed coding errors and restructured the page to make it look better. I updated the GitHub README. Current status: The site is functional and in beta. I still want to keep refining it (tweaking details, adding social media links, etc.). I’m happy with the progress; I learned a lot about HTML, Tailwind, and how to organize a web project."}, {"post_id": 31455, "ts": "2026-07-19T20:32:08Z", "hours": 0.4617, "text": "Changing my page to https"}, {"post_id": 31410, "ts": "2026-07-19T19:11:29Z", "hours": 3.1539, "text": "Understanding how to create a website"}]...
|
Title: My Website! by @Dana | Stardance
Devlogs:
Title: My Website! by @Dana | Stardance
Devlogs:
Understanding how to create a website
Changing my page to https
I added several sections: “Where I’m from,” “My country,” “Horseback riding,” “Video games,” and a card featuring my cat. I swapped out some images for more personal photos. I improved the layout and standardized the image sizes. I fixed coding errors and restructured the page to make it look better. I updated the GitHub README. Current status: The site is functional and in beta. I still want to keep refining it (tweaking details, adding social media links, etc.). I’m happy with the progress; I learned a lot about HTML, Tailwind, and how to organize a web project.
During my four hours of work today, I focused on reorganizing my webpage, writing new code, and integrating it with the existing code. I decided on a video-game-style theme for the homepage and began adding neon text and selecting a color palette.
Today, you can apply a new font to the home section of my page and change the text color.
I couldn’t make as much progress today, but I was able to implement new typefaces and create a new color palette that I’ll use for my page.
Today I started working on the second part of my website; I added more code and tried to make the page look better and be more organized. I still need to add some text, and then I’ll start on the third part.
Today, I can get a head start on the hobbies section and add a bit more movement to parts of my website to make it look more fluid.
In my spare time, I managed to create a new page for the code, but I ran into some issues; since I haven’t finished the code yet, the main page looks disorganized and is missing the fonts I applied.
Today I finally finished the CSS part—which took me four days—and it took so long because I ran into several errors I didn’t know how to fix.
Today I’m starting to fix the HTML, and I decided to watch videos to learn more things to improve my page.
After a few tweaks, translating all the text into English, and uploading my complete code to GitHub, I was finally able to finish my project :)
Ships:
I created a personal “About Me” webpage featuring a modern, dark, and elegant design using my favorite colors; I built the foundation of the site using HTML and Tailwind CSS. It includes sections covering my background, my home country (Colombia), my passion for horseback riding, my favorite video games, and a card-based gallery. It is currently in beta, as I still need to polish a few details and refine certain design elements. The most challenging part was setting up the responsive structure and resolving technical issues related to images and browser compatibility. I am proud of the visual outcome, the thematic consistency, and the fact that I achieved a design that is both attractive and functional.
I decided to do this to experiment with a new language and create a page about myself—so people can get to know me, or simply as a project I can improve later on....
|
1793098444.2656374
|
1793184844.2656374
|
|
37502
|
bestspark.org by @BestSpark687090 | Stardance
|
BestSpark687090
|
2
|
26.34
|
159
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T20:33:11Z", "hours": 10.0, "multiplier": 7.21, "payout": 70, "blessing": "neutral", "text": "This is my second ship of my unblocked games site. It’s named “BestSpark’s Site” but i named the project bestspark.org because why not. This first image you see? That’s the “cloak” of the site, making it appear harmless at first. Second image is the actual site, by the way. Kinda weird I can’t add more than 2 images… oh well. I do have a bunch of games on it, so why not try it? The link to my discord server is… here if i did that right. I… don’t know and I forget how to actually do it sometimes. I’m shipping now because my school starts in 2 days… and I 100% won’t have time to code and have the time show up here. I think. I hope you have a great rest of your day/night!", "repo": "https://github.com/BestSpark687090/BestSpark687090", "demo": "https://bestspark.org"}, {"ship_num": 2, "ts": "2026-07-30T02:08:13Z", "hours": 9.0, "multiplier": 9.89, "payout": 89, "blessing": "neutral", "text": "Have you ever wanted a game website for school that would… hopefully- be unblocked? well look no further than bestspark.org! this is my personal site, and you can experience it yourself today. it’s not really a… personal site, but I’d call it close enough. there are a BUNCH of games, with a built in cloaking feature (it does it on open, or you can press escape 3 times!) i’ve been working on this project for a while now… and i kinda hope you enjoy it. if you uhh- really want to- you can join my discord at discord.gg/bestspark i guess. (PS: this wasnt started during stardance… but it’s my site. what can you really do about it :P) anyways have fun and uhhh- enjoy the rest of your day/night, person who’s reading this :)", "repo": "https://github.com/BestSpark687090/BestSpark687090", "demo": "https://bestspark.org"}]...
|
[{"post_id": 52503, "ts": "202 [{"post_id": 52503, "ts": "2026-08-22T17:22:43Z", "hours": 7.34, "text": "so i set up sparky ai the walmart ai. yeah. its avaliable at any of my links. Username and password is “sparky” it has access to my cart. it can add. people have already added too many things. please just dont add anything for the time being if you jailbreak it please contact me i want to use it okay thank you so much you have a great day"}, {"post_id": 45006, "ts": "2026-08-11T04:26:17Z", "hours": 1.4878, "text": "well i did it! the singlefile has been made successfully ! yippee! i did a cool thing i guess! i also made a wisp server changing thingy as well but its not visible in the screenshot the “wisp server” is to proxy requests to my server even if it’s blocked in your school example, my school has my website blocked (it got too popular, it was actually unblocked before) so i’d use a different link of mine to view it instead! (the links are in my discord server right here !) have a great morning/evening/night depending on the time you read this"}, {"post_id": 44871, "ts": "2026-08-10T22:11:29Z", "hours": 1.9111, "text": "nevermind its not going so good anymore this bug is plaguing the singlefile pieces at least i have an svg maker for it so i can use it like that buuuuuuuuut i gotta fix these bugs first."}, {"post_id": 44779, "ts": "2026-08-10T19:45:56Z", "hours": 3.6083, "text": "I’m SingleFiling now! this is genuinely going so good!!!!! games even work now! i’m finalizing everything up and will be out soon!!!!"}, {"post_id": 44420, "ts": "2026-08-10T05:18:01Z", "hours": 0.6111, "text": "devlog #i have no idea what number this is i’ve been asking ais i have access to (gpt, claude, (i even decided to ask deepseek too, made an account rq)) about what i could fix on my site. image 1: gpt telling me about the games section image 2: gpt - summary of what ive said to it or whatever image 3: deepseek telling me what i should change i could ask more ais but im already wasting enough water as is. thank you for reading"}, {"post_id": 43616, "ts": "2026-08-08T23:55:33Z", "hours": 1.4714, "text": "I’ve been making a settings page! It’s linked on a gear icon in the bottom right. All colors automatically change when you change them, too! ok byeeee :P"}, {"post_id": 43530, "ts": "2026-08-08T21:03:21Z", "hours": 0.5617, "text": "i made https://bestspark.hackclub.app a valid link! i forgot why i have these 17 minutes of time but im using them now ok bye"}, {"post_id": 36842, "ts": "2026-07-29T05:00:54Z", "hours": 1.1319, "text": "the egg in between. (deltarune reference) https://egg.bestspark.org (i’ve been seeing this EVERYWHERE on my tiktok feed so i decided to do a little funny with it)"}, {"post_id": 36201, "ts": "2026-07-28T04:08:59Z", "hours": 2.4175, "text": "so turns out its devlog 8 time ive been trying so hard to get this singlefile working im gonna be so honest though has anyone asked if i should…? I’m just kidding. This might be useful for later techniques though! Right now, it’s in the linking phase, where all the scripts are linked via actual external JS files. Also, I removed the images that are grabbed weirdly (aka, not from gn-math) and just slapped a image i made in like a minute about how to remove that. in my opinion though… i’m not even sure if i should’ve made this. You gotta do it just because though. Goodnight. (Or whatever, depending on timezones and other things)"}, {"post_id": 35622, "ts": "2026-07-27T05:18:58Z", "hours": 0.3764, "text": "devlog 6 i believe? I did it. It is currently 12:17 AM and I have stuff to do tomorrow. The singlefile has been made successfully. Unfortunately, it only shows one game section because I can’t get the others to show. That will HOPEFULLY be fixed up soon when I get the courage to! Anyways, this was kinda exhausting to make. Goodnight. Here’s the file link. Download it and open it up! https://github.com/BestSpark687090/stupid_singlefile/blob/main/single-min.html"}, {"post_id": 35615, "ts": "2026-07-27T04:36:23Z", "hours": 1.7222, "text": "devlog numero cinco (5) im making a singlefile. the biggest problem with it’s gonna be that it’s gotta be updated manually and… that’s kinda tough. i could probably make a script that does it for me… to be honest. Problem is, i’ve changed so much that it literally needs to be an EXTREMELY goofy script and would need to figure out how to get all the css and js in there properly. for now, im not even singlefiling it fully. The CSS and JS are in separate files… for now. wish me luck, i guess."}, {"post_id": 35506, "ts": "2026-07-26T23:56:02Z", "hours": 0.7431, "text": "devlog number 4 i guess? im gonna be so honest i didnt even KNOW i had 25 minutes logged - im gonna use them tho! so ive added a couple games- probably mostly just 15% in the top left. i found it here, so i thought i might as well use it heres what my current “web ports” section looks like! of course, there’s a whole lot more games actually there, but these are ones ive ported myself. anyways uhhh you people enjoy the rest of your day and thanks for reading this"}, {"post_id": 32445, "ts": "2026-07-21T17:16:47Z", "hours": 0.9, "text": "i guess devlog number four so i webported a game i managed to figure out how to get actual time on it it was one of those baldi “numberslop” mods its called hydrogen and yes its on my games section now ok bye"}, {"post_id": 32084, "ts": "2026-07-21T00:23:50Z", "hours": 0.7664, "text": "devlog number 3 perchance so first things first ive been verified so people can see these goofy ahh posts? yay. so uhhhhhh there aren’t really any visible changes however i did re-format most of the code using prettier the other thing i did was actually change some of the links that were blocked to actual unblocked links. probably gonna try to add some games and figure out how in the world i can classify that as time on here okay thats all goobbye"}, {"post_id": 31925, "ts": "2026-07-20T18:32:38Z", "hours": 0.995, "text": "devlog number 2 i guess? literally the only new visible thing is the about:blank warning and you can press a to toggle on and off the about:blank cloaking (aka hiding the website in a lil secret-ish window) theres probably gonna be more today but that might be it for now"}, {"post_id": 31623, "ts": "2026-07-20T05:35:44Z", "hours": 0.3933, "text": "okay uhhh devlog number one as they say so basically for some actual context ive been making an unblocked games site for a while now- i decided to post it here because i saw this on a discord and… well yeah im here now today i uhhh basically made some slight tweaks to the code, moved a section from the index to a different part of the page, and made it better to not be seen by the filter scanners. lil anti-climactic for the first one but oh well."}]...
|
Title: bestspark.org by @BestSpark687090 | Stardan Title: bestspark.org by @BestSpark687090 | Stardance
Devlogs:
okay uhhh devlog number one as they say so basically for some actual context ive been making an unblocked games site for a while now- i decided to post it here because i saw this on a discord and… well yeah im here now today i uhhh basically made some slight tweaks to the code, moved a section from the index to a different part of the page, and made it better to not be seen by the filter scanners. lil anti-climactic for the first one but oh well.
devlog number 2 i guess? literally the only new visible thing is the about:blank warning and you can press a to toggle on and off the about:blank cloaking (aka hiding the website in a lil secret-ish window) theres probably gonna be more today but that might be it for now
devlog number 3 perchance so first things first ive been verified so people can see these goofy ahh posts? yay. so uhhhhhh there aren’t really any visible changes however i did re-format most of the code using prettier the other thing i did was actually change some of the links that were blocked to actual unblocked links. probably gonna try to add some games and figure out how in the world i can classify that as time on here okay thats all goobbye
i guess devlog number four so i webported a game i managed to figure out how to get actual time on it it was one of those baldi “numberslop” mods its called hydrogen and yes its on my games section now ok bye
devlog number 4 i guess? im gonna be so honest i didnt even KNOW i had 25 minutes logged - im gonna use them tho! so ive added a couple games- probably mostly just 15% in the top left. i found it here, so i thought i might as well use it heres what my current “web ports” section looks like! of course, there’s a whole lot more games actually there, but these are ones ive ported myself. anyways uhhh you people enjoy the rest of your day and thanks for reading this
devlog numero cinco (5) im making a singlefile. the biggest problem with it’s gonna be that it’s gotta be updated manually and… that’s kinda tough. i could probably make a script that does it for me… to be honest. Problem is, i’ve changed so much that it literally needs to be an EXTREMELY goofy script and would need to figure out how to get all the css and js in there properly. for now, im not even singlefiling it fully. The CSS and JS are in separate files… for now. wish me luck, i guess.
devlog 6 i believe? I did it. It is currently 12:17 AM and I have stuff to do tomorrow. The singlefile has been made successfully. Unfortunately, it only shows one game section because I can’t get the others to show. That will HOPEFULLY be fixed up soon when I get the courage to! Anyways, this was kinda exhausting to make. Goodnight. Here’s the file link. Download it and open it up! https://github.com/BestSpark687090/stupid_singlefile/blob/main/single-min.html
so turns out its devlog 8 time ive been trying so hard to get this singlefile working im gonna be so honest though has anyone asked if i should…? I’m just kidding. This might be useful for later techniques though! Right now, it’s in the linking phase, where all the scripts are linked via actual external JS files. Also, I removed the images that are grabbed weirdly (aka, not from gn-math) and just slapped a image i made in like a minute about how to remove that. in my opinion though… i’m not even sure if i should’ve made this. You gotta do it just because though. Goodnight. (Or whatever, depending on timezones and other things)
the egg in between. (deltarune reference) https://egg.bestspark.org (i’ve been seeing this EVERYWHERE on my tiktok feed so i decided to do a little funny with it)
i made https://bestspark.hackclub.app a valid link! i forgot why i have these 17 minutes of time but im using them now ok bye
I’ve been making a settings page! It’s linked on a gear icon in the bottom right. All colors automatically change when you change them, too! ok byeeee :P
devlog #i have no idea what number this is i’ve been asking ais i have access to (gpt, claude, (i even decided to ask deepseek too, made an account rq)) about what i could fix on my site. image 1: gpt telling me about the games section image 2: gpt - summary of what ive said to it or whatever image 3: deepseek telling me what i should change i could ask more ais but im already wasting enough water as is. thank you for reading
I’m SingleFiling now! this is genuinely going so good!!!!! games even work now! i’m finalizing everything up and will be out soon!!!!
nevermind its not going so good anymore this bug is plaguing the singlefile pieces at least i have an svg maker for it so i can use it like that buuuuuuuuut i gotta fix these bugs first.
well i did it! the singlefile has been made successfully ! yippee! i did a cool thing i guess! i also made a wisp server changing thingy as well but its not visible in the screenshot the “wisp server” is to proxy requests to my server even if it’s blocked in your school example, my school has my website blocked (it got too popular, it was actually unblocked before) so i’d use a different link of mine to view it instead! (the links are in my discord server right here !) have a great morning/evening/night depending on the time you read this
so i set up sparky ai the walmart ai. yeah. its avaliable at any of my links. Username and password is “sparky” it has access to my cart. it can add. people have already added too many things. please just dont add anything for the time being if you jailbreak it please contact me i want to use it okay thank you so much you have a great day
Ships:
Have you ever wanted a game website for school that would… hopefully- be unblocked? well look no further than bestspark.org! this is my personal site, and you can experience it yourself today. it’s not really a… personal site, but I’d call it close enough. there are a BUNCH of games, with a built in cloaking feature (it does it on open, or you can press escape 3 times!) i’ve been working on this project for a while now… and i kinda hope you enjoy it. if you uhh- really want to- you can join my discord at discord.gg/bestspark i guess. (PS: this wasnt started during stardance… but it’s my site. what can you really do about it :P) anyways have fun and uhhh- enjoy the rest of your day/night, person who’s reading this :)
This is my second ship of my unblocked games site. It’s named “BestSpark’s Site” but i named the project bestspark.org because why not. This first image you see? That’s the “cloak” of the site, making it appear harmless at first. Second image is the actual site, by the way. Kinda weird I can’t add more than 2 images… oh well. I do have a bunch of games on it, so why not try it? The link to my discord server is… here if i did that right. I… don’t know and I forget how to actually do it sometimes. I’m shipping now because my school starts in 2 days… and I 100% won’t have time to code and have the time show up here. I think. I hope you have a great rest of your day/night!...
|
1792986733.4893515
|
1793073133.4893515
|
|
37540
|
ShotOS by @OneShot | Stardance
|
OneShot
|
2
|
57.0
|
176
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T00:50:51Z", "hours": 33.0, "multiplier": 6.0, "payout": 176, "blessing": "neutral", "text": "I made a Web Os based after the game - OneShot", "repo": "https://github.com/Zlati839/ShotOs", "demo": "https://zlati839.github.io/ShotOs/"}, {"ship_num": 2, "ts": "2026-07-22T17:10:18Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the WebOs1 Project :D !!!", "repo": "https://github.com/Zlati839/ShotOs", "demo": "https://zlati839.github.io/ShotOs/"}]...
|
[{"post_id": 45485, "ts": "202 [{"post_id": 45485, "ts": "2026-08-12T00:33:37Z", "hours": 12.0894, "text": "So . Added a loading screen a bar for the apps to stay in , it can also be hidden , Terminal and a draggable calendar widget"}, {"post_id": 39143, "ts": "2026-08-01T21:12:51Z", "hours": 9.3092, "text": "Made some changes 1. Finished the settings and now the wallpapers is changeable with four in total - two static and two live , and any customization is saved after the user leaves 2. Added a Drawing app that also saves after the user leaves 3. Added a Browser that’s just the OneShot wikipedia page 4. And a simple calculator page"}, {"post_id": 36072, "ts": "2026-07-27T22:32:20Z", "hours": 11.3989, "text": "Added a Task bar , changed the clock app to settings , added a minimize button to the apps and made an app catalog !!!! :D"}, {"post_id": 33060, "ts": "2026-07-22T17:07:13Z", "hours": 0.47, "text": "Made settings for the Clock for now you can change color and hide it"}, {"post_id": 32979, "ts": "2026-07-22T14:27:01Z", "hours": 9.5464, "text": "Made a Music Player too !!!!! For now there are only 6 songs in it"}, {"post_id": 31668, "ts": "2026-07-20T08:33:48Z", "hours": 13.6178, "text": "made the File manager it has README and 2 foulders"}]...
|
Title: ShotOS by @OneShot | Stardance
Devlogs:
ma Title: ShotOS by @OneShot | Stardance
Devlogs:
made the File manager it has README and 2 foulders
Made a Music Player too !!!!! For now there are only 6 songs in it
Made settings for the Clock for now you can change color and hide it
Added a Task bar , changed the clock app to settings , added a minimize button to the apps and made an app catalog !!!! :D
Made some changes 1. Finished the settings and now the wallpapers is changeable with four in total - two static and two live , and any customization is saved after the user leaves 2. Added a Drawing app that also saves after the user leaves 3. Added a Browser that’s just the OneShot wikipedia page 4. And a simple calculator page
So . Added a loading screen a bar for the apps to stay in , it can also be hidden , Terminal and a draggable calendar widget
Ships:
Finished the WebOs1 Project :D !!!
I made a Web Os based after the game - OneShot...
|
1792990285.9805627
|
1793076685.9805627
|
|
37558
|
GlassTab - my APOD site by @Ayon | Stardance
|
Ayon
|
2
|
4.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T17:02:12Z", "hours": 1.0, "multiplier": 8.77, "payout": 4, "blessing": "neutral", "text": "I added Bing Picture of the Day as a wallpaper provider alongside NASA APOD. The challenging part was the data mapping for the Bing to the current NASA APOD only structure", "repo": "https://github.com/amiayon8/glass-tab", "demo": "https://glasstab.thenicedev.xyz/"}, {"ship_num": 2, "ts": "2026-07-20T14:02:51Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a new tab page with the NASA APOD API. I can choose the search engines and add shortcuts. Unlike other browsers that force us to use their browser. To save time, I asked chatGPT to make a gradient for the popup cards.", "repo": "https://github.com/amiayon8/glass-tab", "demo": "https://glasstab.thenicedev.xyz/"}]...
|
[{"post_id": 35619, "ts": "202 [{"post_id": 35619, "ts": "2026-07-27T05:07:38Z", "hours": 0.3706, "text": "Added customizable search engine and some minor state handling updates"}, {"post_id": 35312, "ts": "2026-07-26T17:08:39Z", "hours": 0.2719, "text": "I have added custom search engine feature with super clean UI as always. How to use it? Click on the pencil icon, then select add search engine in the search engines select and add your search engine url. Use %s for the query"}, {"post_id": 35297, "ts": "2026-07-26T16:42:34Z", "hours": 0.3569, "text": "The ratings say that I should improve my devlogs, add custom search engines and some said that I should add google and other search engines. I am adding the custom search engine feature and improving my devlogs. Here is the screenshot how you can select the preset browsers."}, {"post_id": 32440, "ts": "2026-07-21T17:00:58Z", "hours": 0.9353, "text": "Added Bing as a wallpaper provider alongside NASA APOD for wallpaper."}, {"post_id": 31791, "ts": "2026-07-20T13:52:53Z", "hours": 0.3136, "text": "Added Search Engine Selection(Google, Bing, DuckDuckGo, Yahoo, Ecosia, Baidu, Yandex). Now time for deployment and my project can be shipped"}, {"post_id": 31782, "ts": "2026-07-20T13:32:35Z", "hours": 0.99, "text": "Added shortcuts, made shortcut creation and deletion in localStorage. Things work just fine but I need to update the UI and automate the icon process"}, {"post_id": 31726, "ts": "2026-07-20T11:07:42Z", "hours": 0.4061, "text": "Just added a working google search bar!"}, {"post_id": 31717, "ts": "2026-07-20T10:40:36Z", "hours": 0.6619, "text": "Just added the NASA APOD API for wallpapers."}]...
|
Title: GlassTab - my APOD site by @Ayon | Stardanc Title: GlassTab - my APOD site by @Ayon | Stardance
Devlogs:
Just added the NASA APOD API for wallpapers.
Just added a working google search bar!
Added shortcuts, made shortcut creation and deletion in localStorage. Things work just fine but I need to update the UI and automate the icon process
Added Search Engine Selection(Google, Bing, DuckDuckGo, Yahoo, Ecosia, Baidu, Yandex). Now time for deployment and my project can be shipped
Added Bing as a wallpaper provider alongside NASA APOD for wallpaper.
The ratings say that I should improve my devlogs, add custom search engines and some said that I should add google and other search engines. I am adding the custom search engine feature and improving my devlogs. Here is the screenshot how you can select the preset browsers.
I have added custom search engine feature with super clean UI as always. How to use it? Click on the pencil icon, then select add search engine in the search engines select and add your search engine url. Use %s for the query
Added customizable search engine and some minor state handling updates
Ships:
I made a new tab page with the NASA APOD API. I can choose the search engines and add shortcuts. Unlike other browsers that force us to use their browser. To save time, I asked chatGPT to make a gradient for the popup cards.
I added Bing Picture of the Day as a wallpaper provider alongside NASA APOD. The challenging part was the data mapping for the Bing to the current NASA APOD only structure...
|
1793054842.5658543
|
1793141242.5658543
|
|
37757
|
Doodle Arcade by @ruter | Stardance
|
ruter
|
2
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T18:25:34Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WE FINISHED!!! The game is complete, and it came out pretty well. There were a lot of bugs in the way, but we’ve overcame them and build one of the best games ever created by us. We are really excited to show you our game Doodle Arcade, which features 3 minigames. I don’t want to spoil the game too much, just try it yourself! https://rutra8002.itch.io/doodle-arcade", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/doodle-arcade"}, {"ship_num": 2, "ts": "2026-07-20T20:24:52Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Features Added: Parkour Minigame: Added procedural platform generation, lava hazards, and distance tracking. Space Masher Minigame: Created a second microgame requiring 10 spacebar presses in 5 seconds. Hub Map: Configured the main map to select and load minigames randomly. Win/Loss Screens: Integrated original Victory and Defeat screens. This is very early build of the project, gonna improve it in the future!", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/doodle-arcade"}]...
|
[{"post_id": 35364, "ts": "202 [{"post_id": 35364, "ts": "2026-07-26T18:24:18Z", "hours": 5.1983, "text": "WE FINISHED!!! The game is complete, and it came out pretty well. There were a lot of bugs in the way, but we’ve overcame them and build one of the best games ever created by us. We are really excited to show you our game Doodle Arcade, which features 3 minigames. I don’t want to spoil the game too much, just try it yourself! https://rutra8002.itch.io/doodle-arcade"}, {"post_id": 35048, "ts": "2026-07-26T06:55:44Z", "hours": 8.0947, "text": "Hey! We have changed the art style a lot, added some music and added a lot more screens which I can’t show here as I can only include one screenshot, progress is going great and we plan on finishing today"}, {"post_id": 33381, "ts": "2026-07-23T08:33:44Z", "hours": 6.1472, "text": "Hey, been working 4 some time, had fan with shaders, tried to add some type of hud, and more architectural and algorithmic changes like make sure player is actually able to get onto ramp etc"}, {"post_id": 31939, "ts": "2026-07-20T19:06:10Z", "hours": 5.1511, "text": "Features Added: Parkour Minigame: Added procedural platform generation, lava hazards, and distance tracking. Space Masher Minigame: Created a second microgame requiring 10 spacebar presses in 5 seconds. Hub Map: Configured the main map to select and load minigames randomly. Win/Loss Screens: Integrated original Victory and Defeat screens."}]...
|
Title: Doodle Arcade by @ruter | Stardance
Devlog Title: Doodle Arcade by @ruter | Stardance
Devlogs:
Features Added: Parkour Minigame: Added procedural platform generation, lava hazards, and distance tracking. Space Masher Minigame: Created a second microgame requiring 10 spacebar presses in 5 seconds. Hub Map: Configured the main map to select and load minigames randomly. Win/Loss Screens: Integrated original Victory and Defeat screens.
Hey, been working 4 some time, had fan with shaders, tried to add some type of hud, and more architectural and algorithmic changes like make sure player is actually able to get onto ramp etc
Hey! We have changed the art style a lot, added some music and added a lot more screens which I can’t show here as I can only include one screenshot, progress is going great and we plan on finishing today
WE FINISHED!!! The game is complete, and it came out pretty well. There were a lot of bugs in the way, but we’ve overcame them and build one of the best games ever created by us. We are really excited to show you our game Doodle Arcade, which features 3 minigames. I don’t want to spoil the game too much, just try it yourself! https://rutra8002.itch.io/doodle-arcade
Ships:
Features Added: Parkour Minigame: Added procedural platform generation, lava hazards, and distance tracking. Space Masher Minigame: Created a second microgame requiring 10 spacebar presses in 5 seconds. Hub Map: Configured the main map to select and load minigames randomly. Win/Loss Screens: Integrated original Victory and Defeat screens. This is very early build of the project, gonna improve it in the future!
WE FINISHED!!! The game is complete, and it came out pretty well. There were a lot of bugs in the way, but we’ve overcame them and build one of the best games ever created by us. We are really excited to show you our game Doodle Arcade, which features 3 minigames. I don’t want to spoil the game too much, just try it yourself! https://rutra8002.itch.io/doodle-arcade...
|
1793101696.6962714
|
1793188096.6962714
|
|
37851
|
Persona OS by @Amanojaku | Stardance
|
Amanojaku
|
2
|
17.89
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T22:02:34Z", "hours": 4.0, "multiplier": 9.97, "payout": 36, "blessing": "neutral", "text": "This is a beginner project where I learn html while making a WebOS. I added 4 more apps. An app that embeds Wikipedia, an app for drawing, a calendar app, and an app that lets you send me feedback via email. I think I’ll add a Spotify app, a Camera app, and a Youtube app.", "repo": "https://github.com/zxcvbnmzxcvbnmzxcv/PersonaOS", "demo": "https://zxcvbnmzxcvbnmzxcv.github.io/PersonaOS"}, {"ship_num": 2, "ts": "2026-07-29T20:48:15Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WebOS based on the style of Persona 5. I used bright red, white, and black to mimic the style and a font. This is my first experience with html so it took me a while but the tutorial taught me a lot. So far I only have 3 apps right now but I’ll add more in WebOS 2. I also think I’ll add icons for the close and next buttons.", "repo": "https://github.com/zxcvbnmzxcvbnmzxcv/PersonaOS", "demo": "https://zxcvbnmzxcvbnmzxcv.github.io/PersonaOS"}]...
|
[{"post_id": 39870, "ts": "202 [{"post_id": 39870, "ts": "2026-08-03T04:21:30Z", "hours": 0.4275, "text": "Added sound effects to morgana clicker also RIP broken day streak"}, {"post_id": 39839, "ts": "2026-08-03T02:58:47Z", "hours": 0.4667, "text": "Added autoclicker upgrade to morgana clicker"}, {"post_id": 38487, "ts": "2026-07-31T21:53:56Z", "hours": 0.4289, "text": "Fixed icon selection and also added an upgrade for Morgana clicker."}, {"post_id": 38466, "ts": "2026-07-31T21:09:15Z", "hours": 0.3589, "text": "I added a feedback system where you can type a message and send it to my email."}, {"post_id": 38451, "ts": "2026-07-31T20:25:25Z", "hours": 0.7236, "text": "Added a drawing app to draw cool things like Morgana."}, {"post_id": 38413, "ts": "2026-07-31T19:23:24Z", "hours": 0.3586, "text": "Added a Wikipedia embed app."}, {"post_id": 38381, "ts": "2026-07-31T18:45:40Z", "hours": 1.9008, "text": "Created a calendar app styled like Persona 5 and also added more details."}, {"post_id": 37256, "ts": "2026-07-29T20:29:49Z", "hours": 1.3342, "text": "Created a Morgana clicker game app where you click the morgana picture and the counter goes up."}, {"post_id": 37139, "ts": "2026-07-29T17:01:42Z", "hours": 2.4803, "text": "Finished the second app that lets you customize the desktop wallpaper."}, {"post_id": 36770, "ts": "2026-07-29T01:19:11Z", "hours": 5.5031, "text": "I finished my first app for documenting birds and bears."}, {"post_id": 35481, "ts": "2026-07-26T23:04:03Z", "hours": 3.0128, "text": "I added a font, and stylized a template for divs with an open and close button."}, {"post_id": 34916, "ts": "2026-07-26T00:42:01Z", "hours": 0.9839, "text": "Persona OS: finishing the welcome div and learning html"}]...
|
Title: Persona OS by @Amanojaku | Stardance
Devlo Title: Persona OS by @Amanojaku | Stardance
Devlogs:
Persona OS: finishing the welcome div and learning html
I added a font, and stylized a template for divs with an open and close button.
I finished my first app for documenting birds and bears.
Finished the second app that lets you customize the desktop wallpaper.
Created a Morgana clicker game app where you click the morgana picture and the counter goes up.
Created a calendar app styled like Persona 5 and also added more details.
Added a Wikipedia embed app.
Added a drawing app to draw cool things like Morgana.
I added a feedback system where you can type a message and send it to my email.
Fixed icon selection and also added an upgrade for Morgana clicker.
Added autoclicker upgrade to morgana clicker
Added sound effects to morgana clicker also RIP broken day streak
Ships:
I made a WebOS based on the style of Persona 5. I used bright red, white, and black to mimic the style and a font. This is my first experience with html so it took me a while but the tutorial taught me a lot. So far I only have 3 apps right now but I’ll add more in WebOS 2. I also think I’ll add icons for the close and next buttons.
This is a beginner project where I learn html while making a WebOS. I added 4 more apps. An app that embeds Wikipedia, an app for drawing, a calendar app, and an app that lets you send me feedback via email. I think I’ll add a Spotify app, a Camera app, and a Youtube app....
|
1792986812.015494
|
1793073212.015494
|
|
37990
|
My own site! by @Charfol | Stardance
|
Charfol
|
2
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T20:49:43Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal site! It was my learning experience for html and css. The site consists of 2 pages which are an about me and a portfolio. Most of my time making this website was spent on my about me, where I spent time making the sticky notes work properly and look realistic. I’m proud of how it looks; although some organization in the code and github could be better.", "repo": "https://github.com/Charfoal/Personal-Site-2.0", "demo": "https://charfoal.github.io/Sticky-Notes/"}, {"ship_num": 2, "ts": "2026-07-31T19:51:42Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own site! My first time working with HTML, I made this. My largest struggle was with getting the pages to work, as it was my first time working with Github pages too. It was pretty fun to make!", "repo": "https://github.com/Charfoal/Personal-Site-2.0", "demo": "https://charfoal.github.io/Sticky-Notes/"}]...
|
[{"post_id": 47153, "ts": "202 [{"post_id": 47153, "ts": "2026-08-14T20:45:22Z", "hours": 1.5047, "text": "Finished the portfolio page and added the links for the navbar. I got the repositories working (though not in the best way) and am finally shipping my site."}, {"post_id": 46107, "ts": "2026-08-13T02:58:19Z", "hours": 10.2817, "text": "I spent a couple hours making a sticky notes platform. It took me a while, as I was learning html and css for the first time along with it. I am not attaching a test as I will post everything at once, because, due to my ship getting rejected, I decided to redo it all and make it my best work, so I will also have to post my new GitHub repository."}, {"post_id": 38344, "ts": "2026-07-31T17:59:40Z", "hours": 2.3247, "text": "I added multiple pages to my personal site! I spent a while trying to make multiple pages work. I finally got it working by using multiple repos to have the pages for all the sites. The repository that I have attached has all of the code for all the pages."}]...
|
Title: My own site! by @Charfol | Stardance
Devlo Title: My own site! by @Charfol | Stardance
Devlogs:
I added multiple pages to my personal site! I spent a while trying to make multiple pages work. I finally got it working by using multiple repos to have the pages for all the sites. The repository that I have attached has all of the code for all the pages.
I spent a couple hours making a sticky notes platform. It took me a while, as I was learning html and css for the first time along with it. I am not attaching a test as I will post everything at once, because, due to my ship getting rejected, I decided to redo it all and make it my best work, so I will also have to post my new GitHub repository.
Finished the portfolio page and added the links for the navbar. I got the repositories working (though not in the best way) and am finally shipping my site.
Ships:
I made my own site! My first time working with HTML, I made this. My largest struggle was with getting the pages to work, as it was my first time working with Github pages too. It was pretty fun to make!
I made my own personal site! It was my learning experience for html and css. The site consists of 2 pages which are an about me and a portfolio. Most of my time making this website was spent on my about me, where I spent time making the sticky notes work properly and look realistic. I’m proud of how it looks; although some organization in the code and github could be better....
|
1792997589.7328196
|
1793083989.7328196
|
|
38017
|
Frictionless by @joelj | Stardance
|
joelj
|
2
|
3.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T15:48:25Z", "hours": 0.0, "multiplier": 6.97, "payout": 3, "blessing": "neutral", "text": "I made a Pygame code checker . 😎 it helps out the hardworking coders to find out hidden bugs that can be annoying to deal with. My project brilliantly use python’s built in AST to check code line by line , it detects unmonitored loops that might fry your pc , Hardcoded window sizes so that you u can easily change it and many more! I faced many challenges , the prominent one was outside the computer…Finding time to code , i was struggling to balance school and coding , but at last i did it . 🥳 Thank you all for looking at my project and hope you all liked it 😊", "repo": "https://github.com/Johan-jim123/pygame-code-inspector", "demo": "https://pygame-code-inspector.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-30T16:05:44Z", "hours": 3.0, "multiplier": 9.85, "payout": 30, "blessing": "neutral", "text": "I built a web tool designed to make life easier for Pygame developers: the Pygame Code Inspector. Instead of running a game script, waiting for it to crash, or spending hours searching for sneaky performance bugs, you can just paste your Python code directly into the app. It uses Python’s built-in ast (Abstract Syntax Tree) module to parse your code safely without executing it. In seconds, it checks for missing initialization/quit calls, unmonitored infinite loops, hardcoded window sizes, uncapped frame rates, and memory leaks from unused assets. Then, it gives your project a clean Code Health Score (0–100) and a letter grade (A through F) so you immediately know what to fix. 🛠️ What Was Challenging Safe Code Parsing: Getting the ast visitor logic working to reliably detect anti-patterns—like unmonitored while loops or dangling pygame.mixer assets—without actually running user-submitted code required careful structural logic. Deployment Realities: Uploading the project to GitHub threw a few curveballs! I accidentally dragged an entire virtual environment folder with thousands of extra files at first, and later hit a tricky ModuleNotFoundError on Streamlit Cloud caused by a subtle uppercase/lowercase mismatch in my filenames (Code_Checker.py vs. code_checker.py). Diagnosing and fixing environment issues in Linux deployment environments was a huge learning moment. ✨ What I’m Proud Of Zero-Setup Web Access: Turning a local Python script into a fully hosted, interactive web application on Streamlit Cloud that anyone can access in their browser with zero local setup. Actionable Developer Feedback: Creating a tool that isn’t just a basic syntax checker, but an actual quality-of-life upgrade for game devs that translates technical code analysis into an easy-to-understand score and grade. Full Open-Source Setup: Shipping the full package from scratch—clean repo structure, proper requirements.txt, clear README documentation, and an MIT License. -summary created by gemini because im too lazy to write", "repo": "https://github.com/Johan-jim123/pygame-code-inspector", "demo": "https://pygame-code-inspector.vercel.app/"}]...
|
[{"post_id": 45679, "ts": "202 [{"post_id": 45679, "ts": "2026-08-12T10:14:52Z", "hours": 0.4161, "text": "Finally finished , worked on the issues and changed the colour scheme . thanks for the support guys"}, {"post_id": 35290, "ts": "2026-07-26T16:31:02Z", "hours": 2.2919, "text": "Over the past few days, I built and launched Pygame Code Inspector, an automated static analysis web app that checks Pygame scripts for common bugs, bad practices, and performance bottlenecks—all without needing to run the code. Using Python’s built-in ast (Abstract Syntax Tree) module, the backend parses source code in real time to catch missing setup/teardown calls (pygame.init() / pygame.quit()), unmonitored game loops, uncapped frame rates, hardcoded resolutions, unused memory assets, and missing error handling. It aggregates these checks into a clean 0–100 health score and assigns an overall letter grade (A through F).Once the core inspector logic was solid, I built an interactive frontend using Streamlit so users can paste their code directly into the browser for instant feedback. After setting up open-source documentation under an MIT License, I pushed the repository to GitHub and deployed it live via Streamlit Cloud. Navigating server-side requirements and case-sensitive imports on Linux was a great learning experience, but seeing the app live on the web and giving instant feedback on real Pygame code made it completely worth it!"}, {"post_id": 32434, "ts": "2026-07-21T16:42:30Z", "hours": 0.7286, "text": "Hey everyone! I’m a 9th-grade developer logging my first 40-minute Hackatime session for Stardance on my journey to earn 90 Stardust points for a Google Play Developer License. I’m building an Automated Code Health Checker in Python—a pre-flight tool that scans project files line-by-line to catch missing frame-rate caps (.tick()), unmonitored infinite loops, and missing error handlers (try/except) before you even run your code. The core terminal inspector is live and running in PyCharm, and my next step is building out a full visual diagnostic UI!"}]...
|
Title: Frictionless by @joelj | Stardance
Devlogs Title: Frictionless by @joelj | Stardance
Devlogs:
Hey everyone! I’m a 9th-grade developer logging my first 40-minute Hackatime session for Stardance on my journey to earn 90 Stardust points for a Google Play Developer License. I’m building an Automated Code Health Checker in Python—a pre-flight tool that scans project files line-by-line to catch missing frame-rate caps (.tick()), unmonitored infinite loops, and missing error handlers (try/except) before you even run your code. The core terminal inspector is live and running in PyCharm, and my next step is building out a full visual diagnostic UI!
Over the past few days, I built and launched Pygame Code Inspector, an automated static analysis web app that checks Pygame scripts for common bugs, bad practices, and performance bottlenecks—all without needing to run the code. Using Python’s built-in ast (Abstract Syntax Tree) module, the backend parses source code in real time to catch missing setup/teardown calls (pygame.init() / pygame.quit()), unmonitored game loops, uncapped frame rates, hardcoded resolutions, unused memory assets, and missing error handling. It aggregates these checks into a clean 0–100 health score and assigns an overall letter grade (A through F).Once the core inspector logic was solid, I built an interactive frontend using Streamlit so users can paste their code directly into the browser for instant feedback. After setting up open-source documentation under an MIT License, I pushed the repository to GitHub and deployed it live via Streamlit Cloud. Navigating server-side requirements and case-sensitive imports on Linux was a great learning experience, but seeing the app live on the web and giving instant feedback on real Pygame code made it completely worth it!
Finally finished , worked on the issues and changed the colour scheme . thanks for the support guys
Ships:
I built a web tool designed to make life easier for Pygame developers: the Pygame Code Inspector. Instead of running a game script, waiting for it to crash, or spending hours searching for sneaky performance bugs, you can just paste your Python code directly into the app. It uses Python’s built-in ast (Abstract Syntax Tree) module to parse your code safely without executing it. In seconds, it checks for missing initialization/quit calls, unmonitored infinite loops, hardcoded window sizes, uncapped frame rates, and memory leaks from unused assets. Then, it gives your project a clean Code Health Score (0–100) and a letter grade (A through F) so you immediately know what to fix. 🛠️ What Was Challenging Safe Code Parsing: Getting the ast visitor logic working to reliably detect anti-patterns—like unmonitored while loops or dangling pygame.mixer assets—without actually running user-submitted code required careful structural logic. Deployment Realities: Uploading the project to GitHub threw a few curveballs! I accidentally dragged an entire virtual environment folder with thousands of extra files at first, and later hit a tricky ModuleNotFoundError on Streamlit Cloud caused by a subtle uppercase/lowercase mismatch in my filenames (Code_Checker.py vs. code_checker.py). Diagnosing and fixing environment issues in Linux deployment environments was a huge learning moment. ✨ What I’m Proud Of Zero-Setup Web Access: Turning a local Python script into a fully hosted, interactive web application on Streamlit Cloud that anyone can access in their browser with zero local setup. Actionable Developer Feedback: Creating a tool that isn’t just a basic syntax checker, but an actual quality-of-life upgrade for game devs that translates technical code analysis into an easy-to-understand score and grade. Full Open-Source Setup: Shipping the full package from scratch—clean repo structure, proper requirements.txt, clear README documentation, and an MIT License. -summary created by gemini because im too lazy to write
I made a Pygame code checker . 😎 it helps out the hardworking coders to find out hidden bugs that can be annoying to deal with. My project brilliantly use python’s built in AST to check code line by line , it detects unmonitored loops that might fry your pc , Hardcoded window sizes so that you u can easily change it and many more! I faced many challenges , the prominent one was outside the computer…Finding time to code , i was struggling to balance school and coding , but at last i did it . 🥳 Thank you all for looking at my project and hope you all liked it 😊...
|
1792983076.743119
|
1793069476.743119
|
|
38025
|
Project : Eternity by @Nozomi | Stardance
|
Nozomi
|
2
|
12.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T01:06:32Z", "hours": 3.0, "multiplier": 3.23, "payout": 9, "blessing": "neutral", "text": "personal website 2md shipping , after some editing", "repo": "https://github.com/Yoruu-E/project-Eternity", "demo": "https://yoruu-e.github.io/project-Eternity/"}, {"ship_num": 2, "ts": "2026-08-05T12:06:41Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my first attempt at a personal website, its still in prototype and will change a lot as a go by , please if you spare some time to check it tell me what are your ideas (DISCLAIMER : TURN OFF DARK READER IF YOU HAVE IT IT MESSES THE COLORS UP)", "repo": "https://github.com/Yoruu-E/project-Eternity", "demo": "https://yoruu-e.github.io/project-Eternity/"}]...
|
[{"post_id": 48577, "ts": "202 [{"post_id": 48577, "ts": "2026-08-17T01:04:22Z", "hours": 2.3633, "text": "website changes : about page reworked and moved to the right , extra was replaced with support , projects page now has penumbra icon when clicked , project echo still has no icon though ,,,,, oh yeah all projects were renamed :Eternal midnight=Eternity,,catalyst=penumbra ,,,wayfinder=echo"}, {"post_id": 42261, "ts": "2026-08-06T21:47:44Z", "hours": 0.3983, "text": "i know i’m shipped the project already but i just noticed that i forgot to add the announcement page , sorry stardance team"}, {"post_id": 41275, "ts": "2026-08-05T12:01:44Z", "hours": 2.3164, "text": "i uploaded the project to github to check for issues , where i noticed that the About page background goes dark , i spent a lot of time trying to find the issue , and wondered why it only happened after upload since it was fine with local host , after i decided to go with f12 , i found the problem ! (this is the last time i’m using dark reader , don’t even need it …)"}, {"post_id": 41031, "ts": "2026-08-04T23:13:13Z", "hours": 3.08, "text": "after some pain (more then 14 hours) with html and css tutorials , i discovered that 1: i’m not the type that understands that i watch using tutorials , 2:that i wasted about 14 hours of my life for nothing n about 2 hours i READ and edited the website, hopefully with the next edit i will ship it (the only thing left is to edit “ABOUT ,PRODUCTS , EXTRA “ sections)"}, {"post_id": 39354, "ts": "2026-08-02T08:46:01Z", "hours": 1.2086, "text": "i finished the icon , i think , the colors were mostly what made this take long , i just keep changing the colors of items for no literal reason! , i would like any suggestion and if you got an advice feel free to leave it here, i will be thankful"}, {"post_id": 39079, "ts": "2026-08-01T19:29:39Z", "hours": 1.0908, "text": "trying to draw an icon for my website , i think i might rework it or change colors a bit , what colors do you think is good ? (blue x purple palate)"}, {"post_id": 38047, "ts": "2026-07-31T07:18:21Z", "hours": 1.2844, "text": "hello i’m kind of shy to post a first devlog , umm , i want to create a personal website , where i will share all about me and stuff like that , still learning , this was my first attempt at creating somehing (THIS IS NOT HOW IT WILL LOOK LIKE)"}]...
|
Title: Project : Eternity by @Nozomi | Stardance
Title: Project : Eternity by @Nozomi | Stardance
Devlogs:
hello i’m kind of shy to post a first devlog , umm , i want to create a personal website , where i will share all about me and stuff like that , still learning , this was my first attempt at creating somehing (THIS IS NOT HOW IT WILL LOOK LIKE)
trying to draw an icon for my website , i think i might rework it or change colors a bit , what colors do you think is good ? (blue x purple palate)
i finished the icon , i think , the colors were mostly what made this take long , i just keep changing the colors of items for no literal reason! , i would like any suggestion and if you got an advice feel free to leave it here, i will be thankful
after some pain (more then 14 hours) with html and css tutorials , i discovered that 1: i’m not the type that understands that i watch using tutorials , 2:that i wasted about 14 hours of my life for nothing n about 2 hours i READ and edited the website, hopefully with the next edit i will ship it (the only thing left is to edit “ABOUT ,PRODUCTS , EXTRA “ sections)
i uploaded the project to github to check for issues , where i noticed that the About page background goes dark , i spent a lot of time trying to find the issue , and wondered why it only happened after upload since it was fine with local host , after i decided to go with f12 , i found the problem ! (this is the last time i’m using dark reader , don’t even need it …)
i know i’m shipped the project already but i just noticed that i forgot to add the announcement page , sorry stardance team
website changes : about page reworked and moved to the right , extra was replaced with support , projects page now has penumbra icon when clicked , project echo still has no icon though ,,,,, oh yeah all projects were renamed :Eternal midnight=Eternity,,catalyst=penumbra ,,,wayfinder=echo
Ships:
this is my first attempt at a personal website, its still in prototype and will change a lot as a go by , please if you spare some time to check it tell me what are your ideas (DISCLAIMER : TURN OFF DARK READER IF YOU HAVE IT IT MESSES THE COLORS UP)
personal website 2md shipping , after some editing...
|
1793072890.3285024
|
1793159290.3285024
|
|
38061
|
Dearpisey website by @Jamie555 | Stardance
|
Jamie555
|
2
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T01:50:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Added more info on readme, updated name to preferred name, added contact page, fixed loading of images, and fixed font not loading as well", "repo": "https://github.com/capyba66/Dearpisey-site", "demo": "https://dearpisey.com/"}, {"ship_num": 2, "ts": "2026-08-02T23:12:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I transferred all the files and deployed my website to github after previously using nekoweb to host the website. I am still having trouble getting the images in the css stylesheet to show up but that’s another struggle for another day", "repo": "https://github.com/capyba66/Dearpisey-site", "demo": "https://dearpisey.com/"}]...
|
[{"post_id": 43634, "ts": "202 [{"post_id": 43634, "ts": "2026-08-09T00:30:11Z", "hours": 1.2242, "text": "I added a contact page, updated the readme to include more info, updated the name to my preferred name, AND finally fixed the images and got them to load! Thanks to the kind stranger at html day for helping me figure out the images"}, {"post_id": 39765, "ts": "2026-08-02T23:02:21Z", "hours": 1.04, "text": "Transferred my personal website from nekoweb to github"}]...
|
Title: Dearpisey website by @Jamie555 | Stardance
Title: Dearpisey website by @Jamie555 | Stardance
Devlogs:
Transferred my personal website from nekoweb to github
I added a contact page, updated the readme to include more info, updated the name to my preferred name, AND finally fixed the images and got them to load! Thanks to the kind stranger at html day for helping me figure out the images
Ships:
I transferred all the files and deployed my website to github after previously using nekoweb to host the website. I am still having trouble getting the images in the css stylesheet to show up but that’s another struggle for another day
Added more info on readme, updated name to preferred name, added contact page, fixed loading of images, and fixed font not loading as well...
|
1793084276.1886518
|
1793170676.1886518
|
|
38139
|
Prism - Infinite Workspace Tool by @kakak_ | Stard Prism - Infinite Workspace Tool by @kakak_ | Stardance...
|
kakak_
|
2
|
25.0
|
463
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:58:44Z", "hours": 11.0, "multiplier": 18.94, "payout": 260, "blessing": "neutral", "text": "Hi!! By the way, if the project doesn’t work on your end, please just don’t rate it… Anyways, this is Prism! An infinite workspace tool designed to focus your thoughts in a digestible format. I’ve added a lot since the last ship, like accounts, a tutorial, and I’m working on a new dashboard and landing page. I would really appreciate it if you could give me constructive feedback, because it really helps me gauge which features are high-priority and which aren’t. The link is https://prism-beta-beige.vercel.app/ and please enjoy!", "repo": "https://github.com/kakak158/infinite-workspace", "demo": "https://prism-beta-beige.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-29T14:58:47Z", "hours": 14.0, "multiplier": 14.8, "payout": 203, "blessing": "neutral", "text": "Infinite Workspace is an interactive, infinite canvas built for organizing ideas, planning projects, tracking tasks, and even relaxing. Drag, drop, connect, and structure your thoughts freely with custom card nodes. Note Card: Write and format notes with titles and rich text support (⌘B, ⌘I,⌘U). Use them to express ideas or add context to surrounding cards. Task Card: Track goals and check off items with a polished, progress-focused UI and fluid task animations. Parent Card: Act as root/folder nodes to group topics and fields together. Features real-time stat stacking from child cards. Image Card: Display visual content directly on the canvas to complement your notes and project layouts. Connect nodes freely across the infinite canvas. Parent-Child Logic: Connect a green connector to a red connector on a Parent Card to establish child dependencies and hierarchy. Aggregated Stats: Parent cards automatically stack and display stats from connected child nodes. Drag-and-Drop Sidebar: Easily spawn new card nodes directly onto the canvas. Auto-Save: Your workspace state persists automatically in your browser’s localStorage. Smooth Animations: Powered by Motion and GSAP for responsive UI interactions, card creation, task buttons, and loading screens. Built With: Frontend: React, TailwindCSS, ReactFlow Persistence: Browser localStorage Hosting: Netlify", "repo": "https://github.com/kakak158/infinite-workspace", "demo": "https://prism-beta-beige.vercel.app/"}]...
|
[{"post_id": 47587, "ts": "202 [{"post_id": 47587, "ts": "2026-08-15T15:51:45Z", "hours": 3.3319, "text": "Devlog #8 Sorry for the massive gap in devlogs recently! I’ve been flying all across the world, from the UK to Canada to New York (and soon, Texas)! But… I really didn’t do much in these 3hrs that’s worth talking about… Just a bunch of bug fixes with Supabase (mostly a weird glitch where if you logged in and out and in again on your computer, Supabase would delete all your data from the database), some more work on the new dashboard (and all the Supabase troubles that come with it), and a REBRANDING!!! This web-app is now called “Prism” , an infinite workspace platform that can help you refocus your ideas and make them visible and easy to understand. I’ve also switched hosting platform, from Netlify to Vercel (they kept trying make me pay for AI credits, and when I said no they blocked the website ). I’m really excited about this project, and I hope you can see my love and joy poured into it through the web-app and my devlogs! If this is the first devlog you’ve seen, I highly encourage you to try out the app at https://prism-beta-beige.vercel.app/ Thanks, and see you next time!"}, {"post_id": 40383, "ts": "2026-08-03T21:05:21Z", "hours": 8.1108, "text": "Devlog #7 I did it!!!!! I added: Supabase AND Clerk!! New font Tutorial New routes?! Watch the video to fully appreciate all this"}, {"post_id": 36997, "ts": "2026-07-29T13:29:11Z", "hours": 3.9544, "text": "Devlog #6 Hi! I haven’t made a devlog in a while, but i’ve been up to a lot! Let’s get started! I completely redesigned the parent card from the ground up, because I wasn’t happy with the way it looked. I added: Cool stats! and hierarchy… (by the way I made it so you can style the note card now in any way you like using ⌘B, ⌘I and ⌘U) Because of the nature of having every node be able to connect to every node, there is no natural hierarchy. So how can a parent “folder” card exist if there is no hierarchy? Introducing… the red connector on the parent card! If you connect a green connector to a red one on a different parent card, you make the one with the red connector the child and the green the parent! This allows for: Stacking of stats on the cards Better organisation! There’s also an image card now! You’ll see it in the video. I also did some bug fixing, and changed the icons in the sidebar to match the cards. I’ve been thinking hard about what’s next for this project, and I think I’m very happy with it. That being said, it does run on localStorage, which: Is tiny (~5MB) Only saves to your computer. I want this app to be something you can pull out on someone else’s laptop, or on your phone, and localStorage simply can’t do that. Which is why I’m going to be working very hard over the next few days to switch this project over to Supabase. This is going to be a massive overhaul in Infinite Workspace’s backend, especially since I have never used Supabase before (I’m more of a Firebase kind of guy). This means that these devlogs are going to start to get smaller and sparser (as I have to learn Supabase). I’ll try to show the code I’m working with, but UI changes will be practically non-existent from here on out (unless I feel really passionate about something.)"}, {"post_id": 34836, "ts": "2026-07-25T21:06:06Z", "hours": 3.0689, "text": "Devlog #5 I found out today that you can style your yap sessions devlogs, so i’m going to be doing that now! I added: Saving : your workspace now saves to localStorage automatically Parent node : A root node that you can use to group topics and fields together in your workspace Probably more bug fixes that I forgot to include…"}, {"post_id": 34102, "ts": "2026-07-24T16:05:42Z", "hours": 2.9383, "text": "Devlog #4 I’ve made good progress! There is now: A Sidebar The task card to finished now too General bug fixes Ages spent going back to comment all my code! The sidebar is a new way to add nodes, now a drag-and-drop system! See it in action on the video (it might look like i’m not dragging on the screen recording, but I am)! I made the task card look beautiful, polished and finished too! It looks great I think.I’m gonna put my project goals on there so you can see how it looks!"}, {"post_id": 33139, "ts": "2026-07-22T19:39:39Z", "hours": 2.0122, "text": "Devlog #3: I added a new task card! This took a while… It’s not finished, but it’s close! I’ve also been doing some bug hunting to make this project more perfect. I also added cool new animations, using libraries like Motion and GSAP, including a loading screen, and quality-of-life animations, like: the task button the animation for creating a new task or note"}, {"post_id": 33006, "ts": "2026-07-22T15:28:40Z", "hours": 1.1022, "text": "Devlog #2:Basically the entire devlog is in the video, so read the cards in there, but is short: I’ve gotten the canvas working + the note nodes, and I think i’m ready to start making more node types (e.g tasks, links, imgs, etc)."}, {"post_id": 32723, "ts": "2026-07-22T01:44:23Z", "hours": 0.735, "text": "Just made a drawing of my plan. I think it’s gonna look great."}]...
|
Title: Prism - Infinite Workspace Tool by @kakak_ Title: Prism - Infinite Workspace Tool by @kakak_ | Stardance
Devlogs:
Just made a drawing of my plan. I think it’s gonna look great.
Devlog #2:Basically the entire devlog is in the video, so read the cards in there, but is short: I’ve gotten the canvas working + the note nodes, and I think i’m ready to start making more node types (e.g tasks, links, imgs, etc).
Devlog #3: I added a new task card! This took a while… It’s not finished, but it’s close! I’ve also been doing some bug hunting to make this project more perfect. I also added cool new animations, using libraries like Motion and GSAP, including a loading screen, and quality-of-life animations, like: the task button the animation for creating a new task or note
Devlog #4 I’ve made good progress! There is now: A Sidebar The task card to finished now too General bug fixes Ages spent going back to comment all my code! The sidebar is a new way to add nodes, now a drag-and-drop system! See it in action on the video (it might look like i’m not dragging on the screen recording, but I am)! I made the task card look beautiful, polished and finished too! It looks great I think.I’m gonna put my project goals on there so you can see how it looks!
Devlog #5 I found out today that you can style your yap sessions devlogs, so i’m going to be doing that now! I added: Saving : your workspace now saves to localStorage automatically Parent node : A root node that you can use to group topics and fields together in your workspace Probably more bug fixes that I forgot to include…
Devlog #6 Hi! I haven’t made a devlog in a while, but i’ve been up to a lot! Let’s get started! I completely redesigned the parent card from the ground up, because I wasn’t happy with the way it looked. I added: Cool stats! and hierarchy… (by the way I made it so you can style the note card now in any way you like using ⌘B, ⌘I and ⌘U) Because of the nature of having every node be able to connect to every node, there is no natural hierarchy. So how can a parent “folder” card exist if there is no hierarchy? Introducing… the red connector on the parent card! If you connect a green connector to a red one on a different parent card, you make the one with the red connector the child and the green the parent! This allows for: Stacking of stats on the cards Better organisation! There’s also an image card now! You’ll see it in the video. I also did some bug fixing, and changed the icons in the sidebar to match the cards. I’ve been thinking hard about what’s next for this project, and I think I’m very happy with it. That being said, it does run on localStorage, which: Is tiny (~5MB) Only saves to your computer. I want this app to be something you can pull out on someone else’s laptop, or on your phone, and localStorage simply can’t do that. Which is why I’m going to be working very hard over the next few days to switch this project over to Supabase. This is going to be a massive overhaul in Infinite Workspace’s backend, especially since I have never used Supabase before (I’m more of a Firebase kind of guy). This means that these devlogs are going to start to get smaller and sparser (as I have to learn Supabase). I’ll try to show the code I’m working with, but UI changes will be practically non-existent from here on out (unless I feel really passionate about something.)
Devlog #7 I did it!!!!! I added: Supabase AND Clerk!! New font Tutorial New routes?! Watch the video to fully appreciate all this
Devlog #8 Sorry for the massive gap in devlogs recently! I’ve been flying all across the world, from the UK to Canada to New York (and soon, Texas)! But… I really didn’t do much in these 3hrs that’s worth talking about… Just a bunch of bug fixes with Supabase (mostly a weird glitch where if you logged in and out and in again on your computer, Supabase would delete all your data from the database), some more work on the new dashboard (and all the Supabase troubles that come with it), and a REBRANDING!!! This web-app is now called “Prism” , an infinite workspace platform that can help you refocus your ideas and make them visible and easy to understand. I’ve also switched hosting platform, from Netlify to Vercel (they kept trying make me pay for AI credits, and when I said no they blocked the website ). I’m really excited about this project, and I hope you can see my love and joy poured into it through the web-app and my devlogs! If this is the first devlog you’ve seen, I highly encourage you to try out the app at https://prism-beta-beige.vercel.app/ Thanks, and see you next time!
Ships:
Infinite Workspace is an interactive, infinite canvas built for organizing ideas, planning projects, tracking tasks, and even relaxing. Drag, drop, connect, and structure your thoughts freely with custom card nodes. Note Card: Write and format notes with titles and rich text support (⌘B, ⌘I,⌘U). Use them to express ideas or add context to surrounding cards. Task Card: Track goals and check off items with a polished, progress-focused UI and fluid task animations. Parent Card: Act as root/folder nodes to group topics and fields together. Features real-time stat stacking from child cards. Image Card: Display visual content directly on the canvas to complement your notes and project layouts. Connect nodes freely across the infinite canvas. Parent-Child Logic: Connect a green connector to a red connector on a Parent Card to establish child dependencies and hierarchy. Aggregated Stats: Parent cards automatically stack and display stats from connected child nodes. Drag-and-Drop Sidebar: Easily spawn new card nodes directly onto the canvas. Auto-Save: Your workspace state persists automatically in your browser’s localStorage. Smooth Animations: Powered by Motion and GSAP for responsive UI interactions, card creation, task buttons, and loading screens. Built With: Frontend: React, TailwindCSS, ReactFlow Persistence: Browser localStorage Hosting: Netlify
Hi!! By the way, if the project doesn’t work on your end, please just don’t rate it… Anyways, this is Prism! An infinite workspace tool designed to focus your thoughts in a digestible format. I’ve added a lot since the last ship, like accounts, a tutorial, and I’m working on a new dashboard and landing page. I would really appreciate it if you could give me constructive feedback, because it really helps me gauge which features are high-priority and which aren’t. The link is https://prism-beta-beige.vercel.app/ and please enjoy!...
|
1793087845.4521012
|
1793174245.4521012
|
|
38212
|
SillyOS by @FresitaOwl | Stardance
|
FresitaOwl
|
2
|
36.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T18:53:57Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Did a whole page based on things I liked trying to create something that even is overload with colors and sounds would make me happy when I was in it, for the second mission I added a fortune cookie, a duck hunt kinf of game and a memory game, but in general there’s 6 apps plus the greetings :]", "repo": "https://github.com/fresitaOwl/WebOS", "demo": "https://fresitaowl.github.io/WebOS/"}, {"ship_num": 2, "ts": "2026-08-20T08:11:51Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first webos yay! It’s a bit on my mind plastered here. The principal things this has and that i personally think that are the main things that follow the mission guide is the top bar, welcome app, notes app and draw app. I know I show a music app but I just couldn’t get it to work yet I’m trying but I don’t know why it doesn’t play yet, however the other things above help me check the list for what this mission ask the music thing i wont count it for the webos 2 mission since it’s already here but ill make it work there.", "repo": "https://github.com/fresitaOwl/WebOS", "demo": "https://fresitaowl.github.io/WebOS/"}]...
|
[{"post_id": 82728, "ts": "202 [{"post_id": 82728, "ts": "2026-10-25T18:00:59Z", "hours": 9.9536, "text": "Last apps Hi! It’s been a while since my last devlog but here I am. Finished my last two apps, one is a duck hunt but changing the duck to a deoxys and the dog to rayquaza and the other apps is a memory game with things that either made me laugh or that i liked (also added two owls that i drew myself). I had mostly a hard time with the deoxys hunt, the memory game i did it quite fast."}, {"post_id": 66362, "ts": "2026-09-12T04:53:53Z", "hours": 9.9083, "text": "HI! I’ve been working on planning the new apps I’ll add, I finally have the last three apps added to the web but I still have to finish them… but on the other side… I FINALLY FINISHED THE MUSIC PLAYER! After many tries I finally got to finish the music player with some songs I like, also added my first app for the second mission which is a fortune cookie so it can see your future… or maybe give you a curious fact? who knows."}, {"post_id": 50820, "ts": "2026-08-20T07:50:44Z", "hours": 1.2961, "text": "Hi! Sorry for this short devlog I corrected some visual things, and made sure almost everything perfect (I say almost only for the music thing, it’s the devil for me right now) but here’s the first time of my project. FINALLY!"}, {"post_id": 50798, "ts": "2026-08-20T06:09:21Z", "hours": 1.985, "text": "Tried adding a music player I tried adding a music player however i failed terribly I’m still trying to add it, for now i at least have the layout but the player doesn’t work yet."}, {"post_id": 45632, "ts": "2026-08-12T07:56:59Z", "hours": 2.6294, "text": "Draw Hi! This is mostly a small update, I added an app to draw! I love drawing and wanted to add something that i like to do so I wouldn’t go crazy doing this app so I added this! This app has a way to select absolutely any color you want to use, even if its an exact color that shows on the app you can pick it since there’s a “dropper drawing” thing, im not sure about its name but its the thing that takes the color from other object, you can also change the size off the brusj, clear the drawing board and fill it out with a single color. Miraculously I didn’t have much trouble with this, the thing I had more trouble was with the move thing since whenever i was drawwing i would also move it but solved it easily, anyway that’s all, bye!"}, {"post_id": 44471, "ts": "2026-08-10T07:44:56Z", "hours": 10.2828, "text": "SillyOS HI! This is my own web, it doesn’t have an specific subject just whatever my mind coukd think of and loved, i have a welcome screen with a playlist, a top bar that shows koro sensei the app name and the date + hour and finally a note app, the easiest thing for me was the top bar I struggled with the other two things but in the end I got to finish them! I had more trouble with the note app since I had errors when writing the notes since they wouldn’t save nor be able to delete, fixed it with taking off some parts of the code and bad written, another thing i had trouble with was the move thing. Anyway, to make it short for now i only have two apps and a top bar but im taking my time to understand the code to be able to do it myself later."}]...
|
Title: SillyOS by @FresitaOwl | Stardance
Devlogs Title: SillyOS by @FresitaOwl | Stardance
Devlogs:
SillyOS HI! This is my own web, it doesn’t have an specific subject just whatever my mind coukd think of and loved, i have a welcome screen with a playlist, a top bar that shows koro sensei the app name and the date + hour and finally a note app, the easiest thing for me was the top bar I struggled with the other two things but in the end I got to finish them! I had more trouble with the note app since I had errors when writing the notes since they wouldn’t save nor be able to delete, fixed it with taking off some parts of the code and bad written, another thing i had trouble with was the move thing. Anyway, to make it short for now i only have two apps and a top bar but im taking my time to understand the code to be able to do it myself later.
Draw Hi! This is mostly a small update, I added an app to draw! I love drawing and wanted to add something that i like to do so I wouldn’t go crazy doing this app so I added this! This app has a way to select absolutely any color you want to use, even if its an exact color that shows on the app you can pick it since there’s a “dropper drawing” thing, im not sure about its name but its the thing that takes the color from other object, you can also change the size off the brusj, clear the drawing board and fill it out with a single color. Miraculously I didn’t have much trouble with this, the thing I had more trouble was with the move thing since whenever i was drawwing i would also move it but solved it easily, anyway that’s all, bye!
Tried adding a music player I tried adding a music player however i failed terribly I’m still trying to add it, for now i at least have the layout but the player doesn’t work yet.
Hi! Sorry for this short devlog I corrected some visual things, and made sure almost everything perfect (I say almost only for the music thing, it’s the devil for me right now) but here’s the first time of my project. FINALLY!
HI! I’ve been working on planning the new apps I’ll add, I finally have the last three apps added to the web but I still have to finish them… but on the other side… I FINALLY FINISHED THE MUSIC PLAYER! After many tries I finally got to finish the music player with some songs I like, also added my first app for the second mission which is a fortune cookie so it can see your future… or maybe give you a curious fact? who knows.
Last apps Hi! It’s been a while since my last devlog but here I am. Finished my last two apps, one is a duck hunt but changing the duck to a deoxys and the dog to rayquaza and the other apps is a memory game with things that either made me laugh or that i liked (also added two owls that i drew myself). I had mostly a hard time with the deoxys hunt, the memory game i did it quite fast.
Ships:
This is my first webos yay! It’s a bit on my mind plastered here. The principal things this has and that i personally think that are the main things that follow the mission guide is the top bar, welcome app, notes app and draw app. I know I show a music app but I just couldn’t get it to work yet I’m trying but I don’t know why it doesn’t play yet, however the other things above help me check the list for what this mission ask the music thing i wont count it for the webos 2 mission since it’s already here but ill make it work there.
Did a whole page based on things I liked trying to create something that even is overload with colors and sounds would make me happy when I was in it, for the second mission I added a fortune cookie, a duck hunt kinf of game and a memory game, but in general there’s 6 apps plus the greetings :]...
|
1792983337.6879425
|
1793069737.6879425
|
|
38277
|
personal website v4 by @lilyy | Stardance
|
lilyy
|
2
|
22.0
|
252
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T08:36:00Z", "hours": 6.0, "multiplier": 7.57, "payout": 47, "blessing": "neutral", "text": "i made my website! it looks soo cute aaa,, in this ship i did the following: added captcha to messaging added ratelimiting to messaging put the cute custom cursors :3 commented the code a bit added dark mode", "repo": "https://github.com/itzmetanjim/itzmetanjim.github.io", "demo": "https://pages.tanjim.org/"}, {"ship_num": 2, "ts": "2026-08-04T16:57:22Z", "hours": 16.0, "multiplier": 12.47, "payout": 205, "blessing": "neutral", "text": "i made my website yay!", "repo": "https://github.com/itzmetanjim/itzmetanjim.github.io", "demo": "https://pages.tanjim.org/"}]...
|
[{"post_id": 60711, "ts": "202 [{"post_id": 60711, "ts": "2026-09-03T08:33:23Z", "hours": 0.6447, "text": "minor fixes and comments make the code easier to read! and also fix a slight bug in the captcha where it didnt reset when i sent a message so i needed to reload to send 2 messages commits since the last devlog 631e93b comment backend.py 01a280d comment notifier-macos.sh 5016741 comment lilyterm.sh ec83a24 make captcha reset on msg send"}, {"post_id": 60699, "ts": "2026-09-03T07:47:47Z", "hours": 0.8411, "text": "add captcha now bots can’t spam my messages commits since the last devlog 0c9c468 make it a little taller d6a262a fix transition colors da01c9a fix height of hrrect d2685a4 document captcha and make api key bypass ratelimit 9ebb297 add captcha"}, {"post_id": 60676, "ts": "2026-09-03T06:08:51Z", "hours": 0.6397, "text": "add ratelimits this prevents spamming messages, its a server side limit of 6 messages per 2 minutes. and you also can’t send an empty message anymore (both client-side and server-side restriction). commits since last devlog 5a74570 make it reject empty messages 207b3a6 add ratelimiting"}, {"post_id": 59607, "ts": "2026-09-01T14:55:52Z", "hours": 0.7311, "text": "add dark mode! you can click this button in the corner for dark mode now! yayayay commits since last devlog 3044340 uhh weird css specificity fix ee4291e finish dark mode! 3a2ea3d add dark mode colors"}, {"post_id": 59389, "ts": "2026-09-01T05:26:29Z", "hours": 0.7094, "text": "made the custom cursor logic better it used to sometimes show the text cursor when it was not supposed to and it did not show the hand cursor on the projects link buttons commits since last devlog 13c5a44 make custom cursors work better 29cd012 make readme use the jpg; jpg is faster than png b329790 new preview 2d56412 add backend shebang a985bc5 fix readme bb65dca fix custom cursor a bit 39561cb document licensing stuf"}, {"post_id": 52977, "ts": "2026-08-23T11:00:19Z", "hours": 2.2378, "text": "add a custom pink scrollbar and cursor!! they look so cuteeeee commits since last devlog ffea3e3 inline custom cursor SVGs 4549d01 add pink custom cursors!! 0bc7f83 add cute pink scrollbars :3 1d03792 Revert “comment notifier-macos.sh, sob its trash code” 3abd8da comment notifier-macos.sh, sob its trash code e9ab376 aa 756f09e seo 321727f WHO IS SPAMMING MY API"}, {"post_id": 41731, "ts": "2026-08-06T04:00:41Z", "hours": 0.4597, "text": "add a readme and fix it in india i added the README and then a friend from india told me that apparently the website doesnt work in india so i actually travelled all the way to the border and managed to connect to an indian cell tower and verified that it did not work then i fixed it, i proxied the messages API through nest and added pages.tanjim.org which doesnt go through VPS now its all good."}, {"post_id": 40681, "ts": "2026-08-04T11:28:12Z", "hours": 0.6206, "text": "completed the message feature by implementing email now its done! i used agentmail for this (“coolton” is what i named the agentmail inbox, i reused an inbox i used for an older project), it works now! now when someone sends a message, all of these happen: i recieve an email (immediately) i recieve a notification on my macbook with a sound(if its locked/sleeping then i recieve the notification when i come back and unlock), i recieve an alert on my terminal when i open it commits since the last devlog c536541 fix mobile responsiveness issue 16ecb20 make it email me when a message is sent"}, {"post_id": 40608, "ts": "2026-08-04T08:20:43Z", "hours": 0.7086, "text": "made the notifier now it will also notify me with a sound when any message comes! if my mac is locked/i am away then it will wait until it unlocks then notify me for my messages automatically, it will also show the priority. one limitation, it uses a flag on the server to store if it has already notified for a given message so it will not notify me twice, but because nothing is stored in the client (my macbook) it will cause problems if i make it notify on multiple devices. if i do that i have to either make the notified flag be an array for each client or i can make each client store its own flag but regardless it works now, all that’s left is email commits since the last devlog d16aca6 make the notifier script b4b7089 Make it only alert on interactive shells"}, {"post_id": 40536, "ts": "2026-08-04T05:04:30Z", "hours": 1.8658, "text": "made the terminal integration! it notifies me on my terminal when i have messages and implements a lily cli command that i can use to manage the messages. it supports these commands lily messages [filter] : [filter] is optional, it can be one of read unread notified unnotified or something like .id==5 or .id>=2 . shows the messages matching the filter. lily mark <type> <value> <start> [end] : <type> is read or notified , <value> is a boolean, it changes the read or notified value of a message. when [end] isn’t given it defaults to <start> . lily read <start> [end] : aliases to lily mark read true <start> [end] lily readall : marks everything as read lily delete <start> [end] deletes messages based on IDs. commits since the last devlog ed99296 add lilyterm.sh terminal integration edcb0f8 timestamp! a696a4a forwarding stuff 99cecd5 increase hrrect blur radius"}, {"post_id": 39268, "ts": "2026-08-02T04:10:28Z", "hours": 0.5681, "text": "integrated the website to the API! now it works! go to tanjim.org and send me a message! i still need to set up the notifier and terminal stuff and email etc etc but it now works and is deployed! commits since the last devlog i made these commits in the last 3 devlogs but i wasnt able to put it then because it hadn’t been pushed (if i pushed then the site would be in a nonfunctional intermediary state) ac5925b gitignore memory json 07657ec add the X-Forwarded-For header on the IP field 6872d5a integrate it 98b4cd8 cors stuff"}, {"post_id": 38896, "ts": "2026-08-01T14:02:46Z", "hours": 3.0544, "text": "made the rest API for this and a web UI for me to manage the messages this API will be called when someone sends a message. remaining: use js magic to integrate this into the website so message sending works the rest of the stuff, mail,terminal integration,and notifier"}, {"post_id": 38249, "ts": "2026-07-31T15:29:43Z", "hours": 2.2378, "text": "made the ui for the new message button i made a message button and added some smoooooooth transitions for it like the email button and made the ui stuff for it, next things left to do in this api: make a rest API for this that will be called and will store all the messages mail: use the gmail/agentmail/smth else api to email the msg to me terminal integration: something to source in my bashrc that alerts me when i open the terminal notif service: notifies me in my macbook when a message comes maybe a captcha?"}, {"post_id": 32918, "ts": "2026-07-22T11:48:33Z", "hours": 7.3533, "text": "Made the basic parts of the site i made the frontend part of the site, here is what i did first i made the template indext.html (see 2nd screenshot) , the template has blocks like this <!--!BEGIN AWARD--> <div class= \"award\" > <h3> [[result]] </h3> <p> [[event]] </p> <p class= \"faded\" > [[details]] </p> </div> <!--!END AWARD--> ... ... <!--!BEGIN PROJECT--> <div class= \"project\" > <h3> [[title]] </h3> <p> [[description]] </h3> <div class= \"links\" > <!--!BEGIN LINKS--> <a href= \"[[url]]\" target= \"_blank\" > [[label]] </a> <!--!END LINKS--> </div> </div> <!--!END PROJECT--> then i made a script run.py that takes in indext.html awards.json projects.json then repeats and substitutes the AWARD , PROJECT , LINKS blocks and removes the content of the TEMPLATE NOTICE block to generate index.html (its a custom handrolled script no frameworks) then i made a fastapi script serve.py to preview any template changes live, it hosts a webserver on port 8000 and generates index.html on the fly using run.py whenever i request it so i don’t have to type the command 1000 times. i added some logic to run.py that inlines all CSS, JS and fonts to reduce everything to one request, then minifies it into an optimized bundle, so it’s now larping vite/webpack i made a GH action that automatically deploys the GitHub Pages site by running run.py on GitHub servers FINALLY now its deployed yippee!!!!"}]...
|
Title: personal website v4 by @lilyy | Stardance
Title: personal website v4 by @lilyy | Stardance
Devlogs:
Made the basic parts of the site i made the frontend part of the site, here is what i did first i made the template indext.html (see 2nd screenshot) , the template has blocks like this <!--!BEGIN AWARD--> <div class= "award" > <h3> [[result]] </h3> <p> [[event]] </p> <p class= "faded" > [[details]] </p> </div> <!--!END AWARD--> ... ... <!--!BEGIN PROJECT--> <div class= "project" > <h3> [[title]] </h3> <p> [[description]] </h3> <div class= "links" > <!--!BEGIN LINKS--> <a href= "[[url]]" target= "_blank" > [[label]] </a> <!--!END LINKS--> </div> </div> <!--!END PROJECT--> then i made a script run.py that takes in indext.html awards.json projects.json then repeats and substitutes the AWARD , PROJECT , LINKS blocks and removes the content of the TEMPLATE NOTICE block to generate index.html (its a custom handrolled script no frameworks) then i made a fastapi script serve.py to preview any template changes live, it hosts a webserver on port 8000 and generates index.html on the fly using run.py whenever i request it so i don’t have to type the command 1000 times. i added some logic to run.py that inlines all CSS, JS and fonts to reduce everything to one request, then minifies it into an optimized bundle, so it’s now larping vite/webpack i made a GH action that automatically deploys the GitHub Pages site by running run.py on GitHub servers FINALLY now its deployed yippee!!!!
made the ui for the new message button i made a message button and added some smoooooooth transitions for it like the email button and made the ui stuff for it, next things left to do in this api: make a rest API for this that will be called and will store all the messages mail: use the gmail/agentmail/smth else api to email the msg to me terminal integration: something to source in my bashrc that alerts me when i open the terminal notif service: notifies me in my macbook when a message comes maybe a captcha?
made the rest API for this and a web UI for me to manage the messages this API will be called when someone sends a message. remaining: use js magic to integrate this into the website so message sending works the rest of the stuff, mail,terminal integration,and notifier
integrated the website to the API! now it works! go to tanjim.org and send me a message! i still need to set up the notifier and terminal stuff and email etc etc but it now works and is deployed! commits since the last devlog i made these commits in the last 3 devlogs but i wasnt able to put it then because it hadn’t been pushed (if i pushed then the site would be in a nonfunctional intermediary state) ac5925b gitignore memory json 07657ec add the X-Forwarded-For header on the IP field 6872d5a integrate it 98b4cd8 cors stuff
made the terminal integration! it notifies me on my terminal when i have messages and implements a lily cli command that i can use to manage the messages. it supports these commands lily messages [filter] : [filter] is optional, it can be one of read unread notified unnotified or something like .id==5 or .id>=2 . shows the messages matching the filter. lily mark <type> <value> <start> [end] : <type> is read or notified , <value> is a boolean, it changes the read or notified value of a message. when [end] isn’t given it defaults to <start> . lily read <start> [end] : aliases to lily mark read true <start> [end] lily readall : marks everything as read lily delete <start> [end] deletes messages based on IDs. commits since the last devlog ed99296 add lilyterm.sh terminal integration edcb0f8 timestamp! a696a4a forwarding stuff 99cecd5 increase hrrect blur radius
made the notifier now it will also notify me with a sound when any message comes! if my mac is locked/i am away then it will wait until it unlocks then notify me for my messages automatically, it will also show the priority. one limitation, it uses a flag on the server to store if it has already notified for a given message so it will not notify me twice, but because nothing is stored in the client (my macbook) it will cause problems if i make it notify on multiple devices. if i do that i have to either make the notified flag be an array for each client or i can make each client store its own flag but regardless it works now, all that’s left is email commits since the last devlog d16aca6 make the notifier script b4b7089 Make it only alert on interactive shells
completed the message feature by implementing email now its done! i used agentmail for this (“coolton” is what i named the agentmail inbox, i reused an inbox i used for an older project), it works now! now when someone sends a message, all of these happen: i recieve an email (immediately) i recieve a notification on my macbook with a sound(if its locked/sleeping then i recieve the notification when i come back and unlock), i recieve an alert on my terminal when i open it commits since the last devlog c536541 fix mobile responsiveness issue 16ecb20 make it email me when a message is sent
add a readme and fix it in india i added the README and then a friend from india told me that apparently the website doesnt work in india so i actually travelled all the way to the border and managed to connect to an indian cell tower and verified that it did not work then i fixed it, i proxied the messages API through nest and added pages.tanjim.org which doesnt go through VPS now its all good.
add a custom pink scrollbar and cursor!! they look so cuteeeee commits since last devlog ffea3e3 inline custom cursor SVGs 4549d01 add pink custom cursors!! 0bc7f83 add cute pink scrollbars :3 1d03792 Revert “comment notifier-macos.sh, sob its trash code” 3abd8da comment notifier-macos.sh, sob its trash code e9ab376 aa 756f09e seo 321727f WHO IS SPAMMING MY API
made the custom cursor logic better it used to sometimes show the text cursor when it was not supposed to and it did not show the hand cursor on the projects link buttons commits since last devlog 13c5a44 make custom cursors work better 29cd012 make readme use the jpg; jpg is faster than png b329790 new preview 2d56412 add backend shebang a985bc5 fix readme bb65dca fix custom cursor a bit 39561cb document licensing stuf
add dark mode! you can click this button in the corner for dark mode now! yayayay commits since last devlog 3044340 uhh weird css specificity fix ee4291e finish dark mode! 3a2ea3d add dark mode colors
add ratelimits this prevents spamming messages, its a server side limit of 6 messages per 2 minutes. and you also can’t send an empty message anymore (both client-side and server-side restriction). commits since last devlog 5a74570 make it reject empty messages 207b3a6 add ratelimiting
add captcha now bots can’t spam my messages commits since the last devlog 0c9c468 make it a little taller d6a262a fix transition colors da01c9a fix height of hrrect d2685a4 document captcha and make api key bypass ratelimit 9ebb297 add captcha
minor fixes and comments make the code easier to read! and also fix a slight bug in the captcha where it didnt reset when i sent a message so i needed to reload to send 2 messages commits since the last devlog 631e93b comment backend.py 01a280d comment notifier-macos.sh 5016741 comment lilyterm.sh ec83a24 make captcha reset on msg send
Ships:
i made my website yay!
i made my website! it looks soo cute aaa,, in this ship i did the following: added captcha to messaging added ratelimiting to messaging put the cute custom cursors :3 commented the code a bit added dark mode...
|
1792983197.5359354
|
1793069597.5359354
|
|
38477
|
Mentalist OS by @iamsrijitbanerjee | Stardance
|
iamsrijitbanerjee
|
2
|
8.0
|
92
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T20:37:43Z", "hours": 6.0, "multiplier": 16.42, "payout": 92, "blessing": "neutral", "text": "I present before you the MENTALIST OS. Hope you like and support this project, took a lot of resources and time. Most of the time when you open a browser it looks very modern and sleek with colors.. I wanted to create something that feels warm and personal. The Mentalist is one of my TV shows. So I designed this OS to look like a desk at the CBI detective station. Everything in this system is designed to look like case files and notes. Of regular windows I made everything look like manila folders and corkboards where you can pin up notes and pictures. This new version of Mentalist OS has a lot of changes to the core window widgets. It has things like taskbar docking and active resizing. You can also split the screen into two parts with a 50% edge snap. Making the Mentalist OS work, with web pages and run things like the interactive red string evidence board and audio tools at the same time was really hard.. I did it and now the it is a really cool and simple way to have a desktop experience. It feels like you are part of an investigation team. You can go into the terminal. Look around. The Mentalist OS is a way to feel like you are solving a mystery. Try to catch Red John.", "repo": "https://github.com/iamsrijitbanerjee/Mentalist-OS.git/", "demo": "https://mentalistos.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-27T08:55:55Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project started as a simple idea to build a browser-based operating system, but instead of going with the usual sleek dark-mode setup, I wanted to create something with real personality. I’m a huge fan of The Mentalist, so I decided to transform the desktop into a tactile, manila-folder-style detective station straight out of Sacramento CBI headquarters. Building a Web OS in pure Vanilla JavaScript comes with its own set of puzzles. Balancing smooth window dragging, dynamic z-index stacking, and state management without using heavy frameworks forced me to get creative with DOM handling and local storage. Adding customized widgets—like a tea focus timer, an interactive evidence board, auto-saving field notes, and a Web Audio synth for ambient soundscapes—kept the challenge super fun throughout development. Drag some case files around, steep a cup of tea in Patrick Jane’s lounge, or generate your own downloadable CBI ID badge. If you feel like exploring, try searching the 50+ character database or look for a few hidden easter eggs tucked away on the desktop.", "repo": "https://github.com/iamsrijitbanerjee/Mentalist-OS.git/", "demo": "https://mentalistos.netlify.app/"}]...
|
[{"post_id": 40367, "ts": "202 [{"post_id": 40367, "ts": "2026-08-03T20:34:31Z", "hours": 1.0825, "text": "To finish off on an interesting note, I focused on easter eggs, adding more details to the story and fixing the user interface problems. I made the main database bigger to include over 80 characters from all the seasons of The Mentalist. I also improved the Evidence Pinboard to show eight suspects, including the list of people who could be Red John. The technical problem I had during this time was getting the HTML5 Canvas layers to work right for the red strings. At first the canvas was getting in the way. People could not click on the red pins underneath it. To fix this I had to set up the z-index stacking right and use a special code on the canvas layer to ignore the mouse clicks while also making sure the pins themselves would work with mouse clicks. I also fixed the problem of pictures being cut off on the roster by using some properties in the CSS code. To finish everything up I added a drive, for the Blake Association that people can access from the Terminal and I made the digital FBI Badge generator work perfectly so it can make real pictures."}, {"post_id": 40181, "ts": "2026-08-03T16:12:50Z", "hours": 1.02, "text": "Guys, hope you go through the video walkthrough. The audio player now has four tracks (Choices: Sacramento Rain, Late Night Office Hum, Lo-Fi Vinyl Crackle, and Teletype).I also updated the FBI/CBI Badge Creator, it uses HTML5 Canvas. People can type in their name and field of work, then they can get a special consultant badge. The old Evidence Pinboard was not very exciting. Now, the user can drag strings between the red pins on the suspect cards. This makes it look like the suspects are all connected and people can see how they are related to each other. The CBI ID credential and the Evidence Pinboard are great tools that make the experience feel more real."}, {"post_id": 40109, "ts": "2026-08-03T14:32:50Z", "hours": 1.2231, "text": "The search bar on website is really good now. It can find over 80 people like characters, suspects and agents from The Mentalist. You can use it like you use the search on your computer. If you want to find someone like Virgil Minelli or Lorelei Martins you can just type their name. It will show you what they are doing and what group they are part of, with clearance level. I also made the Devlog tool better. Now you can write a lot of information about what you’re working on. You can use the editor to write many paragraphs about your investigation or what you are developing."}, {"post_id": 39995, "ts": "2026-08-03T10:51:11Z", "hours": 2.3, "text": "The core was rewritten to support window management. This means users can now manage their windows in a way. I added a taskbar at the bottom of the screen. This taskbar is like a dock where users can minimize their windows into icons that glow. When they want to use the window they can restore it and it will go back to how it was before. I also made a system that lets users change the size of their windows. They can do this by dragging the edges of the window. There are handles on the right, bottom and bottom right of the window that they can grab onto to make the window bigger or smaller. If they drag a window to the right side of the screen it will automatically move to fill half of the screen. This makes it easy for users to have two windows at the same time one on each side of the screen, with each window taking up exactly half of the space. The core and the window management system are designed to work seamlessly with the core supporting the professional window management features."}, {"post_id": 35682, "ts": "2026-07-27T08:52:09Z", "hours": 0.3194, "text": "The final phase was dedicated to deep show immersion, worldbuilding, and UI polish. I integrated a search bar into the top system bar that lets users look up characters, suspects, and team members from The Mentalist. I also built a CBI Consultant ID Generator that uses HTML5 Canvas to let users create and download their own custom digital badge. To ensure the UI looked polished, I tuned the CSS framing to prevent head cropping on character photos. Finally, to wrap it up, I hid a subtle Red John smiley face on the desktop—clicking it triggers eerie synthesized horror audio, falling blood animations, and flips the entire OS into a high-contrast dark mystery mode. With all submission requirements checked, Mentalist OS 1 is officially complete and ready for testing!"}, {"post_id": 35662, "ts": "2026-07-27T08:03:02Z", "hours": 0.3425, "text": "With the basic window manager up and running, Phase 2 was all about bringing functional detective utilities to the desktop. I created Patrick’s Tea Lounge, a built-in focus timer widget with steep presets (Earl Grey, Green Tea, Chamomile) and Web Audio API chimes to fulfill the unlisted extra feature requirement. Next, I designed the Evidence Pinboard app using corkboard textures, polaroid cards, and status tags. To make the system feel truly functional, I built the Encrypted Field Notes application. I wired it directly up to local storage so draft notes automatically save and persist even if you refresh the browser, and added a timestamped archive system so notes can be saved and reloaded later."}, {"post_id": 33739, "ts": "2026-07-23T21:53:26Z", "hours": 1.1883, "text": "Devlog 1: Laying the Foundation & The Manila VisionWhen I started working on Web OS 1 for the Stardance project, I knew right away that I didn’t want to build just another generic dark-mode desktop. I’m a huge fan of The Mentalist, so I decided to base the entire aesthetic on a warm, tactile CBI detective station. For the first phase, my main focus was setting up the baseline window architecture. I built a custom drag-and-drop window engine from scratch using vanilla JavaScript mouse events (mousedown, mousemove, and mouseup). The trickiest part was getting the dynamic $z$-index focal stacking to work smoothly so that whichever window you click automatically pops to the front. Once the core mechanics were solid, I applied the Manila folder styling, tab stamps, clean window bars, and basic close controls."}]...
|
Title: Mentalist OS by @iamsrijitbanerjee | Starda Title: Mentalist OS by @iamsrijitbanerjee | Stardance
Devlogs:
Devlog 1: Laying the Foundation & The Manila VisionWhen I started working on Web OS 1 for the Stardance project, I knew right away that I didn’t want to build just another generic dark-mode desktop. I’m a huge fan of The Mentalist, so I decided to base the entire aesthetic on a warm, tactile CBI detective station. For the first phase, my main focus was setting up the baseline window architecture. I built a custom drag-and-drop window engine from scratch using vanilla JavaScript mouse events (mousedown, mousemove, and mouseup). The trickiest part was getting the dynamic $z$-index focal stacking to work smoothly so that whichever window you click automatically pops to the front. Once the core mechanics were solid, I applied the Manila folder styling, tab stamps, clean window bars, and basic close controls.
With the basic window manager up and running, Phase 2 was all about bringing functional detective utilities to the desktop. I created Patrick’s Tea Lounge, a built-in focus timer widget with steep presets (Earl Grey, Green Tea, Chamomile) and Web Audio API chimes to fulfill the unlisted extra feature requirement. Next, I designed the Evidence Pinboard app using corkboard textures, polaroid cards, and status tags. To make the system feel truly functional, I built the Encrypted Field Notes application. I wired it directly up to local storage so draft notes automatically save and persist even if you refresh the browser, and added a timestamped archive system so notes can be saved and reloaded later.
The final phase was dedicated to deep show immersion, worldbuilding, and UI polish. I integrated a search bar into the top system bar that lets users look up characters, suspects, and team members from The Mentalist. I also built a CBI Consultant ID Generator that uses HTML5 Canvas to let users create and download their own custom digital badge. To ensure the UI looked polished, I tuned the CSS framing to prevent head cropping on character photos. Finally, to wrap it up, I hid a subtle Red John smiley face on the desktop—clicking it triggers eerie synthesized horror audio, falling blood animations, and flips the entire OS into a high-contrast dark mystery mode. With all submission requirements checked, Mentalist OS 1 is officially complete and ready for testing!
The core was rewritten to support window management. This means users can now manage their windows in a way. I added a taskbar at the bottom of the screen. This taskbar is like a dock where users can minimize their windows into icons that glow. When they want to use the window they can restore it and it will go back to how it was before. I also made a system that lets users change the size of their windows. They can do this by dragging the edges of the window. There are handles on the right, bottom and bottom right of the window that they can grab onto to make the window bigger or smaller. If they drag a window to the right side of the screen it will automatically move to fill half of the screen. This makes it easy for users to have two windows at the same time one on each side of the screen, with each window taking up exactly half of the space. The core and the window management system are designed to work seamlessly with the core supporting the professional window management features.
The search bar on website is really good now. It can find over 80 people like characters, suspects and agents from The Mentalist. You can use it like you use the search on your computer. If you want to find someone like Virgil Minelli or Lorelei Martins you can just type their name. It will show you what they are doing and what group they are part of, with clearance level. I also made the Devlog tool better. Now you can write a lot of information about what you’re working on. You can use the editor to write many paragraphs about your investigation or what you are developing.
Guys, hope you go through the video walkthrough. The audio player now has four tracks (Choices: Sacramento Rain, Late Night Office Hum, Lo-Fi Vinyl Crackle, and Teletype).I also updated the FBI/CBI Badge Creator, it uses HTML5 Canvas. People can type in their name and field of work, then they can get a special consultant badge. The old Evidence Pinboard was not very exciting. Now, the user can drag strings between the red pins on the suspect cards. This makes it look like the suspects are all connected and people can see how they are related to each other. The CBI ID credential and the Evidence Pinboard are great tools that make the experience feel more real.
To finish off on an interesting note, I focused on easter eggs, adding more details to the story and fixing the user interface problems. I made the main database bigger to include over 80 characters from all the seasons of The Mentalist. I also improved the Evidence Pinboard to show eight suspects, including the list of people who could be Red John. The technical problem I had during this time was getting the HTML5 Canvas layers to work right for the red strings. At first the canvas was getting in the way. People could not click on the red pins underneath it. To fix this I had to set up the z-index stacking right and use a special code on the canvas layer to ignore the mouse clicks while also making sure the pins themselves would work with mouse clicks. I also fixed the problem of pictures being cut off on the roster by using some properties in the CSS code. To finish everything up I added a drive, for the Blake Association that people can access from the Terminal and I made the digital FBI Badge generator work perfectly so it can make real pictures.
Ships:
This project started as a simple idea to build a browser-based operating system, but instead of going with the usual sleek dark-mode setup, I wanted to create something with real personality. I’m a huge fan of The Mentalist, so I decided to transform the desktop into a tactile, manila-folder-style detective station straight out of Sacramento CBI headquarters. Building a Web OS in pure Vanilla JavaScript comes with its own set of puzzles. Balancing smooth window dragging, dynamic z-index stacking, and state management without using heavy frameworks forced me to get creative with DOM handling and local storage. Adding customized widgets—like a tea focus timer, an interactive evidence board, auto-saving field notes, and a Web Audio synth for ambient soundscapes—kept the challenge super fun throughout development. Drag some case files around, steep a cup of tea in Patrick Jane’s lounge, or generate your own downloadable CBI ID badge. If you feel like exploring, try searching the 50+ character database or look for a few hidden easter eggs tucked away on the desktop.
I present before you the MENTALIST OS. Hope you like and support this project, took a lot of resources and time. Most of the time when you open a browser it looks very modern and sleek with colors.. I wanted to create something that feels warm and personal. The Mentalist is one of my TV shows. So I designed this OS to look like a desk at the CBI detective station. Everything in this system is designed to look like case files and notes. Of regular windows I made everything look like manila folders and corkboards where you can pin up notes and pictures. This new version of Mentalist OS has a lot of changes to the core window widgets. It has things like taskbar docking and active resizing. You can also split the screen into two parts with a 50% edge snap. Making the Mentalist OS work, with web pages and run things like the interactive red string evidence board and audio tools at the same time was really hard.. I did it and now the it is a really cool and simple way to have a desktop experience. It feels like you are part of an investigation team. You can go into the terminal. Look around. The Mentalist OS is a way to feel like you are solving a mystery. Try to catch Red John....
|
1792983083.7094996
|
1793069483.7094996
|
|
38482
|
SlackTCG Bot by @rachat | Stardance
|
rachat
|
2
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T21:37:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SlackTCG bot 2.0 is out now! I originally made a fantasy trading card game built with a Slack bot, but after my robotics team tested and played it, I made major changes based on their feedback. Each card is not a fantasy character anymore, but a member of the slack channel! You can go around to different slack channels and collect different members, so it can also be used as a way of seeing peoples profiles and potentially meeting someone interesting. There are also events now that can occur hourly along with merging, viewing odds, and auctions. Each card now has its own rarity and can appear with special modifiers like Gold, Shiny, or Rainbow. You can open daily packs, collect over 200 cards, view your inventory, trade with other players, and even have a small chance of opening a God Pack. I also reworked the commands, balancing, card system, and overall experience to make the game easier to understand. This project taught me a lot about building a larger Node.js application, storing user data, working with the Slack API, and improving it based on real feedback.", "repo": "https://github.com/jrrachat/SlackTCG", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BKTT4D40J?skip_today=1"}, {"ship_num": 2, "ts": "2026-07-25T21:36:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot called SlackTCG. This bot runs a card game inside of Slack. There are five commands: /slacktcg-ping, /slacktcg-pack, /slacktcg-help, /slacktcg-inventory, and /slacktcg-trade. Users can open 1 pack a day with the /slacktcg-pack command. There are 28 cards, and five rarities: common, rare, epic, legendary, and mythical. These are the card rarities: Common 60%, Rare 25%, Epic 10%, Legendary 4%, Mythical 1%. Cards can also have modifiers that make them even rarer! Here are the modifier rarities: Normal 96%, Gold 3%, Shiny 0.9%, Rainbow 0.1%. This means that a rainbow mythical is almost 1/100,000 and you’re only expected to get one every 20,000 packs! Using the inventory and trade commands, you can trade with others and manage your collection, allowing progression to make the trading card game more fun. The hardest part of this project was making it look aesthetically pleasing by only using slack text. I learned a lot about how to use virtual private servers to host it, using JSON to manage cards and users, and it enhanced my knowledge of Javascript to better prepare me for the robotics season. Overall, this was a really fun project and I hope to make more slack bots in the future.", "repo": "https://github.com/jrrachat/SlackTCG", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BKTT4D40J?skip_today=1"}]...
|
[{"post_id": 39151, "ts": "202 [{"post_id": 39151, "ts": "2026-08-01T21:29:31Z", "hours": 4.2844, "text": "Devlog #5 Many, many, MANY features have been added. I spent a while talking with my robotics teammates about this and the different cards are now members of that Slack channel, so you can ‘collect’ your friends and it’s pretty funny. There are now 10 commands too! You can auction cards, trade with anyone, view others inventories, and even merge cards, see leaderboards, see the odds, and see who has the rarest version of you. There are also events that have a chance to occur hourly that increase odds, and I went through many debugging sessions fixing everything. I’m pretty happy with where it stands now."}, {"post_id": 34841, "ts": "2026-07-25T21:24:20Z", "hours": 0.5131, "text": "I set up trading and added a 24 hour timer between packs (except admins like me lol). You trade with others by using the command /slacktcg-trade @ . If the card has a modifier, the name would look like ‘ghoul-shiny.’ I have finished everything I need to and the TCG is set up, so I’m going to ship very soon!"}, {"post_id": 34813, "ts": "2026-07-25T20:25:23Z", "hours": 0.5417, "text": "Devlog #2 I spent some time adding a way to view you inventory. Right now user info and cards are stored in a JSON file, and I think I’ll stick with it as it’ll be managable for a few hundred users and SQL is overkill. I have a half-built trading system set up that I’m trying to polish and make more intuitive. I also made a logo in Canva for SlackTCG and made a slogan too: ‘The TCG That Lives in Slack.’ The next devlog will focus on finishing the trading system. I will then add a 24 hour timer between opening packs and test it with others. I would also like to add some more cards."}, {"post_id": 34303, "ts": "2026-07-24T21:50:30Z", "hours": 0.6897, "text": "Devlog #1! I set up the basic of a Slack bot and got all the boiler plate set up. I spent a while coming up with all the different cards and made a JSON file with them, then wrote a command to open a pack. There are 5 different rarities of cards: common, rare, epic, legendary, and mythical. Each one gets progressively rarer and you get 5 cards in each pack. The cards can also have rare modifiers. Right now nothing is stored in an inventory, but you can open packs and see what you get. I tried my best to make it look appealing to the eye as well."}]...
|
Title: SlackTCG Bot by @rachat | Stardance
Devlog Title: SlackTCG Bot by @rachat | Stardance
Devlogs:
Devlog #1! I set up the basic of a Slack bot and got all the boiler plate set up. I spent a while coming up with all the different cards and made a JSON file with them, then wrote a command to open a pack. There are 5 different rarities of cards: common, rare, epic, legendary, and mythical. Each one gets progressively rarer and you get 5 cards in each pack. The cards can also have rare modifiers. Right now nothing is stored in an inventory, but you can open packs and see what you get. I tried my best to make it look appealing to the eye as well.
Devlog #2 I spent some time adding a way to view you inventory. Right now user info and cards are stored in a JSON file, and I think I’ll stick with it as it’ll be managable for a few hundred users and SQL is overkill. I have a half-built trading system set up that I’m trying to polish and make more intuitive. I also made a logo in Canva for SlackTCG and made a slogan too: ‘The TCG That Lives in Slack.’ The next devlog will focus on finishing the trading system. I will then add a 24 hour timer between opening packs and test it with others. I would also like to add some more cards.
I set up trading and added a 24 hour timer between packs (except admins like me lol). You trade with others by using the command /slacktcg-trade @ . If the card has a modifier, the name would look like ‘ghoul-shiny.’ I have finished everything I need to and the TCG is set up, so I’m going to ship very soon!
Devlog #5 Many, many, MANY features have been added. I spent a while talking with my robotics teammates about this and the different cards are now members of that Slack channel, so you can ‘collect’ your friends and it’s pretty funny. There are now 10 commands too! You can auction cards, trade with anyone, view others inventories, and even merge cards, see leaderboards, see the odds, and see who has the rarest version of you. There are also events that have a chance to occur hourly that increase odds, and I went through many debugging sessions fixing everything. I’m pretty happy with where it stands now.
Ships:
I made a Slack bot called SlackTCG. This bot runs a card game inside of Slack. There are five commands: /slacktcg-ping, /slacktcg-pack, /slacktcg-help, /slacktcg-inventory, and /slacktcg-trade. Users can open 1 pack a day with the /slacktcg-pack command. There are 28 cards, and five rarities: common, rare, epic, legendary, and mythical. These are the card rarities: Common 60%, Rare 25%, Epic 10%, Legendary 4%, Mythical 1%. Cards can also have modifiers that make them even rarer! Here are the modifier rarities: Normal 96%, Gold 3%, Shiny 0.9%, Rainbow 0.1%. This means that a rainbow mythical is almost 1/100,000 and you’re only expected to get one every 20,000 packs! Using the inventory and trade commands, you can trade with others and manage your collection, allowing progression to make the trading card game more fun. The hardest part of this project was making it look aesthetically pleasing by only using slack text. I learned a lot about how to use virtual private servers to host it, using JSON to manage cards and users, and it enhanced my knowledge of Javascript to better prepare me for the robotics season. Overall, this was a really fun project and I hope to make more slack bots in the future.
SlackTCG bot 2.0 is out now! I originally made a fantasy trading card game built with a Slack bot, but after my robotics team tested and played it, I made major changes based on their feedback. Each card is not a fantasy character anymore, but a member of the slack channel! You can go around to different slack channels and collect different members, so it can also be used as a way of seeing peoples profiles and potentially meeting someone interesting. There are also events now that can occur hourly along with merging, viewing odds, and auctions. Each card now has its own rarity and can appear with special modifiers like Gold, Shiny, or Rainbow. You can open daily packs, collect over 200 cards, view your inventory, trade with other players, and even have a small chance of opening a God Pack. I also reworked the commands, balancing, card system, and overall experience to make the game easier to understand. This project taught me a lot about building a larger Node.js application, storing user data, working with the Slack API, and improving it based on real feedback....
|
1793087383.6058512
|
1793173783.6058512
|
|
38581
|
My own site! by @Blxm | Stardance
|
Blxm
|
2
|
4.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T10:33:30Z", "hours": 1.0, "multiplier": 1.35, "payout": 1, "blessing": "neutral", "text": "I made my website. It’s a nice little one-page website, really. It has a nice colour palette, decent JavaScript, and cool things in general. Since this is my second ship on this site, I’ve added a few things. First of all, I’ve added a new section to my website, a plan of what my future should be. Second of all, I changed image animation to be inside of a function in case I add images later. And that’s it actually!", "repo": "https://github.com/BlxCode/otherWebsiteLol", "demo": "https://blxcode.github.io/otherWebsiteLol/"}, {"ship_num": 2, "ts": "2026-07-23T23:34:20Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My Website! This is my website. It uses PURE HTML, CSS, and JavaScript. No libraries (except for Font Awesome for some lovely icons) and most importantly, no Bootstrap. Something I’m very proud of is the buttons. The buttons have a cool box-shadow, and when pressed, the button element moves down to where the box-shadow is, and the box-shadow disappears. I love this so much because I’ve always wanted to make one of these, and when I was younger, I was really amazed at cool CSS, especially this kind of box-shadow effect. Something I’m not quite as proud of is the tech stack image rotating based on your mouse’s position while it hovers over the image. I’m not proud of it because I used AI to calculate the rotation. However, I did create the mouse unhover animation where it goes back into its original position and the box-shadow effect on it. And if anyone wants to know how to make those cool effects, you can freely view my repo.", "repo": "https://github.com/BlxCode/otherWebsiteLol", "demo": "https://blxcode.github.io/otherWebsiteLol/"}]...
|
[{"post_id": 43205, "ts": "202 [{"post_id": 43205, "ts": "2026-08-08T10:29:38Z", "hours": 0.6125, "text": "Plans I’ve added a section on my website speaking of what I would do in the near future."}, {"post_id": 33776, "ts": "2026-07-23T23:16:28Z", "hours": 0.8211, "text": "Current Projects Update In this update, I added a new section, which is current projects. I currently have 2 projects. One is FlatCraft, the other is Totally Secure Airport. I also changed the font to Quicksand, as it looked better on my website."}, {"post_id": 33409, "ts": "2026-07-23T10:15:39Z", "hours": 0.6503, "text": "Tech Stack Update I added my tech stack in the form of an image, and made the image move (on hover) based on your mouse’s position. I also made the buttons rounded"}, {"post_id": 33393, "ts": "2026-07-23T09:33:31Z", "hours": 1.0842, "text": "Creation! As you can hopefully see, I created my website! I’m going for this modernish look, and I chose a font! a font that sadly, can’t be unboldened. I also created a cool animated button!"}]...
|
Title: My own site! by @Blxm | Stardance
Devlogs: Title: My own site! by @Blxm | Stardance
Devlogs:
Creation! As you can hopefully see, I created my website! I’m going for this modernish look, and I chose a font! a font that sadly, can’t be unboldened. I also created a cool animated button!
Tech Stack Update I added my tech stack in the form of an image, and made the image move (on hover) based on your mouse’s position. I also made the buttons rounded
Current Projects Update In this update, I added a new section, which is current projects. I currently have 2 projects. One is FlatCraft, the other is Totally Secure Airport. I also changed the font to Quicksand, as it looked better on my website.
Plans I’ve added a section on my website speaking of what I would do in the near future.
Ships:
My Website! This is my website. It uses PURE HTML, CSS, and JavaScript. No libraries (except for Font Awesome for some lovely icons) and most importantly, no Bootstrap. Something I’m very proud of is the buttons. The buttons have a cool box-shadow, and when pressed, the button element moves down to where the box-shadow is, and the box-shadow disappears. I love this so much because I’ve always wanted to make one of these, and when I was younger, I was really amazed at cool CSS, especially this kind of box-shadow effect. Something I’m not quite as proud of is the tech stack image rotating based on your mouse’s position while it hovers over the image. I’m not proud of it because I used AI to calculate the rotation. However, I did create the mouse unhover animation where it goes back into its original position and the box-shadow effect on it. And if anyone wants to know how to make those cool effects, you can freely view my repo.
I made my website. It’s a nice little one-page website, really. It has a nice colour palette, decent JavaScript, and cool things in general. Since this is my second ship on this site, I’ve added a few things. First of all, I’ve added a new section to my website, a plan of what my future should be. Second of all, I changed image animation to be inside of a function in case I add images later. And that’s it actually!...
|
1793102002.4319732
|
1793188402.4319732
|
|
38620
|
My portfolio by @kevinamir | Stardance
|
kevinamir
|
2
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T15:38:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my personal website it tell you some things about me (: and i faced some challenges with the HTML but i figured it out", "repo": "https://github.com/kevinamirr1/My-personal-website", "demo": "https://kevinamirr1.github.io/My-personal-website/"}, {"ship_num": 2, "ts": "2026-07-25T21:04:30Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so basically that is an age calculator, you just type it your birth year and it calculates your age, it’s just something simple to start with since it’s my first project , and I hope you like it (:", "repo": "https://github.com/kevinamirr1/My-personal-website", "demo": "https://kevinamirr1.github.io/My-personal-website/"}]...
|
[{"post_id": 37073, "ts": "202 [{"post_id": 37073, "ts": "2026-07-29T15:37:11Z", "hours": 0.5422, "text": "my personal site"}, {"post_id": 34809, "ts": "2026-07-25T20:15:21Z", "hours": 0.7194, "text": "idk"}]...
|
Title: My portfolio by @kevinamir | Stardance
Dev Title: My portfolio by @kevinamir | Stardance
Devlogs:
idk
my personal site
Ships:
so basically that is an age calculator, you just type it your birth year and it calculates your age, it’s just something simple to start with since it’s my first project , and I hope you like it (:
this is my personal website it tell you some things about me (: and i faced some challenges with the HTML but i figured it out...
|
1793083920.3843744
|
1793170320.3843744
|
|
38636
|
ISStrack by @akisarke | Stardance
|
akisarke
|
2
|
10.15
|
90
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T14:17:03Z", "hours": 4.0, "multiplier": 14.56, "payout": 63, "blessing": "neutral", "text": "ISS tracker updates! The space station is still available on a 3D globe but more effects (day/night effects, clouds, atmosphere, moon, and starfield) along with the 2D map with camera modes and day/night switch. I added: a loading screen, live orbital telemetry, ISS crew members, docked spacecraft, space weather by NOAA, caching and auto-reconnect for surviving bad connections and a completely new UI from the last ship. Vanilla JS, no frameworks, no backend. Try it out: https://iss.akisarke.xyz or hit the “Try project” button below. Also received a lot of feedback which I am grateful for. Some of them are implemented in the tracker itself. Feel free to give any other feedback. See ya later! 👋", "repo": "https://github.com/akisarke/isstrack", "demo": "https://iss.akisarke.xyz"}, {"ship_num": 2, "ts": "2026-07-27T20:50:19Z", "hours": 5.0, "multiplier": 6.25, "payout": 27, "blessing": "neutral", "text": "I made a live ISS tracker web app. It’s using HTML, CSS and JavaScript. The UI is kind of space themed. It is using APIs to get the coordinates and other cool stuff. The ISS can be on a 2D map or (if you like it) a 3D map. Check it out at https://iss.akisarke.xyz or click the “Try project” button below. Bye for now! 👋", "repo": "https://github.com/akisarke/isstrack", "demo": "https://iss.akisarke.xyz"}]...
|
[{"post_id": 45626, "ts": "202 [{"post_id": 45626, "ts": "2026-08-12T07:30:00Z", "hours": 1.1508, "text": "Devlog 5 Hey guys! After ship 2 I can see that you really like the project. In this devlog I fixed the path of the ISS and thats pretty much it. I don’t know what to add at this point, im running out of ideas tbh. Probably won’t be to active since im going on vacation soon. Bye for now 👋!"}, {"post_id": 41324, "ts": "2026-08-05T13:56:08Z", "hours": 1.7125, "text": "Devlog 4 Hi guys after I shipped the project you gave me some feedback such as adding an estimated path for the ISS and adding the NASA page and the ISS wikipedia, the estimated path might be buggy but I can’t fix it rn. Thank you for giving me such positive feedback and reviews!"}, {"post_id": 37638, "ts": "2026-07-30T14:55:39Z", "hours": 1.4258, "text": "Devlog 3 Added a loading screen and some more information about the ISS"}, {"post_id": 37020, "ts": "2026-07-29T14:20:57Z", "hours": 1.2008, "text": "Devlog 2 🛰️Nothing much added, i just changed up the ui colors and the overall ui to make it more NASA themed (i used the NASA color pallete). Overall i think it’s a nice project of mine."}, {"post_id": 36014, "ts": "2026-07-27T20:41:01Z", "hours": 4.8406, "text": "Devlog 1 🚀 ISStrack is a lightweight web application that tracks the International Space Station in real time on an interactive world map and 3D globe using live ISS location data. Built with HTML , CSS , and JavaScript , it features a responsive, space-themed interface with continuously updated coordinates and tracking information.JishAtlas Devlog More at my site or at the repo Waited a long time to make a devlog since i thought nest was down, ends up I think I screwed up the ssh connection and then got angry and hosted it at github pages Also in future i will add a night/day mode and some other features if you suggest some. Let me know! Bye! 👋"}]...
|
Title: ISStrack by @akisarke | Stardance
Devlogs: Title: ISStrack by @akisarke | Stardance
Devlogs:
Devlog 1 🚀 ISStrack is a lightweight web application that tracks the International Space Station in real time on an interactive world map and 3D globe using live ISS location data. Built with HTML , CSS , and JavaScript , it features a responsive, space-themed interface with continuously updated coordinates and tracking information.JishAtlas Devlog More at my site or at the repo Waited a long time to make a devlog since i thought nest was down, ends up I think I screwed up the ssh connection and then got angry and hosted it at github pages Also in future i will add a night/day mode and some other features if you suggest some. Let me know! Bye! 👋
Devlog 2 🛰️Nothing much added, i just changed up the ui colors and the overall ui to make it more NASA themed (i used the NASA color pallete). Overall i think it’s a nice project of mine.
Devlog 3 Added a loading screen and some more information about the ISS
Devlog 4 Hi guys after I shipped the project you gave me some feedback such as adding an estimated path for the ISS and adding the NASA page and the ISS wikipedia, the estimated path might be buggy but I can’t fix it rn. Thank you for giving me such positive feedback and reviews!
Devlog 5 Hey guys! After ship 2 I can see that you really like the project. In this devlog I fixed the path of the ISS and thats pretty much it. I don’t know what to add at this point, im running out of ideas tbh. Probably won’t be to active since im going on vacation soon. Bye for now 👋!
Ships:
I made a live ISS tracker web app. It’s using HTML, CSS and JavaScript. The UI is kind of space themed. It is using APIs to get the coordinates and other cool stuff. The ISS can be on a 2D map or (if you like it) a 3D map. Check it out at https://iss.akisarke.xyz or click the “Try project” button below. Bye for now! 👋
ISS tracker updates! The space station is still available on a 3D globe but more effects (day/night effects, clouds, atmosphere, moon, and starfield) along with the 2D map with camera modes and day/night switch. I added: a loading screen, live orbital telemetry, ISS crew members, docked spacecraft, space weather by NOAA, caching and auto-reconnect for surviving bad connections and a completely new UI from the last ship. Vanilla JS, no frameworks, no backend. Try it out: https://iss.akisarke.xyz or hit the “Try project” button below. Also received a lot of feedback which I am grateful for. Some of them are implemented in the tracker itself. Feel free to give any other feedback. See ya later! 👋...
|
1793001032.9671135
|
1793087432.9671135
|
|
38723
|
Minimalisticastrobot by @Phonemi | Stardance
|
Phonemi
|
2
|
33.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T13:34:45Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Minimalisticastrobot [+_+] so this is my slack bot it is a nerdy bot that gives you a lot of information you can look it up using /minimalastro-help or look in the Readme but here are all the comands for you lazy people /minimalastro-ping - Check bot latency /minimalastro-help - Show this list /minimalastro-fact - Random physics or astronomy fact /minimalastro-apod [date] - NASA Astronomy Picture of the Day (optional YYYY-MM-DD) /minimalastro-pi [digits] - Pi to N decimal places (max 1000) /minimalastro-planet [name] - Stats and image for a planet /minimalastro-element [symbol] - Periodic table info with a Bohr diagram /minimalastro-iss - Where the ISS is right now /minimalastro-people - Who is currently in space /minimalastro-place [location] - Weather, time, map and facts for any place /minimalastro-moon - Current moon phase and illumination /minimalastro-neo - Near-Earth asteroids passing today /minimalastro-convert [value] [unit] - Convert astronomical distances (km, au, ly, pc, ld, ls) /minimalastro-launches - Upcoming rocket launches /minimalastro-spacex - Upcoming SpaceX launches /minimalastro-rovers [name] - Rovers currently off Earth, plus live Mars photos /minimalastro-arti [question] - Ask Arti (Gemini), the nerdy science AI /minimalastro-astra [question] - Ask ASTRA, the backup science AI /minimalastro-ai [question] - Ask the AI (uses Arti, falls back to ASTRA) info often it needs a bit time and you will get a notification from the slack bot htat it didnt work most times thats wrong it just needs some time and the /minimalastro-arti is not working very often because gemini has issues its not my error they sent me a 503 error", "repo": "https://github.com/Phonokles/astroslackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BRV31L5DH"}, {"ship_num": 2, "ts": "2026-07-24T15:51:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MinimalisticAstroBot[+_+] i made a astro bot that gives ou mostl facts about the univers and physics it works 24/7 all commands: /minimalastro-ping - Check bot latency /minimalastro-fact - Random physics or astronomy fact /minimalastro-apod - NASA Astronomy Picture of the Day /minimalastro-pi [digits] - Pi to N decimal places (max 1000) /minimalastro-planet [name] - Stats for a planet /minimalastro-element [symbol] - Periodic table info /minimalastro-help - ouputs all comands hope you like it", "repo": "https://github.com/Phonokles/astroslackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BRV31L5DH"}]...
|
[{"post_id": 48758, "ts": "202 [{"post_id": 48758, "ts": "2026-08-17T09:08:40Z", "hours": 6.5908, "text": "3 new ai commands [+_+] so now you can ask ai through my slack bot and for that there are 3 commands /minimalastro-arti so you can chat with my gemini but it doas not always work because of 503 errors also limited request for 2 a day per user /minimalastro-ai chooses automaticly between astra and arti if arti cant answer< /minimalastro-astra you can chat with hacklcubs ai astra Info the gemini model is gemini-2.5-flash-lite hope you like it[-_-]"}, {"post_id": 47978, "ts": "2026-08-16T08:01:13Z", "hours": 10.8361, "text": "4 new astro comands[+_+] first there is /minimalastro-rovers (you get a list with all tovers which are not in earth +info) /minimalastro-launches (you get the 5 next launches + info) /minimalastro-spacex (samr as launches but filtered space x) and /minimalastro-convert you take a messurement and it converts it you can take m km ly lunar distances etc sry that i took so long had some blackouts idk hope you like it[-_-]"}, {"post_id": 46210, "ts": "2026-08-13T08:50:12Z", "hours": 5.6192, "text": "design changes + 2 new commands [+_+] so i added images to every element and to the planets that will show up on the comands and there are 2 more comands if you tipe /minimalastro-moon it will show up info to the moon and the current moon phase /minimalastro-neo shows all astoroids next to earth today and how dangures they are and i started stying the radio button hope you like it[-_-]"}, {"post_id": 45292, "ts": "2026-08-11T17:34:19Z", "hours": 6.7936, "text": "new cool comands[+_+] so i added new comands to my slack bot: /minimalastro-iss(position of the iss) /minimalastro-people(shows all people who are curently in space) /minimalastro-place [city country or the postal code] (you get a lot of infos about the place weather, temparature, wind,Precipitation,local-time,Humidity,Coordinates,Antipode,Elevation, a picture of the map of the place and the radio that is played ther curently) hope you like it[-_-]"}, {"post_id": 33981, "ts": "2026-07-24T11:12:10Z", "hours": 1.6686, "text": "i added 3 new commands[+_+] there is /minimalastro-pi(then how many didgets you want) /minimalastro-element (Element) gives you all information about the element and /minimalastro-planet(planet only in solar system) you get all information about the planet hope you like it[-_-]"}, {"post_id": 33639, "ts": "2026-07-23T18:31:14Z", "hours": 1.0281, "text": "first devblog on slackbot[+_+] so i am making a astro bot that give you sientific info etc there are 4 comands righ now ping, apod, fact and help i think all are realy selph explaining if not loog at the piture hope you like it[-_-]"}]...
|
Title: Minimalisticastrobot by @Phonemi | Stardanc Title: Minimalisticastrobot by @Phonemi | Stardance
Devlogs:
first devblog on slackbot[+_+] so i am making a astro bot that give you sientific info etc there are 4 comands righ now ping, apod, fact and help i think all are realy selph explaining if not loog at the piture hope you like it[-_-]
i added 3 new commands[+_+] there is /minimalastro-pi(then how many didgets you want) /minimalastro-element (Element) gives you all information about the element and /minimalastro-planet(planet only in solar system) you get all information about the planet hope you like it[-_-]
new cool comands[+_+] so i added new comands to my slack bot: /minimalastro-iss(position of the iss) /minimalastro-people(shows all people who are curently in space) /minimalastro-place [city country or the postal code] (you get a lot of infos about the place weather, temparature, wind,Precipitation,local-time,Humidity,Coordinates,Antipode,Elevation, a picture of the map of the place and the radio that is played ther curently) hope you like it[-_-]
design changes + 2 new commands [+_+] so i added images to every element and to the planets that will show up on the comands and there are 2 more comands if you tipe /minimalastro-moon it will show up info to the moon and the current moon phase /minimalastro-neo shows all astoroids next to earth today and how dangures they are and i started stying the radio button hope you like it[-_-]
4 new astro comands[+_+] first there is /minimalastro-rovers (you get a list with all tovers which are not in earth +info) /minimalastro-launches (you get the 5 next launches + info) /minimalastro-spacex (samr as launches but filtered space x) and /minimalastro-convert you take a messurement and it converts it you can take m km ly lunar distances etc sry that i took so long had some blackouts idk hope you like it[-_-]
3 new ai commands [+_+] so now you can ask ai through my slack bot and for that there are 3 commands /minimalastro-arti so you can chat with my gemini but it doas not always work because of 503 errors also limited request for 2 a day per user /minimalastro-ai chooses automaticly between astra and arti if arti cant answer< /minimalastro-astra you can chat with hacklcubs ai astra Info the gemini model is gemini-2.5-flash-lite hope you like it[-_-]
Ships:
MinimalisticAstroBot[+_+] i made a astro bot that gives ou mostl facts about the univers and physics it works 24/7 all commands: /minimalastro-ping - Check bot latency /minimalastro-fact - Random physics or astronomy fact /minimalastro-apod - NASA Astronomy Picture of the Day /minimalastro-pi [digits] - Pi to N decimal places (max 1000) /minimalastro-planet [name] - Stats for a planet /minimalastro-element [symbol] - Periodic table info /minimalastro-help - ouputs all comands hope you like it
Minimalisticastrobot [+_+] so this is my slack bot it is a nerdy bot that gives you a lot of information you can look it up using /minimalastro-help or look in the Readme but here are all the comands for you lazy people /minimalastro-ping - Check bot latency /minimalastro-help - Show this list /minimalastro-fact - Random physics or astronomy fact /minimalastro-apod [date] - NASA Astronomy Picture of the Day (optional YYYY-MM-DD) /minimalastro-pi [digits] - Pi to N decimal places (max 1000) /minimalastro-planet [name] - Stats and image for a planet /minimalastro-element [symbol] - Periodic table info with a Bohr diagram /minimalastro-iss - Where the ISS is right now /minimalastro-people - Who is currently in space /minimalastro-place [location] - Weather, time, map and facts for any place /minimalastro-moon - Current moon phase and illumination /minimalastro-neo - Near-Earth asteroids passing today /minimalastro-convert [value] [unit] - Convert astronomical distances (km, au, ly, pc, ld, ls) /minimalastro-launches - Upcoming rocket launches /minimalastro-spacex - Upcoming SpaceX launches /minimalastro-rovers [name] - Rovers currently off Earth, plus live Mars photos /minimalastro-arti [question] - Ask Arti (Gemini), the nerdy science AI /minimalastro-astra [question] - Ask ASTRA, the backup science AI /minimalastro-ai [question] - Ask the AI (uses Arti, falls back to ASTRA) info often it needs a bit time and you will get a notification from the slack bot htat it didnt work most times thats wrong it just needs some time and the /minimalastro-arti is not working very often because gemini has issues its not my error they sent me a 503 error...
|
1792878773.9890313
|
1793742773.9890313
|
|
38792
|
No-inference by @TheShovel | Stardance
|
TheShovel
|
2
|
83.0
|
758
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T21:19:17Z", "hours": 12.0, "multiplier": 18.1, "payout": 224, "blessing": "neutral", "text": "Since the last ship, i have added some very basic coding capabilities. Its not great, but its something. I thought id be more motivated to work on this but i guess i was wrong… found something else im more interested in working on instead! So here i am banking my points with a half baked devlog at midnight. Check my profile for my new cool awesome project :D", "repo": "https://github.com/TheShovel/no-inference", "demo": "https://theshovel.rocks/no-inference/"}, {"ship_num": 2, "ts": "2026-08-02T22:15:54Z", "hours": 71.0, "multiplier": 17.78, "payout": 534, "blessing": "neutral", "text": "This is a research project that i did out of curiosity. My question was “do we even need LLMs for agentic chatbots?”. So i tried to build one that doesnt use LLMs and is instead hand written systems. This started fun, but slowly turned into iterative hell, and i came to a conclusion. Is it possible? Yes, definitely. Is anyone gonna do it? HELL NO. Theres a reason the companies who do this decided to go the destroy the environment and use up money and resources route. ITS EASIER. If that doesnt explain it, than idk what does. Test it out, see what you think, its not great and doesnt have a lot of data in it, but i sure did try!", "repo": "https://github.com/TheShovel/no-inference", "demo": "https://theshovel.rocks/no-inference/"}]...
|
[{"post_id": 48493, "ts": "202 [{"post_id": 48493, "ts": "2026-08-16T21:17:03Z", "hours": 2.385, "text": "ok yeah im done for real now. This it. Last one. I just worked on improving its coding capabilities… a little. its still not great, but its still something. Pretty much making this devlog just to bank it the last few hours on this project."}, {"post_id": 42425, "ts": "2026-08-07T03:43:01Z", "hours": 10.0039, "text": "i think i am some kind of masochist cuz for some reason i keep coming back to this project. for some reason i still think this could be something bigger, even though i doubt ill reach that point. well, anyway, i started working on its coding capabilities! still pretty basic and rough, but it does work and it does seem to scale decently! you can ask it to make edits, add logging and explain the code and so on. pretty cooool ok back to data engineering hell i go"}, {"post_id": 39745, "ts": "2026-08-02T22:11:45Z", "hours": 14.5353, "text": "ok, im gonna be so deadass, im so done with this project. This is it, this is the state im leaving it in. It was fun at the start but now its just very frustrating and boring to look at walls of data go on my screen and me going “yep that looks good enough”. I want to work on cooler things that interest me more, so this project, is done. Since last time i implemented: text editing coding capabilities typo detection and fixing more templates and so on. Thats it. It was a interesting research project, but i think i came to a conclusion: The reason why no one did this, is because it is stupidly tedious. Training a classic LLM is so much easier even if it destroys the environment and costs a lot of money. Its a lot less human work, which i guess is more valuable than anything. If we should learn a lesson from this, is that humans cant be replaced, and our efforts are worth more than we think. Also i made a website"}, {"post_id": 36947, "ts": "2026-07-29T11:08:57Z", "hours": 33.0328, "text": "First of all, i again didnt do devlogs every day because i wasnt sure where this project was going. I couldnt tell if it as going to work or not or if it was even viable. But, now i think i can start making some actual consistent devlogs, because i think its working! This is a no-inference chatbot, its meant to function like chatgpt and all the other slop generators out there, BUT, without an LLM AT ALL! Thats right. Its all just hand made agorithms, web search and data association. This project has been a pain in the butt to work on due to how tedious it is, but its finally starting to shape up. As you can see, it can respond to basic greetings, write essays, iterate on them and so on. It fails quite often due to its lack of information but thats nothing that cant be fixed with more templates and data. Ill be going back to the grind and try to improve this further, because of how much time and effort building this takes idk how much further i can get it, but ill try my best. When i reach a point where i go “ok yeah this is all i feel like doing”, im going to build an api server people can host and document it and call it done. This really is more of an experiment and research project rather than a thing i know i can give people to use in a “production” environment if you know what i mean. Ok yeah anyway see yah mwah"}, {"post_id": 34566, "ts": "2026-07-25T12:04:49Z", "hours": 23.0139, "text": "Hi! so, i am making this devlog with 15 hours on record because i was honestly not sure if this would work. In my last stardance project, i tried making an agentic chatbot utilizing LLMs, but trying to make it as light and as compatible as possible so it can run even on my poopy 7gb of ram laptop. That whole thing got me thinking. Do we even need LLMs? Do we even need generative AI for this? So this project started. This is an attempt at making agentic AI without LLMs, or weights or anything similar. The entire idea is that this can be fast and easily modified without having to use an entire datacenter to retrain the model, because there is no model. Right now, i have worked on a conversational “engine”, that basically puts words together algorithmically by detecting certain properties from the users prompt. Its not very impressive right now, but i think im onto something that could be quite a big deal if i get right. I dont even know if this project will be shippable but ill still document its development because i think its interesting. Alright smooches! See you later! <3"}]...
|
Title: No-inference by @TheShovel | Stardance
Dev Title: No-inference by @TheShovel | Stardance
Devlogs:
Hi! so, i am making this devlog with 15 hours on record because i was honestly not sure if this would work. In my last stardance project, i tried making an agentic chatbot utilizing LLMs, but trying to make it as light and as compatible as possible so it can run even on my poopy 7gb of ram laptop. That whole thing got me thinking. Do we even need LLMs? Do we even need generative AI for this? So this project started. This is an attempt at making agentic AI without LLMs, or weights or anything similar. The entire idea is that this can be fast and easily modified without having to use an entire datacenter to retrain the model, because there is no model. Right now, i have worked on a conversational “engine”, that basically puts words together algorithmically by detecting certain properties from the users prompt. Its not very impressive right now, but i think im onto something that could be quite a big deal if i get right. I dont even know if this project will be shippable but ill still document its development because i think its interesting. Alright smooches! See you later! <3
First of all, i again didnt do devlogs every day because i wasnt sure where this project was going. I couldnt tell if it as going to work or not or if it was even viable. But, now i think i can start making some actual consistent devlogs, because i think its working! This is a no-inference chatbot, its meant to function like chatgpt and all the other slop generators out there, BUT, without an LLM AT ALL! Thats right. Its all just hand made agorithms, web search and data association. This project has been a pain in the butt to work on due to how tedious it is, but its finally starting to shape up. As you can see, it can respond to basic greetings, write essays, iterate on them and so on. It fails quite often due to its lack of information but thats nothing that cant be fixed with more templates and data. Ill be going back to the grind and try to improve this further, because of how much time and effort building this takes idk how much further i can get it, but ill try my best. When i reach a point where i go “ok yeah this is all i feel like doing”, im going to build an api server people can host and document it and call it done. This really is more of an experiment and research project rather than a thing i know i can give people to use in a “production” environment if you know what i mean. Ok yeah anyway see yah mwah
ok, im gonna be so deadass, im so done with this project. This is it, this is the state im leaving it in. It was fun at the start but now its just very frustrating and boring to look at walls of data go on my screen and me going “yep that looks good enough”. I want to work on cooler things that interest me more, so this project, is done. Since last time i implemented: text editing coding capabilities typo detection and fixing more templates and so on. Thats it. It was a interesting research project, but i think i came to a conclusion: The reason why no one did this, is because it is stupidly tedious. Training a classic LLM is so much easier even if it destroys the environment and costs a lot of money. Its a lot less human work, which i guess is more valuable than anything. If we should learn a lesson from this, is that humans cant be replaced, and our efforts are worth more than we think. Also i made a website
i think i am some kind of masochist cuz for some reason i keep coming back to this project. for some reason i still think this could be something bigger, even though i doubt ill reach that point. well, anyway, i started working on its coding capabilities! still pretty basic and rough, but it does work and it does seem to scale decently! you can ask it to make edits, add logging and explain the code and so on. pretty cooool ok back to data engineering hell i go
ok yeah im done for real now. This it. Last one. I just worked on improving its coding capabilities… a little. its still not great, but its still something. Pretty much making this devlog just to bank it the last few hours on this project.
Ships:
This is a research project that i did out of curiosity. My question was “do we even need LLMs for agentic chatbots?”. So i tried to build one that doesnt use LLMs and is instead hand written systems. This started fun, but slowly turned into iterative hell, and i came to a conclusion. Is it possible? Yes, definitely. Is anyone gonna do it? HELL NO. Theres a reason the companies who do this decided to go the destroy the environment and use up money and resources route. ITS EASIER. If that doesnt explain it, than idk what does. Test it out, see what you think, its not great and doesnt have a lot of data in it, but i sure did try!
Since the last ship, i have added some very basic coding capabilities. Its not great, but its something. I thought id be more motivated to work on this but i guess i was wrong… found something else im more interested in working on instead! So here i am banking my points with a half baked devlog at midnight. Check my profile for my new cool awesome project :D...
|
1793001061.0507634
|
1793087461.0507634
|
|
38804
|
doddle cat ware by @Slear69_githud | Stardance
|
Slear69_githud
|
2
|
13.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T20:46:37Z", "hours": 6.0, "multiplier": 7.32, "payout": 47, "blessing": "neutral", "text": "in this ship there are 5 game in total andd yess like this is :)", "repo": "https://github.com/slear69/catt_ware", "demo": "https://catss-lovee.itch.io/doddle-cats-ware67"}, {"ship_num": 2, "ts": "2026-07-29T17:56:56Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "okkkk this is the project the last game is not that good but i will try to add animations", "repo": "https://github.com/slear69/catt_ware", "demo": "https://catss-lovee.itch.io/doddle-cats-ware67"}]...
|
[{"post_id": 65570, "ts": "202 [{"post_id": 65570, "ts": "2026-09-10T19:54:07Z", "hours": 2.8553, "text": "in the 5ft game you have to PET THE CAT :3 12 time with a and d"}, {"post_id": 64682, "ts": "2026-09-09T08:45:30Z", "hours": 1.8453, "text": "4th minigame :) in here you have to dodge the incoming water"}, {"post_id": 63845, "ts": "2026-09-07T20:32:07Z", "hours": 1.7367, "text": "New stuff : 1. new font , 2. new animation , and better 3rd game"}, {"post_id": 37171, "ts": "2026-07-29T17:55:26Z", "hours": 1.3411, "text": "FOR EVRY ONE WHO WILLMAKE THIS MISSON !!!!! if you want to post it on itch io the seance have to be in the same folder where everything is i mean in the ress: \\ folder this was the problem for me i hope it helps"}, {"post_id": 36701, "ts": "2026-07-28T22:31:10Z", "hours": 5.3025, "text": "i have most of the game done only the player left"}]...
|
Title: doddle cat ware by @Slear69_githud | Starda Title: doddle cat ware by @Slear69_githud | Stardance
Devlogs:
i have most of the game done only the player left
FOR EVRY ONE WHO WILLMAKE THIS MISSON !!!!! if you want to post it on itch io the seance have to be in the same folder where everything is i mean in the ress: \ folder this was the problem for me i hope it helps
New stuff : 1. new font , 2. new animation , and better 3rd game
4th minigame :) in here you have to dodge the incoming water
in the 5ft game you have to PET THE CAT :3 12 time with a and d
Ships:
okkkk this is the project the last game is not that good but i will try to add animations
in this ship there are 5 game in total andd yess like this is :)...
|
1793054897.2610967
|
1793141297.2610967
|
|
38813
|
Minigame game by @Casanova | Stardance
|
Casanova
|
2
|
24.0
|
113
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T22:12:20Z", "hours": 10.0, "multiplier": 11.27, "payout": 113, "blessing": "neutral", "text": "This is my game for the GMTK gamejam, with the theme ‘countdown’. It was made in a team of 4 people but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system, etc. I encourage you to check it out, as it’s easy to learn and quite fun to play.", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/arcade-panic"}, {"ship_num": 2, "ts": "2026-07-23T19:00:04Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was entirely responsible for making the target practice minigame. Including movement, shooting, recoil, target behavior, and entire architecture", "repo": "https://github.com/Saniccxx/gmtk-jam", "demo": "https://rutra8002.itch.io/arcade-panic"}]...
|
[{"post_id": 35462, "ts": "202 [{"post_id": 35462, "ts": "2026-07-26T22:09:32Z", "hours": 10.2708, "text": "Just finished my game for the GMTK gamejam. It was made in a team of 4 but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system. I encourage you to check it out, as it’s easy to learn and quite fun to play."}, {"post_id": 33622, "ts": "2026-07-23T18:03:43Z", "hours": 14.3894, "text": "I am responsible for the Target practice minigame. i made the user controls, target spawning and movement mechanics and pointer recoil, just to name a few"}]...
|
Title: Minigame game by @Casanova | Stardance
Dev Title: Minigame game by @Casanova | Stardance
Devlogs:
I am responsible for the Target practice minigame. i made the user controls, target spawning and movement mechanics and pointer recoil, just to name a few
Just finished my game for the GMTK gamejam. It was made in a team of 4 but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system. I encourage you to check it out, as it’s easy to learn and quite fun to play.
Ships:
I was entirely responsible for making the target practice minigame. Including movement, shooting, recoil, target behavior, and entire architecture
This is my game for the GMTK gamejam, with the theme ‘countdown’. It was made in a team of 4 people but I was fully in charge of the target practice minigame - target behavior, player controls, sounds, point system, etc. I encourage you to check it out, as it’s easy to learn and quite fun to play....
|
1793083889.859713
|
1793170289.859713
|
|
38941
|
Alien Arena (3d FPS) by @ar-bh | Stardance
|
ar-bh
|
2
|
52.0
|
679
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T21:08:23Z", "hours": 3.0, "multiplier": 11.59, "payout": 30, "blessing": "neutral", "text": "Alien FPS! 👽🔫 — Ship #2 an exploration alien shooter made in Godot by arjun bhumula! this is my 2nd ship for Stardance. still my first 3D project and i’m proud of it — after Ship #1 i actually listened to the feedback and fixed a bunch of stuff. What I changed from feedback made it run better on weaker computers enemies don’t spawn on top of trees/objects anymore eye monsters now show up in the plains too cleaned up some gameplay / UX issues people pointed out The game arena shooter — axe + pistol, enemies spawn across different biomes. scoring eye monster 👁️ — 200 (400 with axe) snowman (creeper-like) — 250 (500 with axe) enemies get stronger the longer you survive. die at 0 HP or by falling off the map. have fun! AI disclosure ⚠️ NO AI WAS USED FOR CODE. I only used AI to help me learn Blender + Godot since this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY", "repo": "https://github.com/ar-bh/alien-fps", "demo": "https://arjun-bhumula.itch.io/alien-fps"}, {"ship_num": 2, "ts": "2026-08-14T17:51:43Z", "hours": 49.0, "multiplier": 13.27, "payout": 649, "blessing": "neutral", "text": "Alien FPS! 👽 🔫 an exploration alien shooter game made in Godot by arjun bhumula! this is my first ever 3d project, and I’m very proud of it! Alien FPS is kind of like an arena shooter (ig) where you are given an axe and a pistol and you have to fend for yourself. In the biomes surrounding you, enemies are spawning everywhere: (the following is from the readme) The enemies include: eye monster 👁️ : 200 points, but 400 if you use your axe to kill it snowman (creeper like minecraft: 250 points, but 500 if you use your axe to kill it Enemies keep getting stronger as your score builds up, so be careful! You can either die by getting your health down to 0 or falling off the map somehow Have fun! AI DISCLOSURE! ⚠️ NO AI IS USED FOR CODE! However, I used AI to walk me through the process of using Blender and Godot together because this this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY", "repo": "https://github.com/ar-bh/alien-fps", "demo": "https://arjun-bhumula.itch.io/alien-fps"}]...
|
[{"post_id": 53074, "ts": "202 [{"post_id": 53074, "ts": "2026-08-23T14:10:30Z", "hours": 0.5214, "text": "I reviewed everyone’s previous ship feedback and made a few changes! ready to re-ship, wish me luck!"}, {"post_id": 50960, "ts": "2026-08-20T13:01:39Z", "hours": 2.0472, "text": "hi everyone! before you rate, let me just clarify about a few things before you rate my project the game takes a little time to load, so please be patient 🙏 look at the devlogs while you wait! i’m on mac so I haven’t tested the windows download, try to play in-browser i’m pretty sure it’s fixed but sometimes pressing W can move backwards and S moves forward. this is because you may have accidentally breached the limit on looking up and down. if this happens, slowly keep looking up or down (both work) until its fixed happy shipping!"}, {"post_id": 47047, "ts": "2026-08-14T17:24:42Z", "hours": 1.4333, "text": "pre-devlog ship! please give me a good review guys 🙏 get playing! just updated: Changelog added a score axe sound tried to fix enemy shooting, not sure if I really did though menu and death screen bigger map that has slightly random generation enemies get bigger and stronger as score gets up and you survive for longer Next steps: ship! Notes: please give me a good score!"}, {"post_id": 46648, "ts": "2026-08-14T01:48:58Z", "hours": 0.8333, "text": "demo finally out! press to play give me feedback!!! i’ve already gotten reports that the game gets very laggy when you look at the trees (its because of complex shaders that are post-processing), will fix soon"}, {"post_id": 46543, "ts": "2026-08-13T20:56:12Z", "hours": 1.9333, "text": "added creepers to my fps Changelog imported the snowman monster model (only idle and walk animation so I had to manage) make the snowman go towards the player gave the snowman the same mechanics as a minecraft creeper Next steps more mobs more guns Notes my last devlog flopped why"}, {"post_id": 46028, "ts": "2026-08-12T22:54:36Z", "hours": 7.8339, "text": "if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks also my BIGGEST devlog yet, press read more! 🙏 (added guns 🔫🔫) actual devlog below TONS OF NEW CHANGES! 🔫 Changelog (there’s so many, I couldn’t do it by memory and had to go to git history added collision shapes to the environments! this includes the trees, the rocks, the glaciers, cacti, etc. not sure if I included this in the last devlog but WIP winter field biome exported player speed (probably also in the last) INVENTORY!!! so far it has the axe, the pistol, and the rest is empty but I successfully built it so it is very easy to add to and implement into the game a whole pistol 🔫🔫🔫🔫🔫 took a while (mostly the reason why this devlog is so long) it took SO LONG to get the blender model working because: very unfortunate news The person who I was getting ALL of my models from on sketchfab, @levraicoincoin DELETED their sketchfab account no idea why, crazy coincidence that it happpened the day after I published using their models. So it took so long to find someone else’s models (thank you new person who I dont want to delete their models 🙏). and this new person’s models are very different and it took me a very long time to get adjusted to this and figure out how to use it. @levraicoincoin was so simple, this one is not. all of the animations were packed into one action, and I did not know about Godot’s slice (wtv its called) feature, so I was trying to import them seperately through blender. huge fail, but finally figured it out so I guess it’s a success 👑 and another plus is that this person does have more models that are similar, and I’ve figured out how to use them so it won’t be that big of a struggle next time anyway back to changelog sucessfully got the pistol’s animations working added an AudioBus that has signals of things like axe swung and shot fired added a GameAudio node that uses the signals from AudioBus and plays a sound made the pistol sound this part was super tedious made it so the player’s arms were unshaded (took so long and had to use my broken UnshadedLayer node from earlier, HUGE pain removed the outline of everything I guess that’s about it (probably a bit more that I’m forgetting but it’s fine, this devlog is huge) Next steps (hopefully not as long) more weapons! will not take nearly as much time I hope 🙏 add more enemies fix some gun bugs because I don’t think it’s working that well when moving right now find the best spot for health and inventory, probably bottom left corner get an audio for the axe get background music, meaning probably make a start and death menu vehicle Notes if you really read everything, I appreciate it a LOT. all of my work related to this devlog took SO MUCH time, but I’ve gotten a lot of support. super grateful probably best news so far, @tejaswa got unbanned after mistakenly being banned for fraud! 🎉 he inspired this project a lot, so I’m really happy for him, his project, and grateful for the support he gave me that’s all, thanks! reposting liking and comment help a lot!"}, {"post_id": 45314, "ts": "2026-08-11T18:02:27Z", "hours": 1.2333, "text": "added health bar Changelog health bar created a unshadedlayer node using subviewports where if you add a child to it, that child will be unaffected by shading like cel shading and pixel art (it doesn’t work that well yet, i’ll have to improve it) changed player health to 5 Next steps make something happen when you die which will probably involve creating a menu inventory improve the shading system Notes ignore the roblox thing"}, {"post_id": 44876, "ts": "2026-08-10T22:22:10Z", "hours": 1.7669, "text": "blending and more environment stuff Changelog made the player speed exportable (I did this so I could travel over a ton of chunks faster when debugging to see how it looks like on runtime) created a blendchunk node created a giantblendchunk node which is just 3 blendchunk s the blendchunk s properly detect any chunks near them and change their texture using a shader to make it look like a seamless transition (although I’ll admit that it could use some work because the cel shading makes it pretty weird) changing the files made the github weird so I had to create a new local repo and fix all of the problems that showed up Next Steps maybe add a car because player on its own is too small? lots of people said to add foliage and more immersive environments by adding falling things and stuff automatic enemy spawning make the worldenvironment color change in a blendchunk rather than having to actually go to the solid one Notes really hope I get an xbox so if you see this, please repost like comment whatever so this project is seen more, and also if your rating give me a perfect score! 🙏"}, {"post_id": 44749, "ts": "2026-08-10T18:34:12Z", "hours": 0.6003, "text": "lazy devlog: changed my file directory idk why it took so long but I can’t track it all"}, {"post_id": 44657, "ts": "2026-08-10T15:57:21Z", "hours": 2.065, "text": "improved enemy finite state machine + environment Changelog made it so the eye monster explores and moves around the chunk, waits a second before choosing a new target destination on the chunk automatically changes albedo color depending on the chunk it was spawned in, so if it was spawned in glacier, it adopts a dark blue tone fields biome with a tree and actual grass rather than a carpet-like texture idk if I mentioned in the last devlog so I’ll just generalize and say a lot more Next steps make environments less blocky and go smoothly into each other foliage and more immersive environments, reccomended by @tejaswa and a few others more enemies secondary axe attack new weapons Notes: it pmo to see how people will just completely ai literally EVERYTHING and still think they can get stardust for it. like literally everything, the code, the idea, the devlogs for some reason, and the readme. how lazy can you be? i know exactly who this is directed towards"}, {"post_id": 44076, "ts": "2026-08-09T16:26:55Z", "hours": 1.1667, "text": "lots of environment changes! (clean switching + new desert biome! 🏜️) – Changelog added ways for the player to detect which chunk and biome it is on main (root) node script that runs these player functions and also pulls the biome information added an environment color variable to the biome data resources, and added appopriate colors for each biome root node uses tweens to make the environment color correct upon switching biomes desert biome! (just a cactus) added two new contents to the wastelands temporarily made the eye monster blue to look native to glacier biome Next steps edit eye monster fsm add variants to the eye monster (my only enemy right now) that are native to each biomes by changing albedo color like the temporary change I just did make chunks spawn enemies automatically like minecraft use hdr to make a better sky and environment in general Notes i think it’s really coming together now, and this project now has the highest amount of hours so I guess that’s nice i like the minion thing"}, {"post_id": 43691, "ts": "2026-08-09T03:08:11Z", "hours": 1.6886, "text": "if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks actual devlog below biomes using resources (finally made proper environments ) Changelog first, I used a dictionary that would have all the information about each biome, like name, ground texture, things that are available to spawn, amount of things that can spawn, and size variation of things that can spawn after it was getting efficient (i was plan on changing the method regardless), I used resources made a chunk node which is 50x50 and takes a biome variable, so I can just import biome resources into it and it automatically gets updated 👏 created biome_data.gd and made it extend resources made wasteland_biome.tres and ’glacier_biome.tres`, both resources with all the information above and all I have to do is attach it to a chunk made the contents spawn in random locations in the chunk with varying amounts, varying types (for example there are 2 kinds of dead trees in the wasteland so each one is a random type), and varying sizes Next steps make enemies native to certain biomes where they spawn automatically in their biome make biomes go smoothly into each other, maybe using a river in between add more wasteland enemies more content variation for wasteland and glacier edit the eye monster fsm so it walks around when it doesnt see the player something else that i forgot Notes Remember how a while ago I said I hate resources, well now they’re my favorite thing, they’re really useful and in this context, a giant lifesaver. the 3rd video shows how easy I made the process using resources. great progress so far, i think I can really get an xbox soon"}, {"post_id": 43599, "ts": "2026-08-08T23:11:36Z", "hours": 1.85, "text": "tell me what you think about the new cel shading! 👍 FPS + environment (pre-alpha) Changelog added a small FPS counter in the top left that would not get affected by the shaders by putting it in its own canvaslayer made the fps cap 60 made the world environment have a orange theme, trying to mimic a volcano after-effect or something like that got “alien planet” textures from the internet (i will credit in my readme) added a chunk scene which is the ground that the player stands on in the video, it has customizable size texture, and albedo av1 scale and the transformations adjust to make the top layer flat on the plane using a little bit of math adjusted the cel shading to make outlines bigger, not exaggerate dark colors, and get rid of foreign unrelated colors Next steps edit the eye monster enemy fsn so instead of staying in one place while idle, it moves around and kind of explores for each chunk, randomly place 3-5 items along it like burnt trees or rocks for this volcano-like theme, those items will be different in different biomes make chunks load when necessary and be able to load different biomes, probably split by a river or something health tracker inventory + new weapons Notes nothing much except I think I need some feedback on the new cel shading and environment. does it look good?"}, {"post_id": 43016, "ts": "2026-08-08T01:36:25Z", "hours": 0.7339, "text": "upcoming boss hopefully just 45m of playing around and seeing what a giant boss would look like. if you don’t understand the image, the blue platform is a large version of where the player fights the regular enemies so imagine the scale"}, {"post_id": 42883, "ts": "2026-08-07T20:44:39Z", "hours": 1.9947, "text": "Thank you so much for the support everyone! I got the most likes, views, comments, and overall support in my last devlog (and in this project as a whole) then ever before! 🙏 super thankful, but still, I hope you keep it coming! like and follow (actual devlog below ) actual devlog below a lot of enemy progress! Changelog set up the enemy finite state machine: enemies can walk towards the player (or run) enemies can attack the player hit state overrides everything so an enemy can be hit in the middle of attacking and the player will not recieve damage don’t know how to do proper nested bullet points so bear with me blended all enemy animations together so they flow properly added health tracking to the player added health tracking to the eye monster enemy game quits upon player death (temporary death) Next steps add the world, procedurally or randomly generated alien planet terrain add more animation-depth to the axe maybe? Notes to be honest right now, I don’t really know what the next steps are but my progress skyrocketed in the past few days so I think I’m gonna take a break. thanks for the support!"}, {"post_id": 42649, "ts": "2026-08-07T14:19:51Z", "hours": 1.2575, "text": "if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks actual devlog below Successfully added more and blended axe animations hooray (probably pre-alpha) Changelog added trauma based screenshake upon hitting an enemy. it is easy to change the intensity of the trauma based on which enemy is hit added jump start, falling, and jump end animations blended all animations together (blending means that animations will not be snappy and flow properly into each other for realism) made the godot run scene thing always open in full screen which is how I want the game to be played Next steps again nearly everything in last 2 devlogs mostly for now just enemy fsms and AI – Notes: Again, still pretty proud of my progress, lots of people showed interest so that’s nice."}, {"post_id": 42397, "ts": "2026-08-07T02:46:26Z", "hours": 1.9917, "text": "Added eye monster enemies (pre-alpha still don’t know) Changelog changed a platfrom from green to purple i guess, not permanent added three enemies that spawn on the temporary platforms. the three enemies are of random size and health with a bit more conditions that I’m not gonna explain. so far, you are able to hit them and they have idle, die, and corpse animations but right now all they do is stare at you and get beat up Next steps add a map basically everything in the last devlog learn about fsn (finite state machines, the most popular way to code enemy AIs) implement fsns Notes surprised I finished whole enemies in around 2 hours, thought it would be longer for my first ever 3d enemy. planning to add a super big boss that uses the same model which you need a gun to kill because whats an axe gonna do against it. really proud of my progress so far"}, {"post_id": 42272, "ts": "2026-08-06T22:04:24Z", "hours": 1.7728, "text": "First weapon + shaders (still pre-alpha?) Changelog before I was using a third person controller but I updated it so the main files were first person instead of the “test” files like before got blender axe model with imported animations from sketchfab (levraicoincoin) i’m going to use most of my fps models from him and I am very grateful for him so yeah imported axe from blender to godot (thank you levraicoincoin for the process to be so easy) added a cel shader theme added a retro (pixelated) theme the hands looked really weird with the cel shader theme so I overrode the material for a solid color which I think looks pretty good also I guess changed the game idea once again to an unknown planet exploration game, and I guess only 3d now not 2.5d small thing but changed the map layout to rid of overlap of csg’s Next steps add more weapons! add enemies add a boss add a start screen, inspired by @tejaswa (got banned for some reason)’s Into the cosmos game which I really liked Notes: I really want feedback on how this looks so tell me what you think. there’s not really as much notes as last time except I’m really proud of how the game turned out right now."}, {"post_id": 41647, "ts": "2026-08-06T00:26:17Z", "hours": 2.8422, "text": "FPS Setup (pre-alpha version i guess idkbro) Changelog (i saw someone else doing this so I’m going to do it now) I made a test scene and dedicated nodes to make an FPS controller instead of a third person controller uh did some research for fsm (finite state machines) which I’m gonna need probably oh yeah I also did a ton of reconsideration for my project to change the theme so ultimately I think I’m going for a space themed FPS shooter where the character has to escape an alien prison and they can either take a rocket ship back home or probably stay and explore Next steps i want the game to be 2.5D so I’m gonna need to draw gun assets that are gonna be 2d (shouldn’t be too hard) 2.5D alien assets gun combat and gun variety eventually a bit more but I’ll think about that in future devlogs Notes so this section has a lot. I’m gonna change the way I write devlogs because it’s cooler this way and also more professoinal so I’ll do better in the storytelling part of the ship. I went through a ton of like thinking and game ideas until I finally found one, and that process took so long I have no idea why. I went to a different state so I couldn’t work much then and I also watched bnd which was nice. so yeah I think I’m a lot more excited about the game now, why are emoticons no longer supported? :spiderman: see so yeah dont forget to comment and smash that like button"}, {"post_id": 37972, "ts": "2026-07-31T01:30:45Z", "hours": 0.6308, "text": "bruh a lot of reconsideration made me not want to take the route of my current game so far and go with a new one I know what I need to in order to build some version of a 3d game so after I polish my skills better, I get started on that. hopefully an fps"}, {"post_id": 37757, "ts": "2026-07-30T17:48:45Z", "hours": 3.7817, "text": "Fetched animations from blender and sucessfully got them into godot! This is day 10 somehow and for this devlog, I definiteily got a ton of progress. I stayed up until midnight trying to figure out how to get blender animations into Godot and I finally figured it out today morning. The reason it took so long is because the materials were not exporting properly and there was also a lot of small suff I had to fix like getting rid of blender’s unnecessary default animations and also managing the size of the item. I had to make tee animation twice because it was corrupted by size and positioning in the first one. I also made this model like a year ago and not knowing where all the files were in my computer did not help 🤦 But at the end I guess I finally did it There is still a lot left to do like Just making it look better in general figuring out why the head is always the same color as the environment adding character select (going to be a huge pain to add new characters) outline to make it look visually appealing idk blend the animations also make the running jump and falling animations I have a lot of work set out for me so please smash that like button and also just follow while you’re here thanks"}, {"post_id": 37389, "ts": "2026-07-30T02:19:23Z", "hours": 1.3969, "text": "Day 9! (part 4) Made a walking animation! Used Blender to make a nice walking animation! And I did some coding which is why there is a lot more time logged. What really took the longest was getting EpicFigRig to work because it does not work for the current Blender model and it took me a while to figure that out and go to an old version. Will try to implement it in the game next, do not know how that will work out with epicfigrig"}, {"post_id": 37278, "ts": "2026-07-29T21:25:13Z", "hours": 1.5611, "text": "Day 9 (part 3)! In this larger session, I made a working character using capsules and capsule shaped hurtboxes which can move around, look around, and jump. I used filler boxes and basically filler everything becasue I haven’t imported my models to blender yet. Don’t forget to smash that like button and subscribe"}, {"post_id": 37169, "ts": "2026-07-29T17:53:06Z", "hours": 0.3017, "text": "Day 9 (part 2): made my platform, that’s all character next!"}, {"post_id": 37013, "ts": "2026-07-29T14:07:08Z", "hours": 0.2611, "text": "Day 9! just got more practice as usual"}, {"post_id": 36703, "ts": "2026-07-28T22:37:26Z", "hours": 0.7933, "text": "Day 8 (i missed yesterday because I went somewhere)"}, {"post_id": 35437, "ts": "2026-07-26T20:55:26Z", "hours": 1.3453, "text": "Day 7 part 2 ! This time I got another hour of work. I worked on projectiles in my game. I’m not gonna attach a video though because it’s going to mess up my storytelling score upon ship for having irrelevant devlogs (cuz people will not put the time and effort to actually grade stuff. I did decide on a potential theme though. I have tons of experience with lego animation and legos also don’t have many bones that I have to take care of, so I can easily animate them for my game. The main restriction I have anyway is the models like creation and animation and using lego can make all of that easier you can see some of my work Link youtube channel the image is some of my work from last summer"}, {"post_id": 35294, "ts": "2026-07-26T16:36:09Z", "hours": 1.3189, "text": "Day 7! One week of development! 🎉 I am so happy to have rerolled + 5. what a great day I got a lot of practice and progress towards a prototype of a 3D game today, but still not the one that I want to be the most relevant to this project. I learend a lot about how to make cameras work in 3D by converting 2d coordinates into 3D. this also taught me how to use Input.get_vector() which returns a Vector2D and convert it into a Vector3D I guess I also learned how to use markdown better 🤷 To be honest I still haven’t decided what kind of 3D game I want to make but I know I’m putting a lot of hours into it (because I want an xbox ) I’m thinking most likely an FPS but there are tons of those and it wont be creative. I could also do a arena shooter or fighter using the Gobot open source 3d model, which I’ve already been implementing in my game right now. That’s it I think I have lots of motivation so this project will definitely have passion. Gdquest is the best"}, {"post_id": 34949, "ts": "2026-07-26T02:10:51Z", "hours": 0.2869, "text": "Day 6 (part 2) Just doing a little more because I am testing stardance’s time tracker and it’s behaving very weirdly when I add new projects. also for some reason they aren’t counting my streak when it CLEARLY says 16 minutes logged today for this devlogs. Fix your website stardance devs"}, {"post_id": 34934, "ts": "2026-07-26T01:34:22Z", "hours": 0.2594, "text": "Day 6! I got a lot of work done today! I know it only says 15 minutes, but it was because I was experimenting and figuring out how to use something 3d on a different file, and I forgot to turn on the time tracking for a large majority of it. I’m really excited to move on now that I finished this step. Also, regarding the thing I said would be hard yesterday, it was too difficult for me to do, so I set it aside for now. I will get back to it when I think I am ready. I found out that stardance only lets you make new lines on google chrome but not safari? it’s really weird so I had to switch browsers for this"}, {"post_id": 34379, "ts": "2026-07-25T01:28:25Z", "hours": 0.3656, "text": "Day 5 (part 2) I hate resources, they are so annoying to use but I have to learn how if I want to build my game why does stardance keep messing up their text editors, I can’t even make a new line"}, {"post_id": 34352, "ts": "2026-07-24T23:35:54Z", "hours": 0.4039, "text": "Day 5! I wasn’t able to get a lot of progress in today because I had other work to do. I’m kind of curious/afraid what will happen tomorrow because my learning plan has something very difficult which I really want to get over with so I can move on to the more fun parts. WHY DOES STARDANCE NOT LET YOU DO SHIFT + ENTER ANYMORE TO MAKE A NEW LINE?? the image is here because I’m a big fan of the outlines in the art style so when the game is being created, you will definitely see them"}, {"post_id": 33806, "ts": "2026-07-24T01:25:37Z", "hours": 3.2047, "text": "Hello! 👋 This devlog marks the start of my 3d game. I still have no idea what it is yet unfortunately but all I know is that this is going to be my first three dimensional game, and I think it is going to be a lot of fun to build. I’m using Godot! I don’t even know the version I think it’s like 4.6 or something So you’re wondering why I have 3+ hours logged already Well I don’t have the actual game built yet but I’ve been spending these 3 hours just learning what I need to know to get started. I only have experience with 2D so far so all of these tutorials and documents that I’m reading and watching will help me get some practice and knowledge or whatever I need for a successful game. What do I want my game to be like? I don’t know at all. :/ probably a gun game but there are so many like that so I want to have some unique mechanic movement-wise I’m excited to build controller support- especially in 3D I feel like that’s what really defines a game and triggers the pride in me that I actually build a real game What do I want for the future? I really hope this project turns into a long-term one that I can always just work on on the side. I want to publish to steam and make money 💰💰💰 I’m bored of writing now so here are some pictures of my practices (unrelated to the relevant 3d game of this project) (i’m writing super long devlogs so I can get a good storytelling score because I really want an xbox)"}]...
|
Title: Alien Arena (3d FPS) by @ar-bh | Stardance
Title: Alien Arena (3d FPS) by @ar-bh | Stardance
Devlogs:
Hello! 👋 This devlog marks the start of my 3d game. I still have no idea what it is yet unfortunately but all I know is that this is going to be my first three dimensional game, and I think it is going to be a lot of fun to build. I’m using Godot! I don’t even know the version I think it’s like 4.6 or something So you’re wondering why I have 3+ hours logged already Well I don’t have the actual game built yet but I’ve been spending these 3 hours just learning what I need to know to get started. I only have experience with 2D so far so all of these tutorials and documents that I’m reading and watching will help me get some practice and knowledge or whatever I need for a successful game. What do I want my game to be like? I don’t know at all. :/ probably a gun game but there are so many like that so I want to have some unique mechanic movement-wise I’m excited to build controller support- especially in 3D I feel like that’s what really defines a game and triggers the pride in me that I actually build a real game What do I want for the future? I really hope this project turns into a long-term one that I can always just work on on the side. I want to publish to steam and make money 💰💰💰 I’m bored of writing now so here are some pictures of my practices (unrelated to the relevant 3d game of this project) (i’m writing super long devlogs so I can get a good storytelling score because I really want an xbox)
Day 5! I wasn’t able to get a lot of progress in today because I had other work to do. I’m kind of curious/afraid what will happen tomorrow because my learning plan has something very difficult which I really want to get over with so I can move on to the more fun parts. WHY DOES STARDANCE NOT LET YOU DO SHIFT + ENTER ANYMORE TO MAKE A NEW LINE?? the image is here because I’m a big fan of the outlines in the art style so when the game is being created, you will definitely see them
Day 5 (part 2) I hate resources, they are so annoying to use but I have to learn how if I want to build my game why does stardance keep messing up their text editors, I can’t even make a new line
Day 6! I got a lot of work done today! I know it only says 15 minutes, but it was because I was experimenting and figuring out how to use something 3d on a different file, and I forgot to turn on the time tracking for a large majority of it. I’m really excited to move on now that I finished this step. Also, regarding the thing I said would be hard yesterday, it was too difficult for me to do, so I set it aside for now. I will get back to it when I think I am ready. I found out that stardance only lets you make new lines on google chrome but not safari? it’s really weird so I had to switch browsers for this
Day 6 (part 2) Just doing a little more because I am testing stardance’s time tracker and it’s behaving very weirdly when I add new projects. also for some reason they aren’t counting my streak when it CLEARLY says 16 minutes logged today for this devlogs. Fix your website stardance devs
Day 7! One week of development! 🎉 I am so happy to have rerolled + 5. what a great day I got a lot of practice and progress towards a prototype of a 3D game today, but still not the one that I want to be the most relevant to this project. I learend a lot about how to make cameras work in 3D by converting 2d coordinates into 3D. this also taught me how to use Input.get_vector() which returns a Vector2D and convert it into a Vector3D I guess I also learned how to use markdown better 🤷 To be honest I still haven’t decided what kind of 3D game I want to make but I know I’m putting a lot of hours into it (because I want an xbox ) I’m thinking most likely an FPS but there are tons of those and it wont be creative. I could also do a arena shooter or fighter using the Gobot open source 3d model, which I’ve already been implementing in my game right now. That’s it I think I have lots of motivation so this project will definitely have passion. Gdquest is the best
Day 7 part 2 ! This time I got another hour of work. I worked on projectiles in my game. I’m not gonna attach a video though because it’s going to mess up my storytelling score upon ship for having irrelevant devlogs (cuz people will not put the time and effort to actually grade stuff. I did decide on a potential theme though. I have tons of experience with lego animation and legos also don’t have many bones that I have to take care of, so I can easily animate them for my game. The main restriction I have anyway is the models like creation and animation and using lego can make all of that easier you can see some of my work Link youtube channel the image is some of my work from last summer
Day 8 (i missed yesterday because I went somewhere)
Day 9! just got more practice as usual
Day 9 (part 2): made my platform, that’s all character next!
Day 9 (part 3)! In this larger session, I made a working character using capsules and capsule shaped hurtboxes which can move around, look around, and jump. I used filler boxes and basically filler everything becasue I haven’t imported my models to blender yet. Don’t forget to smash that like button and subscribe
Day 9! (part 4) Made a walking animation! Used Blender to make a nice walking animation! And I did some coding which is why there is a lot more time logged. What really took the longest was getting EpicFigRig to work because it does not work for the current Blender model and it took me a while to figure that out and go to an old version. Will try to implement it in the game next, do not know how that will work out with epicfigrig
Fetched animations from blender and sucessfully got them into godot! This is day 10 somehow and for this devlog, I definiteily got a ton of progress. I stayed up until midnight trying to figure out how to get blender animations into Godot and I finally figured it out today morning. The reason it took so long is because the materials were not exporting properly and there was also a lot of small suff I had to fix like getting rid of blender’s unnecessary default animations and also managing the size of the item. I had to make tee animation twice because it was corrupted by size and positioning in the first one. I also made this model like a year ago and not knowing where all the files were in my computer did not help 🤦 But at the end I guess I finally did it There is still a lot left to do like Just making it look better in general figuring out why the head is always the same color as the environment adding character select (going to be a huge pain to add new characters) outline to make it look visually appealing idk blend the animations also make the running jump and falling animations I have a lot of work set out for me so please smash that like button and also just follow while you’re here thanks
bruh a lot of reconsideration made me not want to take the route of my current game so far and go with a new one I know what I need to in order to build some version of a 3d game so after I polish my skills better, I get started on that. hopefully an fps
FPS Setup (pre-alpha version i guess idkbro) Changelog (i saw someone else doing this so I’m going to do it now) I made a test scene and dedicated nodes to make an FPS controller instead of a third person controller uh did some research for fsm (finite state machines) which I’m gonna need probably oh yeah I also did a ton of reconsideration for my project to change the theme so ultimately I think I’m going for a space themed FPS shooter where the character has to escape an alien prison and they can either take a rocket ship back home or probably stay and explore Next steps i want the game to be 2.5D so I’m gonna need to draw gun assets that are gonna be 2d (shouldn’t be too hard) 2.5D alien assets gun combat and gun variety eventually a bit more but I’ll think about that in future devlogs Notes so this section has a lot. I’m gonna change the way I write devlogs because it’s cooler this way and also more professoinal so I’ll do better in the storytelling part of the ship. I went through a ton of like thinking and game ideas until I finally found one, and that process took so long I have no idea why. I went to a different state so I couldn’t work much then and I also watched bnd which was nice. so yeah I think I’m a lot more excited about the game now, why are emoticons no longer supported? :spiderman: see so yeah dont forget to comment and smash that like button
First weapon + shaders (still pre-alpha?) Changelog before I was using a third person controller but I updated it so the main files were first person instead of the “test” files like before got blender axe model with imported animations from sketchfab (levraicoincoin) i’m going to use most of my fps models from him and I am very grateful for him so yeah imported axe from blender to godot (thank you levraicoincoin for the process to be so easy) added a cel shader theme added a retro (pixelated) theme the hands looked really weird with the cel shader theme so I overrode the material for a solid color which I think looks pretty good also I guess changed the game idea once again to an unknown planet exploration game, and I guess only 3d now not 2.5d small thing but changed the map layout to rid of overlap of csg’s Next steps add more weapons! add enemies add a boss add a start screen, inspired by @tejaswa (got banned for some reason)’s Into the cosmos game which I really liked Notes: I really want feedback on how this looks so tell me what you think. there’s not really as much notes as last time except I’m really proud of how the game turned out right now.
Added eye monster enemies (pre-alpha still don’t know) Changelog changed a platfrom from green to purple i guess, not permanent added three enemies that spawn on the temporary platforms. the three enemies are of random size and health with a bit more conditions that I’m not gonna explain. so far, you are able to hit them and they have idle, die, and corpse animations but right now all they do is stare at you and get beat up Next steps add a map basically everything in the last devlog learn about fsn (finite state machines, the most popular way to code enemy AIs) implement fsns Notes surprised I finished whole enemies in around 2 hours, thought it would be longer for my first ever 3d enemy. planning to add a super big boss that uses the same model which you need a gun to kill because whats an axe gonna do against it. really proud of my progress so far
if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks actual devlog below Successfully added more and blended axe animations hooray (probably pre-alpha) Changelog added trauma based screenshake upon hitting an enemy. it is easy to change the intensity of the trauma based on which enemy is hit added jump start, falling, and jump end animations blended all animations together (blending means that animations will not be snappy and flow properly into each other for realism) made the godot run scene thing always open in full screen which is how I want the game to be played Next steps again nearly everything in last 2 devlogs mostly for now just enemy fsms and AI – Notes: Again, still pretty proud of my progress, lots of people showed interest so that’s nice.
Thank you so much for the support everyone! I got the most likes, views, comments, and overall support in my last devlog (and in this project as a whole) then ever before! 🙏 super thankful, but still, I hope you keep it coming! like and follow (actual devlog below ) actual devlog below a lot of enemy progress! Changelog set up the enemy finite state machine: enemies can walk towards the player (or run) enemies can attack the player hit state overrides everything so an enemy can be hit in the middle of attacking and the player will not recieve damage don’t know how to do proper nested bullet points so bear with me blended all enemy animations together so they flow properly added health tracking to the player added health tracking to the eye monster enemy game quits upon player death (temporary death) Next steps add the world, procedurally or randomly generated alien planet terrain add more animation-depth to the axe maybe? Notes to be honest right now, I don’t really know what the next steps are but my progress skyrocketed in the past few days so I think I’m gonna take a break. thanks for the support!
upcoming boss hopefully just 45m of playing around and seeing what a giant boss would look like. if you don’t understand the image, the blue platform is a large version of where the player fights the regular enemies so imagine the scale
tell me what you think about the new cel shading! 👍 FPS + environment (pre-alpha) Changelog added a small FPS counter in the top left that would not get affected by the shaders by putting it in its own canvaslayer made the fps cap 60 made the world environment have a orange theme, trying to mimic a volcano after-effect or something like that got “alien planet” textures from the internet (i will credit in my readme) added a chunk scene which is the ground that the player stands on in the video, it has customizable size texture, and albedo av1 scale and the transformations adjust to make the top layer flat on the plane using a little bit of math adjusted the cel shading to make outlines bigger, not exaggerate dark colors, and get rid of foreign unrelated colors Next steps edit the eye monster enemy fsn so instead of staying in one place while idle, it moves around and kind of explores for each chunk, randomly place 3-5 items along it like burnt trees or rocks for this volcano-like theme, those items will be different in different biomes make chunks load when necessary and be able to load different biomes, probably split by a river or something health tracker inventory + new weapons Notes nothing much except I think I need some feedback on the new cel shading and environment. does it look good?
if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks actual devlog below biomes using resources (finally made proper environments ) Changelog first, I used a dictionary that would have all the information about each biome, like name, ground texture, things that are available to spawn, amount of things that can spawn, and size variation of things that can spawn after it was getting efficient (i was plan on changing the method regardless), I used resources made a chunk node which is 50x50 and takes a biome variable, so I can just import biome resources into it and it automatically gets updated 👏 created biome_data.gd and made it extend resources made wasteland_biome.tres and ’glacier_biome.tres`, both resources with all the information above and all I have to do is attach it to a chunk made the contents spawn in random locations in the chunk with varying amounts, varying types (for example there are 2 kinds of dead trees in the wasteland so each one is a random type), and varying sizes Next steps make enemies native to certain biomes where they spawn automatically in their biome make biomes go smoothly into each other, maybe using a river in between add more wasteland enemies more content variation for wasteland and glacier edit the eye monster fsm so it walks around when it doesnt see the player something else that i forgot Notes Remember how a while ago I said I hate resources, well now they’re my favorite thing, they’re really useful and in this context, a giant lifesaver. the 3rd video shows how easy I made the process using resources. great progress so far, i think I can really get an xbox soon
lots of environment changes! (clean switching + new desert biome! 🏜️) – Changelog added ways for the player to detect which chunk and biome it is on main (root) node script that runs these player functions and also pulls the biome information added an environment color variable to the biome data resources, and added appopriate colors for each biome root node uses tweens to make the environment color correct upon switching biomes desert biome! (just a cactus) added two new contents to the wastelands temporarily made the eye monster blue to look native to glacier biome Next steps edit eye monster fsm add variants to the eye monster (my only enemy right now) that are native to each biomes by changing albedo color like the temporary change I just did make chunks spawn enemies automatically like minecraft use hdr to make a better sky and environment in general Notes i think it’s really coming together now, and this project now has the highest amount of hours so I guess that’s nice i like the minion thing
improved enemy finite state machine + environment Changelog made it so the eye monster explores and moves around the chunk, waits a second before choosing a new target destination on the chunk automatically changes albedo color depending on the chunk it was spawned in, so if it was spawned in glacier, it adopts a dark blue tone fields biome with a tree and actual grass rather than a carpet-like texture idk if I mentioned in the last devlog so I’ll just generalize and say a lot more Next steps make environments less blocky and go smoothly into each other foliage and more immersive environments, reccomended by @tejaswa and a few others more enemies secondary axe attack new weapons Notes: it pmo to see how people will just completely ai literally EVERYTHING and still think they can get stardust for it. like literally everything, the code, the idea, the devlogs for some reason, and the readme. how lazy can you be? i know exactly who this is directed towards
lazy devlog: changed my file directory idk why it took so long but I can’t track it all
blending and more environment stuff Changelog made the player speed exportable (I did this so I could travel over a ton of chunks faster when debugging to see how it looks like on runtime) created a blendchunk node created a giantblendchunk node which is just 3 blendchunk s the blendchunk s properly detect any chunks near them and change their texture using a shader to make it look like a seamless transition (although I’ll admit that it could use some work because the cel shading makes it pretty weird) changing the files made the github weird so I had to create a new local repo and fix all of the problems that showed up Next Steps maybe add a car because player on its own is too small? lots of people said to add foliage and more immersive environments by adding falling things and stuff automatic enemy spawning make the worldenvironment color change in a blendchunk rather than having to actually go to the solid one Notes really hope I get an xbox so if you see this, please repost like comment whatever so this project is seen more, and also if your rating give me a perfect score! 🙏
added health bar Changelog health bar created a unshadedlayer node using subviewports where if you add a child to it, that child will be unaffected by shading like cel shading and pixel art (it doesn’t work that well yet, i’ll have to improve it) changed player health to 5 Next steps make something happen when you die which will probably involve creating a menu inventory improve the shading system Notes ignore the roblox thing
if you’re reading this, reposting liking and comment help a lot and I really want this project to get out there, bc I’m working reallly hard on it so smash those like and follow buttons thanks also my BIGGEST devlog yet, press read more! 🙏 (added guns 🔫🔫) actual devlog below TONS OF NEW CHANGES! 🔫 Changelog (there’s so many, I couldn’t do it by memory and had to go to git history added collision shapes to the environments! this includes the trees, the rocks, the glaciers, cacti, etc. not sure if I included this in the last devlog but WIP winter field biome exported player speed (probably also in the last) INVENTORY!!! so far it has the axe, the pistol, and the rest is empty but I successfully built it so it is very easy to add to and implement into the game a whole pistol 🔫🔫🔫🔫🔫 took a while (mostly the reason why this devlog is so long) it took SO LONG to get the blender model working because: very unfortunate news The person who I was getting ALL of my models from on sketchfab, @levraicoincoin DELETED their sketchfab account no idea why, crazy coincidence that it happpened the day after I published using their models. So it took so long to find someone else’s models (thank you new person who I dont want to delete their models 🙏). and this new person’s models are very different and it took me a very long time to get adjusted to this and figure out how to use it. @levraicoincoin was so simple, this one is not. all of the animations were packed into one action, and I did not know about Godot’s slice (wtv its called) feature, so I was trying to import them seperately through blender. huge fail, but finally figured it out so I guess it’s a success 👑 and another plus is that this person does have more models that are similar, and I’ve figured out how to use them so it won’t be that big of a struggle next time anyway back to changelog sucessfully got the pistol’s animations working added an AudioBus that has signals of things like axe swung and shot fired added a GameAudio node that uses the signals from AudioBus and plays a sound made the pistol sound this part was super tedious made it so the player’s arms were unshaded (took so long and had to use my broken UnshadedLayer node from earlier, HUGE pain removed the outline of everything I guess that’s about it (probably a bit more that I’m forgetting but it’s fine, this devlog is huge) Next steps (hopefully not as long) more weapons! will not take nearly as much time I hope 🙏 add more enemies fix some gun bugs because I don’t think it’s working that well when moving right now find the best spot for health and inventory, probably bottom left corner get an audio for the axe get background music, meaning probably make a start and death menu vehicle Notes if you really read everything, I appreciate it a LOT. all of my work related to this devlog took SO MUCH time, but I’ve gotten a lot of support. super grateful probably best news so far, @tejaswa got unbanned after mistakenly being banned for fraud! 🎉 he inspired this project a lot, so I’m really happy for him, his project, and grateful for the support he gave me that’s all, thanks! reposting liking and comment help a lot!
added creepers to my fps Changelog imported the snowman monster model (only idle and walk animation so I had to manage) make the snowman go towards the player gave the snowman the same mechanics as a minecraft creeper Next steps more mobs more guns Notes my last devlog flopped why
demo finally out! press to play give me feedback!!! i’ve already gotten reports that the game gets very laggy when you look at the trees (its because of complex shaders that are post-processing), will fix soon
pre-devlog ship! please give me a good review guys 🙏 get playing! just updated: Changelog added a score axe sound tried to fix enemy shooting, not sure if I really did though menu and death screen bigger map that has slightly random generation enemies get bigger and stronger as score gets up and you survive for longer Next steps: ship! Notes: please give me a good score!
hi everyone! before you rate, let me just clarify about a few things before you rate my project the game takes a little time to load, so please be patient 🙏 look at the devlogs while you wait! i’m on mac so I haven’t tested the windows download, try to play in-browser i’m pretty sure it’s fixed but sometimes pressing W can move backwards and S moves forward. this is because you may have accidentally breached the limit on looking up and down. if this happens, slowly keep looking up or down (both work) until its fixed happy shipping!
I reviewed everyone’s previous ship feedback and made a few changes! ready to re-ship, wish me luck!
Ships:
Alien FPS! 👽 🔫 an exploration alien shooter game made in Godot by arjun bhumula! this is my first ever 3d project, and I’m very proud of it! Alien FPS is kind of like an arena shooter (ig) where you are given an axe and a pistol and you have to fend for yourself. In the biomes surrounding you, enemies are spawning everywhere: (the following is from the readme) The enemies include: eye monster 👁️ : 200 points, but 400 if you use your axe to kill it snowman (creeper like minecraft: 250 points, but 500 if you use your axe to kill it Enemies keep getting stronger as your score builds up, so be careful! You can either die by getting your health down to 0 or falling off the map somehow Have fun! AI DISCLOSURE! ⚠️ NO AI IS USED FOR CODE! However, I used AI to walk me through the process of using Blender and Godot together because this this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY
Alien FPS! 👽🔫 — Ship #2 an exploration alien shooter made in Godot by arjun bhumula! this is my 2nd ship for Stardance. still my first 3D project and i’m proud of it — after Ship #1 i actually listened to the feedback and fixed a bunch of stuff. What I changed from feedback made it run better on weaker computers enemies don’t spawn on top of trees/objects anymore eye monsters now show up in the plains too cleaned up some gameplay / UX issues people pointed out The game arena shooter — axe + pistol, enemies spawn across different biomes. scoring eye monster 👁️ — 200 (400 with axe) snowman (creeper-like) — 250 (500 with axe) enemies get stronger the longer you survive. die at 0 HP or by falling off the map. have fun! AI disclosure ⚠️ NO AI WAS USED FOR CODE. I only used AI to help me learn Blender + Godot since this is my first time doing that. Please give me a good review so I can get an xbox, THANK YOU SO MUCH EVERYBODY...
|
1792990411.8932495
|
1793076811.8932495
|
|
39017
|
My Portfolio by @Wontonify | Stardance
|
Wontonify
|
2
|
17.0
|
39
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T12:36:08Z", "hours": 9.0, "multiplier": 4.17, "payout": 39, "blessing": "neutral", "text": "At Last! Over this project I have done countless drafts and put in so many hours to get this done! I’m so happy with how it turned out, I’ve really come so far from my first few attempts. The final design was inspired by the terminal itself, and the loading screen was taken as inspiration from Blooket. I had to learn a lot of JavaScript for this project to get the loading screen to work which actually wasn’t too much of a hassle as compared to starting HTML and CSS. This is only because I have an advanced understanding of Lua/Luau which is very similar to JavaScript’s. Things such as math minimum functions remained largely similar such as Math.Min, Math.random and Math.floor, while function definitions also remained relatively similar. I had a lot more difficulty with HTML though, but I’m so glad I figured it out in the end!", "repo": "https://github.com/Wontonify/My-Portfolio-", "demo": "https://wontonify.github.io/My-Portfolio-/"}, {"ship_num": 2, "ts": "2026-07-26T07:01:14Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! This was my first attempt at making a complete site all by myself. I already had a little bit of html experience but I basically had to relearn everything. I am going to use this as my portfolio for future Roblox commissions since that is what I am best at. This design was already half-way made by myself in framer beforehand. Claude was used only for teaching me as I slowly learnt HTML, CSS and JavaScript, as well as finding fonts and stuff like that.", "repo": "https://github.com/Wontonify/My-Portfolio-", "demo": "https://wontonify.github.io/My-Portfolio-/"}]...
|
[{"post_id": 36976, "ts": "202 [{"post_id": 36976, "ts": "2026-07-29T12:29:04Z", "hours": 9.3747, "text": "Devlog #006 Massive Design Rework & Loading Screen Completely reworked the design choices of my portfolio to mimic code (luau) Added terminal inspired loading screen Fixed mobile and other device scaling This new design took soo long but I’m super happy with how it turned out. I also had to learn a lot more JavaScript than my first ship. Huge clutch to Claude for teaching me, definitely would’ve taken so much longer without it! This is going to be my last devlog before I reship for the community to rate!"}, {"post_id": 35016, "ts": "2026-07-26T05:19:45Z", "hours": 0.4606, "text": "Final devlog before I ship! Added some minor things like hover animations, scrolling animations and loading animations. All the buttons now work and they take you to the respective game or to my contact information!"}, {"post_id": 34605, "ts": "2026-07-25T13:56:23Z", "hours": 2.2808, "text": "Locked in and finally finished it 💪💪 Hopefully I can ship this project soon, just some small tweaks left!"}, {"post_id": 34498, "ts": "2026-07-25T08:22:47Z", "hours": 2.9208, "text": "Completely reworked and created a rough layout with the new color scheme. I really love how minimalistic it looks right now, but it still has much more polishing to do before its finalized. I plan on having this as my portfolio mainly for my Roblox projects as I don’t really have many elsewhere though I am trying to learn :) I used AI for the information for now as I am focusing on the design first"}, {"post_id": 34371, "ts": "2026-07-25T00:59:58Z", "hours": 1.2022, "text": "Working navigation bar buttons 🎉🎉"}, {"post_id": 33960, "ts": "2026-07-24T09:59:45Z", "hours": 0.725, "text": "Finally got the navigation bar figured out! Not very pretty yet but I’m working on it"}]...
|
Title: My Portfolio by @Wontonify | Stardance
Dev Title: My Portfolio by @Wontonify | Stardance
Devlogs:
Finally got the navigation bar figured out! Not very pretty yet but I’m working on it
Working navigation bar buttons 🎉🎉
Completely reworked and created a rough layout with the new color scheme. I really love how minimalistic it looks right now, but it still has much more polishing to do before its finalized. I plan on having this as my portfolio mainly for my Roblox projects as I don’t really have many elsewhere though I am trying to learn :) I used AI for the information for now as I am focusing on the design first
Locked in and finally finished it 💪💪 Hopefully I can ship this project soon, just some small tweaks left!
Final devlog before I ship! Added some minor things like hover animations, scrolling animations and loading animations. All the buttons now work and they take you to the respective game or to my contact information!
Devlog #006 Massive Design Rework & Loading Screen Completely reworked the design choices of my portfolio to mimic code (luau) Added terminal inspired loading screen Fixed mobile and other device scaling This new design took soo long but I’m super happy with how it turned out. I also had to learn a lot more JavaScript than my first ship. Huge clutch to Claude for teaching me, definitely would’ve taken so much longer without it! This is going to be my last devlog before I reship for the community to rate!
Ships:
Hello! This was my first attempt at making a complete site all by myself. I already had a little bit of html experience but I basically had to relearn everything. I am going to use this as my portfolio for future Roblox commissions since that is what I am best at. This design was already half-way made by myself in framer beforehand. Claude was used only for teaching me as I slowly learnt HTML, CSS and JavaScript, as well as finding fonts and stuff like that.
At Last! Over this project I have done countless drafts and put in so many hours to get this done! I’m so happy with how it turned out, I’ve really come so far from my first few attempts. The final design was inspired by the terminal itself, and the loading screen was taken as inspiration from Blooket. I had to learn a lot of JavaScript for this project to get the loading screen to work which actually wasn’t too much of a hassle as compared to starting HTML and CSS. This is only because I have an advanced understanding of Lua/Luau which is very similar to JavaScript’s. Things such as math minimum functions remained largely similar such as Math.Min, Math.random and Math.floor, while function definitions also remained relatively similar. I had a lot more difficulty with HTML though, but I’m so glad I figured it out in the end!...
|
1792878502.769834
|
1793742502.769834
|
|
39376
|
personal site + pi games by @NotSuspiciousProgramm personal site + pi games by @NotSuspiciousProgrammer | Stardance...
|
NotSuspiciousProgrammer
|
2
|
4.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T19:01:05Z", "hours": 2.0, "multiplier": 12.69, "payout": 21, "blessing": "neutral", "text": "finished personal webpage this is a personal webpage with fun games to preview! read a few paragraphs about me, then read a few paragraphs about things you can explore on my webpage. this project features a cool starry header, multiple paragraphs with fun facts and hobbies, and three previews for games i made a little while ago. for this second ship, i added fun CSS animations to every section of content on my webpage. i also made the games easier to preview, with each game opening an individual HTML dialog along with an option for fullscreen. i hope this webpage is enjoyable for everyone who visits it :)", "repo": "https://github.com/kpoovakan/about", "demo": "https://kpoovakan.github.io/about/"}, {"ship_num": 2, "ts": "2026-07-31T17:42:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished is a lil’ webpage with some random facts about me! The three sections are a heading, three paragraphs about me and my hobbies (with a fourth bonus paragraph with fun instructions for the interactive webpage), and a section filled with previews for some of my games! There are three different games: a silly pie game, tycoon game, and logic game. This webpage, and all three games featured in the previews, is 100% created by me.", "repo": "https://github.com/kpoovakan/about", "demo": "https://kpoovakan.github.io/about/"}]...
|
[{"post_id": 39043, "ts": "202 [{"post_id": 39043, "ts": "2026-08-01T18:36:22Z", "hours": 1.6197, "text": "Added CSS animations to every section of content on my webpage. I also improved the game previews, with a popup dialog that can be opened for each game. Finally, I updated and improved the README, adding a cool animated GIF and a better description."}, {"post_id": 38328, "ts": "2026-07-31T17:32:16Z", "hours": 0.2628, "text": "Originally, this webpage only had one game to preview and try. I decided to add two of my other games as a preview, for any visitors who want to try some of my games, with a variety of game types. There’s a silly pie game, a fun tycoon game, and a logic game to enjoy :)"}, {"post_id": 34356, "ts": "2026-07-25T00:01:50Z", "hours": 1.7578, "text": "My webpage now has a heading, three paragraphs, and an embed showcasing a game I made a little while ago."}]...
|
Title: personal site + pi games by @NotSuspiciousP Title: personal site + pi games by @NotSuspiciousProgrammer | Stardance
Devlogs:
My webpage now has a heading, three paragraphs, and an embed showcasing a game I made a little while ago.
Originally, this webpage only had one game to preview and try. I decided to add two of my other games as a preview, for any visitors who want to try some of my games, with a variety of game types. There’s a silly pie game, a fun tycoon game, and a logic game to enjoy :)
Added CSS animations to every section of content on my webpage. I also improved the game previews, with a popup dialog that can be opened for each game. Finally, I updated and improved the README, adding a cool animated GIF and a better description.
Ships:
Finished is a lil’ webpage with some random facts about me! The three sections are a heading, three paragraphs about me and my hobbies (with a fourth bonus paragraph with fun instructions for the interactive webpage), and a section filled with previews for some of my games! There are three different games: a silly pie game, tycoon game, and logic game. This webpage, and all three games featured in the previews, is 100% created by me.
finished personal webpage this is a personal webpage with fun games to preview! read a few paragraphs about me, then read a few paragraphs about things you can explore on my webpage. this project features a cool starry header, multiple paragraphs with fun facts and hobbies, and three previews for games i made a little while ago. for this second ship, i added fun CSS animations to every section of content on my webpage. i also made the games easier to preview, with each game opening an individual HTML dialog along with an option for fullscreen. i hope this webpage is enjoyable for everyone who visits it :)...
|
1792986595.6286297
|
1793072995.6286297
|
|
39412
|
Cultivation Incremental by @RanDK | Stardance
|
RanDK
|
2
|
93.0
|
1329
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T14:06:11Z", "hours": 20.0, "multiplier": 17.26, "payout": 338, "blessing": "neutral", "text": "VERSION 0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to add more of the essentials mechanic of the Game! Now here is the List of Features i have added to the game since the last release: Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest. Added New Enemy : Goblin. Added More quests . Added Cultivating Animation! Added Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. And more! you can read all the devlogs to see the small changes. I still have some features not yet implemented, that is fighting enemy animation, weapons, and PVP . But i don’t really have the courage since the Stardance deadline is within 3 weeks (and its already extended), but i do have plan to continue the project later in December for my own personal project (close sourced, even though right now its already semi close source since the models, maps i used is not in the code but in the roblox studio file.). Thanks for everyone who have followed the game journey, albeit short i thank you guys for supporting me!! (Especially those who bought my gamepass!!) . I CANT BELIEVE I GOT MY FIRST ROBUX FROM MAKING A GAME HERE IN STARDANCE :DD THANK YOU SO MUCH!!! This Game is Made with the best of my Game Dev abilities .", "repo": "https://github.com/RKPYI/cultivation", "demo": "https://www.roblox.com/games/128506264671282/Cultivation-Incremental"}, {"ship_num": 2, "ts": "2026-08-17T03:44:11Z", "hours": 73.0, "multiplier": 13.89, "payout": 991, "blessing": "neutral", "text": "VERSION 0.0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to finish the essentials mechanic of the Game! Now here is the List of Features the game have: Cultivate, just stand on the existing zone (and make sure you have the required Realm) and you’ll gain Qi automatically Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit. Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards. Battle, you can walk to enemy and you’ll automatically deal damage to them! Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest. The feature is implemented, but its very simple and “unprofessional”. Lame excuse but its really because this is my first time making game and im still learning the basics. I’ll be adding more stuff and refine the core features in the future updates!! This game is made for the love of the game and genre :)", "repo": "https://github.com/RKPYI/cultivation", "demo": "https://www.roblox.com/games/128506264671282/Cultivation-Incremental"}]...
|
[{"post_id": 74457, "ts": "202 [{"post_id": 74457, "ts": "2026-09-27T12:35:39Z", "hours": 6.9819, "text": "[Devlog #29] The Last Devlog The Game New Contents Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. Add beam/arrow to the quest npc when you’re done with their given quest. Add equip best button in the inventory menu. Add dmg mult information in the inventory meny (item detail menu). Updates Fix some bugs, for example player able to move while cultivating. Optimize and remove unused leaderboards. ready to publish it! Thank you for the opportunity Hackclub for me to grow as a beginner roblox developer I appreciate the support from everyone although my game is far from “professional”, atleast its a fully working game! and Im happy with it."}, {"post_id": 68131, "ts": "2026-09-14T15:48:31Z", "hours": 1.1519, "text": "[Devlog #28] New Content Added “Aura” like particle effect when cultivating, its more like you “suck” the surrounding qi into the body. Update Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching. Nothing crazy, just some cool small detail."}, {"post_id": 66709, "ts": "2026-09-12T16:27:10Z", "hours": 2.3578, "text": "[Devlog #27] New Contents New Mobile Button to Cultivate New Shortcut UI to press “C” to Cultivate when entering a Zone they can cultivate in. New Tutorial Section to tell the player to press “C” to start cultivating and gathering qi. Update Player now can’t walk/jump when cultivating May need to revise the button for mobile since its very basic right now"}, {"post_id": 66071, "ts": "2026-09-11T17:16:34Z", "hours": 1.8178, "text": "[Devlog #26] New Content Added Cultivating Animation! Update Now you have to press “C” to cultivate rather than just automatically gain Qi just by entering the Qi Zone. Next one is to add button for mobile user, and also add UX feedback for when they’re able to press C to cultivate and when they can’t (outside zone & higher realm zone). Oh! also adding particle/aura when player is cultivating for more satisfying feel."}, {"post_id": 61661, "ts": "2026-09-04T18:08:47Z", "hours": 0.5442, "text": "[Devlog #25] Updates Added more quests Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests. Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone."}, {"post_id": 60953, "ts": "2026-09-03T17:11:44Z", "hours": 3.1036, "text": "[Devlog #24] New Content Added Onboarding/Tutorial ! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest . Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think)."}, {"post_id": 60245, "ts": "2026-09-02T14:23:32Z", "hours": 2.5775, "text": "[Devlog #23] New Content Added refresh countdown on leaderboard UI. Updates Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change). Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank. Polishing the game :))"}, {"post_id": 59659, "ts": "2026-09-01T16:01:39Z", "hours": 1.0572, "text": "[Devlog #22] New Contents Added 1 more enemy, goblin. Update Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item. Fixed quest id being duplicated. im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though! Try it Now Game may not be up to date from the devlog Cultivation Incremental (16+)"}, {"post_id": 46405, "ts": "2026-08-13T16:13:06Z", "hours": 0.8792, "text": "[Devlog #21] Updates Added a proper README. Fixed some minor bugs. The next devlog will be for a published Game . Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills."}, {"post_id": 45814, "ts": "2026-08-12T15:17:53Z", "hours": 0.6147, "text": "[Devlog #20] Update Added 1 more quest New Assets Added Game Icon and Thumbnail Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web . Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month."}, {"post_id": 45161, "ts": "2026-08-11T14:03:07Z", "hours": 0.3044, "text": "[Devlog #19] Update New UI for Leaderboard! I’ll be polishing the game (for real) and release the first version tommorow (hopefully)… Im getting really busy"}, {"post_id": 44685, "ts": "2026-08-10T16:42:21Z", "hours": 3.5644, "text": "[Devlog #18] New Content Added Qi Mult Counter when entered a Zone. The fire has animation Added Leaderboard . (UI is In Progress) . Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard"}, {"post_id": 44139, "ts": "2026-08-09T18:19:01Z", "hours": 0.3978, "text": "[Devlog #17] Update Make the Breakthrough bar slimmer and more compact. Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif."}, {"post_id": 43367, "ts": "2026-08-08T15:57:22Z", "hours": 4.3803, "text": "[Devlog #16] New Content Added 5 new Items you can buy. Updates Implemented the Functionality of the NPC Shop. You can now buy items here. Updated the Shop UI, now it looks better compared to previous version. Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items)"}, {"post_id": 42792, "ts": "2026-08-07T18:02:10Z", "hours": 1.4983, "text": "[Devlog #15] Update Added UI for NPC Shop Spent all of my time designing the UI… i still dont like the yellow box, but it’ll do for now. Next i’ll be making it dynamic and functionable."}, {"post_id": 41964, "ts": "2026-08-06T14:25:20Z", "hours": 2.245, "text": "[Devlog #14] New Content Added Shop NPC (no functionality yet) Updates Enemy now drops Spiritual Stones Bugfixes & Refactor Fix Quest bug, it needs some nil value check protection. Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect. Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component. Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection. No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat."}, {"post_id": 41418, "ts": "2026-08-05T16:45:14Z", "hours": 4.5714, "text": "[Devlog #13] New Contents Added Marks for NPC with Quest Combat and Enemy! (Its partially done) The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed."}, {"post_id": 40786, "ts": "2026-08-04T15:21:08Z", "hours": 2.5389, "text": "[Devlog #12] New Content Added Spiritual Stone . a new currency with no functionality yet. I’ll be adding shop that uses Spiritual Stone as the currency. Updates Now, completing a quest gives reward . Currently, you can get spiritual stones or items from quests. Added Notification Badge in the inventory button UI for when player get a new item. Remodeled the Old Man to Mysterious Being . Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy."}, {"post_id": 40130, "ts": "2026-08-03T15:06:52Z", "hours": 5.1494, "text": "[Devlog #11] New Contents Added Quest List UI on the right side of the screen. 2 New Sfx for Taking a quest and Completing a quest. Updates Improves NPC Dialog UI , look at Devlog #10 for comparison. Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option. Refactors Create a Close Button component for ease of use. Refactor Dialogue View UI by creating DialogueOptions component. I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but there’s a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards . Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future."}, {"post_id": 39516, "ts": "2026-08-02T14:54:08Z", "hours": 3.6114, "text": "[Devlog #10] New Contents Added NPC Dialogs Added Quests Features Broo, this two thing is messing my brain especially with all the thing to consider… Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again… Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest… My next work is probably: Updating UI so that it knows the player already took the Mission. Adding taken quest UI Update the quest progress, etc. OK everything i said sounds very confusing even to me . In conclusion, my next work is just finishing the quests features and polishing the UI."}, {"post_id": 38931, "ts": "2026-08-01T15:15:53Z", "hours": 5.4314, "text": "[Devlog #9] New Contents BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island). Added 4 more Zones . Added Realm List Board beside Spawn, it has the Full list of All Realms level. Updates Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White –> Blue –> Purple –> Gold Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there]. Added better placeholder image for Item. Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for can’t equip, Blue for can equip, Green for equipped item. Refactors (Technical) Move Qi Breakthrough sfx from RealmService to the SoundService. Move Zone Detection to Serverside for security reason. I still haven’t refactored the Inventory UI yet and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon)."}, {"post_id": 38278, "ts": "2026-07-31T16:19:33Z", "hours": 4.4764, "text": "[Devlog #8] New Content Item !! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item. Inventory UI is now working (except for Delete Button). Info For the UI, the Layout Order is prioritizing equipped item. If Player realm lower than requirement, the requirement text will be red. Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. I’ll refactor that first before im adding new content, otherwise i’ll lose my mind editing that spaggeti code later down the line… Anyway, as you can see in the screenshot. I don’t have the asset for items yet. Maybe i’ll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button."}, {"post_id": 37660, "ts": "2026-07-30T15:33:17Z", "hours": 4.3217, "text": "[Devlog #7] New Content Added Background Music ! Added Music and Sfx toggle in Settings Added Walkspeed & Jump Boost from Realm level Added Sprint ! Press Left Shift to Sprint. Bug Fixes Fix Overhead Gui , Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm. P.S. Shop and Inventory is still empty… Its hard designing and actually implementing the UI… Also i have too much idea and at the end only think about it and dont know how to implement it"}, {"post_id": 37040, "ts": "2026-07-29T14:43:03Z", "hours": 3.4936, "text": "[Devlog #6] Update Force player to use R6 Model for simplicity. New Content Added a Forest around the map. Added Menu Button (Settings, Shop, Inventory) Added Modal UI Component (still empty) Added SFX for Button when clicked and hovered. P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, i’ll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings."}, {"post_id": 36378, "ts": "2026-07-28T13:36:41Z", "hours": 4.3125, "text": "[Devlog #5] Update Implemented zone Realm Requirement and Qi Multiplier . Updated the Map, Not Final! just want to make it look like a grass. New Content Added more Realm , i use the webnovel Top Tier Providence for reference of realm names. Added 3 New Zone ’s. Added Qi Popups where it shows how much qi you just gained with accumulation. Optimization Refactoring how the system detect player entering a zone . From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!! P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets"}, {"post_id": 35806, "ts": "2026-07-27T14:04:34Z", "hours": 0.8486, "text": "[Devlog #4] Update Balancing Qi realm requirement and Qi bonus from realm . New Content Added UI for Cultivating Area . The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you don’t get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm ) P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate."}, {"post_id": 35190, "ts": "2026-07-26T13:39:43Z", "hours": 5.6908, "text": "[Devlog #3] Update Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data. You now can Breakthrough to go to Higher Realm. Added SFX for breaking through. Info Realm increases player qi gains. The higher the realm, the higher the qi gains. P.S. The Overhead UI currently added above the current user (local), other player won’t have the Overhead UI for now. I’ll work for new feature first before fixing that."}, {"post_id": 34693, "ts": "2026-07-25T16:50:59Z", "hours": 2.9936, "text": "[Devlog #2] New Content Added New Progression Layer: Realm Added Progress Bar UI for Realm (Not yet dynamic) Added Overhead UI for Player Current Realm and Username (Not yet dynamic) Bugfixes Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered."}, {"post_id": 34378, "ts": "2026-07-25T01:26:07Z", "hours": 12.1419, "text": "[Devlog #1] I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language. I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so don’t expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop)."}]...
|
Title: Cultivation Incremental by @RanDK | Stardan Title: Cultivation Incremental by @RanDK | Stardance
Devlogs:
[Devlog #1] I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language. I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so don’t expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop).
[Devlog #2] New Content Added New Progression Layer: Realm Added Progress Bar UI for Realm (Not yet dynamic) Added Overhead UI for Player Current Realm and Username (Not yet dynamic) Bugfixes Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered.
[Devlog #3] Update Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data. You now can Breakthrough to go to Higher Realm. Added SFX for breaking through. Info Realm increases player qi gains. The higher the realm, the higher the qi gains. P.S. The Overhead UI currently added above the current user (local), other player won’t have the Overhead UI for now. I’ll work for new feature first before fixing that.
[Devlog #4] Update Balancing Qi realm requirement and Qi bonus from realm . New Content Added UI for Cultivating Area . The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you don’t get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm ) P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate.
[Devlog #5] Update Implemented zone Realm Requirement and Qi Multiplier . Updated the Map, Not Final! just want to make it look like a grass. New Content Added more Realm , i use the webnovel Top Tier Providence for reference of realm names. Added 3 New Zone ’s. Added Qi Popups where it shows how much qi you just gained with accumulation. Optimization Refactoring how the system detect player entering a zone . From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!! P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets
[Devlog #6] Update Force player to use R6 Model for simplicity. New Content Added a Forest around the map. Added Menu Button (Settings, Shop, Inventory) Added Modal UI Component (still empty) Added SFX for Button when clicked and hovered. P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, i’ll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings.
[Devlog #7] New Content Added Background Music ! Added Music and Sfx toggle in Settings Added Walkspeed & Jump Boost from Realm level Added Sprint ! Press Left Shift to Sprint. Bug Fixes Fix Overhead Gui , Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm. P.S. Shop and Inventory is still empty… Its hard designing and actually implementing the UI… Also i have too much idea and at the end only think about it and dont know how to implement it
[Devlog #8] New Content Item !! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item. Inventory UI is now working (except for Delete Button). Info For the UI, the Layout Order is prioritizing equipped item. If Player realm lower than requirement, the requirement text will be red. Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. I’ll refactor that first before im adding new content, otherwise i’ll lose my mind editing that spaggeti code later down the line… Anyway, as you can see in the screenshot. I don’t have the asset for items yet. Maybe i’ll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button.
[Devlog #9] New Contents BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island). Added 4 more Zones . Added Realm List Board beside Spawn, it has the Full list of All Realms level. Updates Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White –> Blue –> Purple –> Gold Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there]. Added better placeholder image for Item. Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for can’t equip, Blue for can equip, Green for equipped item. Refactors (Technical) Move Qi Breakthrough sfx from RealmService to the SoundService. Move Zone Detection to Serverside for security reason. I still haven’t refactored the Inventory UI yet and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon).
[Devlog #10] New Contents Added NPC Dialogs Added Quests Features Broo, this two thing is messing my brain especially with all the thing to consider… Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again… Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest… My next work is probably: Updating UI so that it knows the player already took the Mission. Adding taken quest UI Update the quest progress, etc. OK everything i said sounds very confusing even to me . In conclusion, my next work is just finishing the quests features and polishing the UI.
[Devlog #11] New Contents Added Quest List UI on the right side of the screen. 2 New Sfx for Taking a quest and Completing a quest. Updates Improves NPC Dialog UI , look at Devlog #10 for comparison. Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option. Refactors Create a Close Button component for ease of use. Refactor Dialogue View UI by creating DialogueOptions component. I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but there’s a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards . Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future.
[Devlog #12] New Content Added Spiritual Stone . a new currency with no functionality yet. I’ll be adding shop that uses Spiritual Stone as the currency. Updates Now, completing a quest gives reward . Currently, you can get spiritual stones or items from quests. Added Notification Badge in the inventory button UI for when player get a new item. Remodeled the Old Man to Mysterious Being . Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy.
[Devlog #13] New Contents Added Marks for NPC with Quest Combat and Enemy! (Its partially done) The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed.
[Devlog #14] New Content Added Shop NPC (no functionality yet) Updates Enemy now drops Spiritual Stones Bugfixes & Refactor Fix Quest bug, it needs some nil value check protection. Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect. Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component. Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection. No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat.
[Devlog #15] Update Added UI for NPC Shop Spent all of my time designing the UI… i still dont like the yellow box, but it’ll do for now. Next i’ll be making it dynamic and functionable.
[Devlog #16] New Content Added 5 new Items you can buy. Updates Implemented the Functionality of the NPC Shop. You can now buy items here. Updated the Shop UI, now it looks better compared to previous version. Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items)
[Devlog #17] Update Make the Breakthrough bar slimmer and more compact. Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif.
[Devlog #18] New Content Added Qi Mult Counter when entered a Zone. The fire has animation Added Leaderboard . (UI is In Progress) . Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard
[Devlog #19] Update New UI for Leaderboard! I’ll be polishing the game (for real) and release the first version tommorow (hopefully)… Im getting really busy
[Devlog #20] Update Added 1 more quest New Assets Added Game Icon and Thumbnail Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web . Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month.
[Devlog #21] Updates Added a proper README. Fixed some minor bugs. The next devlog will be for a published Game . Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills.
[Devlog #22] New Contents Added 1 more enemy, goblin. Update Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item. Fixed quest id being duplicated. im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though! Try it Now Game may not be up to date from the devlog Cultivation Incremental (16+)
[Devlog #23] New Content Added refresh countdown on leaderboard UI. Updates Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change). Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank. Polishing the game :))
[Devlog #24] New Content Added Onboarding/Tutorial ! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest . Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think).
[Devlog #25] Updates Added more quests Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests. Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone.
[Devlog #26] New Content Added Cultivating Animation! Update Now you have to press “C” to cultivate rather than just automatically gain Qi just by entering the Qi Zone. Next one is to add button for mobile user, and also add UX feedback for when they’re able to press C to cultivate and when they can’t (outside zone & higher realm zone). Oh! also adding particle/aura when player is cultivating for more satisfying feel.
[Devlog #27] New Contents New Mobile Button to Cultivate New Shortcut UI to press “C” to Cultivate when entering a Zone they can cultivate in. New Tutorial Section to tell the player to press “C” to start cultivating and gathering qi. Update Player now can’t walk/jump when cultivating May need to revise the button for mobile since its very basic right now
[Devlog #28] New Content Added “Aura” like particle effect when cultivating, its more like you “suck” the surrounding qi into the body. Update Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching. Nothing crazy, just some cool small detail.
[Devlog #29] The Last Devlog The Game New Contents Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. Add beam/arrow to the quest npc when you’re done with their given quest. Add equip best button in the inventory menu. Add dmg mult information in the inventory meny (item detail menu). Updates Fix some bugs, for example player able to move while cultivating. Optimize and remove unused leaderboards. ready to publish it! Thank you for the opportunity Hackclub for me to grow as a beginner roblox developer I appreciate the support from everyone although my game is far from “professional”, atleast its a fully working game! and Im happy with it.
Ships:
VERSION 0.0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to finish the essentials mechanic of the Game! Now here is the List of Features the game have: Cultivate, just stand on the existing zone (and make sure you have the required Realm) and you’ll gain Qi automatically Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit. Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards. Battle, you can walk to enemy and you’ll automatically deal damage to them! Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest. The feature is implemented, but its very simple and “unprofessional”. Lame excuse but its really because this is my first time making game and im still learning the basics. I’ll be adding more stuff and refine the core features in the future updates!! This game is made for the love of the game and genre :)
VERSION 0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to add more of the essentials mechanic of the Game! Now here is the List of Features i have added to the game since the last release: Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest. Added New Enemy : Goblin. Added More quests . Added Cultivating Animation! Added Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. And more! you can read all the devlogs to see the small changes. I still have some features not yet implemented, that is fighting enemy animation, weapons, and PVP . But i don’t really have the courage since the Stardance deadline is within 3 weeks (and its already extended), but i do have plan to continue the project later in December for my own personal project (close sourced, even though right now its already semi close source since the models, maps i used is not in the code but in the roblox studio file.). Thanks for everyone who have followed the game journey, albeit short i thank you guys for supporting me!! (Especially those who bought my gamepass!!) . I CANT BELIEVE I GOT MY FIRST ROBUX FROM MAKING A GAME HERE IN STARDANCE :DD THANK YOU SO MUCH!!! This Game is Made with the best of my Game Dev abilities ....
|
1792990280.2875316
|
1793076680.2875316
|
|
39451
|
Olympus Mons: The Voyage by @AfdalFavas | Stardanc Olympus Mons: The Voyage by @AfdalFavas | Stardance...
|
AfdalFavas
|
2
|
63.0
|
975
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T20:40:11Z", "hours": 3.0, "multiplier": 16.95, "payout": 55, "blessing": "neutral", "text": "This is ship 2, I have drastically improved the README.md file, improved the overall game optimization. This isn’t a big ship, everything was mostly bug-fixing and working on feedback, and also improving my README file. Here are the controls: WASD - Move Space Bar - Reset Rotation, you will use this a lot, the Mars environment is annoying Left Shift - Brake, Don’t try using S, that is for reversing only E - Open in-game menu If there is anything wrong with the game, please include that in the feedback specifically and which rating component was affected by it. README is in Github Repo To try the game click “Try Project” below, which will redirect you to tich.io, from there you can play it. It might load for some time.", "repo": "https://github.com/afdal-f/Olympus-Mons-The-Voyage", "demo": "https://afdal-f.itch.io/olympus-mons-the-voyage"}, {"ship_num": 2, "ts": "2026-08-23T10:45:50Z", "hours": 60.0, "multiplier": 15.88, "payout": 920, "blessing": "neutral", "text": "So this project is a project in which you drive a rover, attempt dodging rocks from your spawn to a checkpoint which is the Caldera of Olympus Mons. The game is set on Olympus Mons the Solar System’s largest mountain. There are four checkpoints with the last one being the final Point (Caldera). There are a few phenomena you will experience like dust devils, which are basically harmless mini tornadoes, and dust storms, which actually do have wind effects and you will need to drive through it. A dust storm is spawned where you are at the spawn, so you will have to struggle initially. Be fast too, otherwise a dust storm is spawned every…. about 500 seconds. Once you reach the final Point, your rank will be shown, which is calculated based on how quickly you reached the final point. WASD - Movement E - Open inventory C - Close inventory Space Bar - reset movement and rotation (you will find yourself using this a lot because of Mars’s gravity. Left Shift - Brake", "repo": "https://github.com/afdal-f/Olympus-Mons-The-Voyage", "demo": "https://afdal-f.itch.io/olympus-mons-the-voyage"}]...
|
[{"post_id": 56799, "ts": "202 [{"post_id": 56799, "ts": "2026-08-28T18:32:00Z", "hours": 3.2736, "text": "Devlog 10 v.1.1.0 So this is probably my last last devlog; this is the last devlog (I think) before my second ship. The second ship is essentially based on feedback from people who rated my first. Changes since v.1.0.0 Added settings for volume. Improved rover stability. Optimized performance. Things I was hoping to add More settings that edit a lot of the values available, like the amount of rocks being spawned; the rocks might get too annoying for some people. Multiplayer modes More feature-packed things I’m probably not going to add this to the project because after this I have exams, and then more exams, so yeah. Challenges I had to overcome Learning Unity by myself for the first time Learning Blender by myself for the first time Having to learn C#, though this was easier because I already know C++ Things I learnt Game development is NOT easy You can’t make Forza Horizon 5 in a month Things exist outside of school Thanks to everyone who rated my first ship. I didn’t realize how much people rated projects, and I was losing hope I’d get any good feedback, but the feedback I got was amazing, pointed out exactly what the problem was and how they would like it fixed, exactly what they liked about my project, etc. Below is the complete playthrough of the game, from getting out of that dust storm to getting to the final point and falling down the Caldera of Olympus Mons."}, {"post_id": 52960, "ts": "2026-08-23T10:39:36Z", "hours": 6.2783, "text": "Devlog 09 v.1.0.0 This is the last devlog for this project, and I did NOT have enough time because school came by way faster than i thought. But it is what is is"}, {"post_id": 51828, "ts": "2026-08-21T18:01:20Z", "hours": 11.9369, "text": "DUST STORMMSSSS Devlog 08 v.0.3.0 I’m gonna make this short… I added dust storms, Music, a way better UI, and better vehicle physics. I attempted a better camera movement feature and failed miserably. I added a cool in game menu:"}, {"post_id": 50197, "ts": "2026-08-19T10:23:55Z", "hours": 3.9958, "text": "Devlog 07 v.0.2.0 So the last devlog was v.0.1.0; this is just the less-buggy, actually normal-looking UI version. Anyway, I just realized I have only 2 days to finish my project because I am going back to the UAE. My summer vacay in India is over, and in the UAE I’ll be way too busy with school stuff. At least it was nice while it lasted. I’m gonna have to pull all-nighters smhw … But honestly, I’m happy about the project till now; for a first game, I think it looks gud. Changes since v.0.1.0 Added a smarter particle system. Added way better UI, all made in Canva. I lowk spent too much time on the credits. I added ambient music Things I need for v.0.3.0 or at least v.0.5.0 Actual land structures Dust dust devils Clouds"}, {"post_id": 48845, "ts": "2026-08-17T12:07:48Z", "hours": 10.4806, "text": "Devlog 06 So basically, this is probably going to be the alpha version of my project… It is very under-polished, especially the UI, but I hope it is good enough for playtesting! I want to upload it on itch.io for feedback before I start polishing and adding finishing touches and features. But I have no idea if uploading to itch.io is allowed. Changes: Added UI, including the main menu, credits, and HUD. Added particle effects to the rover. Added a better mesh I made in Blender. Added lights and a cool backlight when you click the brakes Added checkpoints; there are four of them, with the fourth being called the finalPoint. Added a pointer object that points you in the right direction for the next checkpoint. Things I need to add: The checkpoints being actually visible, instead of just boring nothingness. A way better UI; currently it’s just text and primitive white squares. Better particle effects More Mars phenomena, like land structures, dust devils, clouds (I need to research them first), etc. Add a lander next to the rover for the lore, which is explained below: Basically, the lore is just that the Lander messes up and lands on the wrong crater, so the rover has to go by itself from the crater to the actual mountain “opening” called the Caldera; the journey is shown in a picture below. The reason I chose to only make the journey from that crater to the caldera instead of the whole mountain is just that Olympus Mons is HUGE. 600km wide and 21km tall, so even in a slightly scaled down version of the mountain, it still is going to take way too long and be way too boring to be playable. But anyway, I am really happy that this has actually reached a stage where it can be considered a game… even if it is classified as “barebones”"}, {"post_id": 41939, "ts": "2026-08-06T13:57:47Z", "hours": 8.3486, "text": "Devlog 05 (I think… I lost count) The video below is the complete playthrough of the game till now, btw. So today I just optimised things, made the code better, etc etc. I added rock spawning, and some actual feel of speed by increasing the FOV with higher speeds. Here are all the changes I made and what I need to do: Changes I added a script that increases the FOV of the camera when the speed increases… I tried making the FOV increase with acceleration, but that ended up really bad I added a script that spawns rocks in a 1000 x 1000 area, so if you get to the edge of that spawned square of land, it spawns rocks at the next square. This is temporary because it gets very glitchy when you get to the edge of the spawned square, and you can see the rocks spawning, which isn’t very polished. I added way better suspension, but it still rolls over pretty fast… any Unity devs here know what to do? The vehicle is 1500 kg with 8 wheels… (ignore my out of context accomplishment but I am very proud of it) I defeated my cousin in badminton 7 - 3… Yeah, nothing else lol… That’s that… now let’s get into things I plan on doing Things I plan on doing: I got to get that rock spawning thing better… I’m thinking of slowly spawning a huge area when the game is loading… I just have to figure out how… I need a good skybox; the main objective of the game is to make people fall in love with Mars (currently they’ll just get pissed at it for the annoying rocks…) I need some actual UI; currently, it is really bare-bones I need to add particle effects I also need something to keep people from getting bored… driving around a crater is not gonna cut it… And yeah… That is what I have done till now. The stupid thing is that I had studied Unity specifically for this project… I only knew C++ and Unreal Engine would bake my pc alive… So I had to learn Unity from scratch (help)"}, {"post_id": 40863, "ts": "2026-08-04T17:38:44Z", "hours": 4.5983, "text": "Devlog 04: So this devlog has added VERY unstable features… You usually see devlogs where the features are perfect and polished, but I really need to sleep, so I’ll figure the bugs out tomorrow. Firstly, I made this rock spawner; previously, it was a plain land of absolute nothingness… You couldn’t really see anything, in fact; when you were driving fast, all you would be able to see was an almost flat landscape, so you genuinely had almost no idea whether you were going fast or just not moving at all… The rocks removed that; our brain needs something passing by to judge the speed… Secondly, I made this thing where the FOV increases based on the speed… It was a good addition except it was concerningly shaky… I tried to move it all into LateUpdate(), but that did absolutely nothing at all whatsoever;t it would be really cool once I get it to be smooth. Thirdly I TRIED to add a rock spawning mechanism where the rocks spawn based on your location… It worked but only when you are at the edge of the already spawned chunk of land… I tried to make it spawn a bit earlier… (That is what you can see based on the following video ) Anyway, I use a potato, so I hope the one frame per next Christmas video recording doesn’t irritate you."}, {"post_id": 40126, "ts": "2026-08-03T14:58:04Z", "hours": 1.1603, "text": "slightlyyyyyy crashed unity hehe"}, {"post_id": 39940, "ts": "2026-08-03T08:29:02Z", "hours": 4.7933, "text": "Devlog 03 So this was a headache… until now, everything was relatively easy. I had conveniently forgotten to save the project, so I had to recode the movement system. I added wheel colliders… (I gave up on using my own wheel models because you can barely see the wheels anyway; I thought it would be better to get some work done on other things…) I made an e-brake option and a reset option in case you get stuck… But now I am stuck with this weird bug… does anyone know how to make wheel meshes follow the wheel collider? Because whatever I did is messing up my wheels… Well, after this (after fixing this bug, I hope…) I’m going to be adding a soul to the mountain because currently it’s just a plane modified using a heightmap… I got some cool rocks from Sketchfab so I can add some roughness to the current plane mountain, and then I need to do some other things, which I will think about later… I also need to add the actual game other than the physical stuff (I hope ToT); I need to add the main menu, and a hell lot of stuff before this competition ends… (I’m fried) NOTE: I just realized how bad the video recording is, sorry guys"}, {"post_id": 37431, "ts": "2026-07-30T05:00:59Z", "hours": 1.1381, "text": "Devlog 02 So basically… Wheel colliders were way too scary, so I decided to make my own wheel colliders from scratch cuz I can (no I cant). Hope I can actually get this project done in time, but this wheel collider issue is NOT helping… I have an emergency plan but that involves a very boring looking wheel… Anyway if you want you can analyze the bug below… I call it ‘The dance of wheels’ (ill try smth more creative next time)"}, {"post_id": 37047, "ts": "2026-07-29T14:49:08Z", "hours": 7.6333, "text": "Devlog 01 So basically I am trying to create a small little simulator which allows people to experience driving in another planet, I first had to find a DEM somewhere. A DEM is just a heightmap of a place. I wanted the DEM of Olympus Mons, the mountain the game is set at. It was a headache but I found it at some USGS website, I went into websites way too sketchy for my liking but I found it. After that I had to import it into Blender and then turn it into an actual model. So that is over, what I am working on right now is the rover itself… I made the model in Blender, and to call the model low-poly is an overstatement, but I am proud of it (somewhat). I was focusing on physics anyway ;-; Now the goals I have for the game is getting the physics and wheels to work. Unity did have wheel colliders but after a few hours of the wheel colliders appearing always somewhere random except where its supposed to be itself, I decided to somehow make my own wheel system… Wish me luck! (im so fried…)"}]...
|
Title: Olympus Mons: The Voyage by @AfdalFavas | S Title: Olympus Mons: The Voyage by @AfdalFavas | Stardance
Devlogs:
Devlog 01 So basically I am trying to create a small little simulator which allows people to experience driving in another planet, I first had to find a DEM somewhere. A DEM is just a heightmap of a place. I wanted the DEM of Olympus Mons, the mountain the game is set at. It was a headache but I found it at some USGS website, I went into websites way too sketchy for my liking but I found it. After that I had to import it into Blender and then turn it into an actual model. So that is over, what I am working on right now is the rover itself… I made the model in Blender, and to call the model low-poly is an overstatement, but I am proud of it (somewhat). I was focusing on physics anyway ;-; Now the goals I have for the game is getting the physics and wheels to work. Unity did have wheel colliders but after a few hours of the wheel colliders appearing always somewhere random except where its supposed to be itself, I decided to somehow make my own wheel system… Wish me luck! (im so fried…)
Devlog 02 So basically… Wheel colliders were way too scary, so I decided to make my own wheel colliders from scratch cuz I can (no I cant). Hope I can actually get this project done in time, but this wheel collider issue is NOT helping… I have an emergency plan but that involves a very boring looking wheel… Anyway if you want you can analyze the bug below… I call it ‘The dance of wheels’ (ill try smth more creative next time)
Devlog 03 So this was a headache… until now, everything was relatively easy. I had conveniently forgotten to save the project, so I had to recode the movement system. I added wheel colliders… (I gave up on using my own wheel models because you can barely see the wheels anyway; I thought it would be better to get some work done on other things…) I made an e-brake option and a reset option in case you get stuck… But now I am stuck with this weird bug… does anyone know how to make wheel meshes follow the wheel collider? Because whatever I did is messing up my wheels… Well, after this (after fixing this bug, I hope…) I’m going to be adding a soul to the mountain because currently it’s just a plane modified using a heightmap… I got some cool rocks from Sketchfab so I can add some roughness to the current plane mountain, and then I need to do some other things, which I will think about later… I also need to add the actual game other than the physical stuff (I hope ToT); I need to add the main menu, and a hell lot of stuff before this competition ends… (I’m fried) NOTE: I just realized how bad the video recording is, sorry guys
slightlyyyyyy crashed unity hehe
Devlog 04: So this devlog has added VERY unstable features… You usually see devlogs where the features are perfect and polished, but I really need to sleep, so I’ll figure the bugs out tomorrow. Firstly, I made this rock spawner; previously, it was a plain land of absolute nothingness… You couldn’t really see anything, in fact; when you were driving fast, all you would be able to see was an almost flat landscape, so you genuinely had almost no idea whether you were going fast or just not moving at all… The rocks removed that; our brain needs something passing by to judge the speed… Secondly, I made this thing where the FOV increases based on the speed… It was a good addition except it was concerningly shaky… I tried to move it all into LateUpdate(), but that did absolutely nothing at all whatsoever;t it would be really cool once I get it to be smooth. Thirdly I TRIED to add a rock spawning mechanism where the rocks spawn based on your location… It worked but only when you are at the edge of the already spawned chunk of land… I tried to make it spawn a bit earlier… (That is what you can see based on the following video ) Anyway, I use a potato, so I hope the one frame per next Christmas video recording doesn’t irritate you.
Devlog 05 (I think… I lost count) The video below is the complete playthrough of the game till now, btw. So today I just optimised things, made the code better, etc etc. I added rock spawning, and some actual feel of speed by increasing the FOV with higher speeds. Here are all the changes I made and what I need to do: Changes I added a script that increases the FOV of the camera when the speed increases… I tried making the FOV increase with acceleration, but that ended up really bad I added a script that spawns rocks in a 1000 x 1000 area, so if you get to the edge of that spawned square of land, it spawns rocks at the next square. This is temporary because it gets very glitchy when you get to the edge of the spawned square, and you can see the rocks spawning, which isn’t very polished. I added way better suspension, but it still rolls over pretty fast… any Unity devs here know what to do? The vehicle is 1500 kg with 8 wheels… (ignore my out of context accomplishment but I am very proud of it) I defeated my cousin in badminton 7 - 3… Yeah, nothing else lol… That’s that… now let’s get into things I plan on doing Things I plan on doing: I got to get that rock spawning thing better… I’m thinking of slowly spawning a huge area when the game is loading… I just have to figure out how… I need a good skybox; the main objective of the game is to make people fall in love with Mars (currently they’ll just get pissed at it for the annoying rocks…) I need some actual UI; currently, it is really bare-bones I need to add particle effects I also need something to keep people from getting bored… driving around a crater is not gonna cut it… And yeah… That is what I have done till now. The stupid thing is that I had studied Unity specifically for this project… I only knew C++ and Unreal Engine would bake my pc alive… So I had to learn Unity from scratch (help)
Devlog 06 So basically, this is probably going to be the alpha version of my project… It is very under-polished, especially the UI, but I hope it is good enough for playtesting! I want to upload it on itch.io for feedback before I start polishing and adding finishing touches and features. But I have no idea if uploading to itch.io is allowed. Changes: Added UI, including the main menu, credits, and HUD. Added particle effects to the rover. Added a better mesh I made in Blender. Added lights and a cool backlight when you click the brakes Added checkpoints; there are four of them, with the fourth being called the finalPoint. Added a pointer object that points you in the right direction for the next checkpoint. Things I need to add: The checkpoints being actually visible, instead of just boring nothingness. A way better UI; currently it’s just text and primitive white squares. Better particle effects More Mars phenomena, like land structures, dust devils, clouds (I need to research them first), etc. Add a lander next to the rover for the lore, which is explained below: Basically, the lore is just that the Lander messes up and lands on the wrong crater, so the rover has to go by itself from the crater to the actual mountain “opening” called the Caldera; the journey is shown in a picture below. The reason I chose to only make the journey from that crater to the caldera instead of the whole mountain is just that Olympus Mons is HUGE. 600km wide and 21km tall, so even in a slightly scaled down version of the mountain, it still is going to take way too long and be way too boring to be playable. But anyway, I am really happy that this has actually reached a stage where it can be considered a game… even if it is classified as “barebones”
Devlog 07 v.0.2.0 So the last devlog was v.0.1.0; this is just the less-buggy, actually normal-looking UI version. Anyway, I just realized I have only 2 days to finish my project because I am going back to the UAE. My summer vacay in India is over, and in the UAE I’ll be way too busy with school stuff. At least it was nice while it lasted. I’m gonna have to pull all-nighters smhw … But honestly, I’m happy about the project till now; for a first game, I think it looks gud. Changes since v.0.1.0 Added a smarter particle system. Added way better UI, all made in Canva. I lowk spent too much time on the credits. I added ambient music Things I need for v.0.3.0 or at least v.0.5.0 Actual land structures Dust dust devils Clouds
DUST STORMMSSSS Devlog 08 v.0.3.0 I’m gonna make this short… I added dust storms, Music, a way better UI, and better vehicle physics. I attempted a better camera movement feature and failed miserably. I added a cool in game menu:
Devlog 09 v.1.0.0 This is the last devlog for this project, and I did NOT have enough time because school came by way faster than i thought. But it is what is is
Devlog 10 v.1.1.0 So this is probably my last last devlog; this is the last devlog (I think) before my second ship. The second ship is essentially based on feedback from people who rated my first. Changes since v.1.0.0 Added settings for volume. Improved rover stability. Optimized performance. Things I was hoping to add More settings that edit a lot of the values available, like the amount of rocks being spawned; the rocks might get too annoying for some people. Multiplayer modes More feature-packed things I’m probably not going to add this to the project because after this I have exams, and then more exams, so yeah. Challenges I had to overcome Learning Unity by myself for the first time Learning Blender by myself for the first time Having to learn C#, though this was easier because I already know C++ Things I learnt Game development is NOT easy You can’t make Forza Horizon 5 in a month Things exist outside of school Thanks to everyone who rated my first ship. I didn’t realize how much people rated projects, and I was losing hope I’d get any good feedback, but the feedback I got was amazing, pointed out exactly what the problem was and how they would like it fixed, exactly what they liked about my project, etc. Below is the complete playthrough of the game, from getting out of that dust storm to getting to the final point and falling down the Caldera of Olympus Mons.
Ships:
So this project is a project in which you drive a rover, attempt dodging rocks from your spawn to a checkpoint which is the Caldera of Olympus Mons. The game is set on Olympus Mons the Solar System’s largest mountain. There are four checkpoints with the last one being the final Point (Caldera). There are a few phenomena you will experience like dust devils, which are basically harmless mini tornadoes, and dust storms, which actually do have wind effects and you will need to drive through it. A dust storm is spawned where you are at the spawn, so you will have to struggle initially. Be fast too, otherwise a dust storm is spawned every…. about 500 seconds. Once you reach the final Point, your rank will be shown, which is calculated based on how quickly you reached the final point. WASD - Movement E - Open inventory C - Close inventory Space Bar - reset movement and rotation (you will find yourself using this a lot because of Mars’s gravity. Left Shift - Brake
This is ship 2, I have drastically improved the README.md file, improved the overall game optimization. This isn’t a big ship, everything was mostly bug-fixing and working on feedback, and also improving my README file. Here are the controls: WASD - Move Space Bar - Reset Rotation, you will use this a lot, the Mars environment is annoying Left Shift - Brake, Don’t try using S, that is for reversing only E - Open in-game menu If there is anything wrong with the game, please include that in the feedback specifically and which rating component was affected by it. README is in Github Repo To try the game click “Try Project” below, which will redirect you to tich.io, from there you can play it. It might load for some time....
|
1792990171.108571
|
1793076571.108571
|
|
39643
|
Lunaric AI by @Tanixsh | Stardance
|
Tanixsh
|
2
|
34.0
|
305
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T05:51:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made an AI study companion with different modes to interact with the user in a better way and the hardest part was to make it respond faster than before, during my updates.", "repo": "https://github.com/Tanixsh/Lunaric-AI", "demo": "https://lunaricai.web.app"}, {"ship_num": 2, "ts": "2026-09-14T11:32:03Z", "hours": 31.0, "multiplier": 9.95, "payout": 305, "blessing": "neutral", "text": "I built Lunaric AI, an AI student companion which acts as an operational mentor and is greatly helpful for Olympiad preparation. I built and designed the AI using python language and designed the UI through Flutter. The hardest part was getting everything to work together, especially connecting the backend to the frontend. I’m most proud of the thing that it went from an idea to a working app with Chat, Study, Olympiad and Analyze modes. People should know they can actually test it themselves through the project link and try the different modes.", "repo": "https://github.com/Tanixsh/Lunaric-AI", "demo": "https://lunaricai.web.app"}]...
|
[{"post_id": 82903, "ts": "202 [{"post_id": 82903, "ts": "2026-10-26T05:48:48Z", "hours": 3.0078, "text": "I have been trying to update my AI and now have made it response faster, answers more accurately and worked on it’s authentication"}, {"post_id": 68006, "ts": "2026-09-14T11:20:11Z", "hours": 0.7792, "text": "DEVLOG 11: I’m here with a great news, LUNARIC is fully complete and will now be shipped. The journey helped me a lot and encouraged me to go beyond my limits and try new things and hope to explore this field more. Although it was not really straight forward and I feel the toughest part of the project was connecting the backend and frontend which not only took time but was truly difficult. I’ll be trying to ship my project and this is probably my last DEVLOG."}, {"post_id": 67348, "ts": "2026-09-13T12:55:18Z", "hours": 5.1967, "text": "DEVLOG 10: So guys, I’ve been lately working on redefining and polishing Lunaric’s UI and have been trying to fix bugs and glitches. I believe the AI shall shortly be shipped and it had been a great journey working on this project a lot. Hope y’all enjoy the AI."}, {"post_id": 64100, "ts": "2026-09-08T09:06:48Z", "hours": 2.7331, "text": "DEVLOG 9: I’ve deployed Lunaric publicly which is now available for all. If anyone wishes to pre-test my AI, please go https://lunaricai.web.app/ and kindly give me feedbacks accordingly. Your participation will be highly appreciated."}, {"post_id": 62295, "ts": "2026-09-05T16:28:25Z", "hours": 3.3317, "text": "DEVLOG 8: LUNARIC AI is now completed with it’s final mode - ANALYZE MODE. Lunaric can now access the user’s photos and camera based on user’s will allowing the student to upload image and get cleared with doubts with complete solution. Building the ANALYZE mode was toughest of the four as the host was continuously conflicting with the backend. Now I am going to design and polish the UI and customize some features and am also going to add a voice to text feature."}, {"post_id": 60934, "ts": "2026-09-03T16:38:56Z", "hours": 1.3733, "text": "DEVLOG 7: I’ve finally completed with my STUDY mode although i faced difficulty assigning for the TOPICS section in the subject it worked out. Now I am going to work on the last mode of LUNARIC - ANALYZE."}, {"post_id": 57997, "ts": "2026-08-30T10:20:16Z", "hours": 4.465, "text": "DEVLOG 6: I am finally done with polishing and uploading my README and tried to cover all major features and overview in a nutshell while completing the Study mode for my AI. If you guys want too take a look at my README please go to my repository on GITHUB."}, {"post_id": 55686, "ts": "2026-08-27T17:30:03Z", "hours": 1.5478, "text": "DEVLOG 5: This is my first step towards transforming Lunaric from a normal AI chatbot to an operational mentor. I’ve almost completed my work with Olympiad mode on Lunaric AI where students can generate problems just by choosing their requirements and even check if their answers are correct. Next I’ll be working towards building the STUDY mode."}, {"post_id": 54361, "ts": "2026-08-25T10:00:06Z", "hours": 3.2881, "text": "DEVLOG 4: i have finally connected the app with it’s backend and it is working completely fine. Flutter is now communicating with the Python backend and real AI responses are working inside the app."}, {"post_id": 53006, "ts": "2026-08-23T12:04:39Z", "hours": 3.4675, "text": "DEVLOG 3: The “FIRST UI PROTOTYPE” for LUNARIC AI is here. The UI is still an early prototype, but the main app structure is starting to take shape. Next, I’m working on connecting the UI to Lunaric’s actual AI capabilities."}, {"post_id": 52367, "ts": "2026-08-22T14:09:40Z", "hours": 2.8686, "text": "DEVLOG 2: FINALLY!!!! promotional website For LUNARIC OFFICIAL almost complete, I got to learn and make a 3D interactive website that too for my AI promotion."}, {"post_id": 47926, "ts": "2026-08-16T06:09:30Z", "hours": 1.6067, "text": "DEVLOG 1: The credentials and structure for my project have been assigned. Lunaric AI has started to reply by understanding user’s input and now has access to real-time information although the Real-time connection was hectic it is finally set to sail…."}]...
|
Title: Lunaric AI by @Tanixsh | Stardance
Devlogs Title: Lunaric AI by @Tanixsh | Stardance
Devlogs:
DEVLOG 1: The credentials and structure for my project have been assigned. Lunaric AI has started to reply by understanding user’s input and now has access to real-time information although the Real-time connection was hectic it is finally set to sail….
DEVLOG 2: FINALLY!!!! promotional website For LUNARIC OFFICIAL almost complete, I got to learn and make a 3D interactive website that too for my AI promotion.
DEVLOG 3: The “FIRST UI PROTOTYPE” for LUNARIC AI is here. The UI is still an early prototype, but the main app structure is starting to take shape. Next, I’m working on connecting the UI to Lunaric’s actual AI capabilities.
DEVLOG 4: i have finally connected the app with it’s backend and it is working completely fine. Flutter is now communicating with the Python backend and real AI responses are working inside the app.
DEVLOG 5: This is my first step towards transforming Lunaric from a normal AI chatbot to an operational mentor. I’ve almost completed my work with Olympiad mode on Lunaric AI where students can generate problems just by choosing their requirements and even check if their answers are correct. Next I’ll be working towards building the STUDY mode.
DEVLOG 6: I am finally done with polishing and uploading my README and tried to cover all major features and overview in a nutshell while completing the Study mode for my AI. If you guys want too take a look at my README please go to my repository on GITHUB.
DEVLOG 7: I’ve finally completed with my STUDY mode although i faced difficulty assigning for the TOPICS section in the subject it worked out. Now I am going to work on the last mode of LUNARIC - ANALYZE.
DEVLOG 8: LUNARIC AI is now completed with it’s final mode - ANALYZE MODE. Lunaric can now access the user’s photos and camera based on user’s will allowing the student to upload image and get cleared with doubts with complete solution. Building the ANALYZE mode was toughest of the four as the host was continuously conflicting with the backend. Now I am going to design and polish the UI and customize some features and am also going to add a voice to text feature.
DEVLOG 9: I’ve deployed Lunaric publicly which is now available for all. If anyone wishes to pre-test my AI, please go https://lunaricai.web.app/ and kindly give me feedbacks accordingly. Your participation will be highly appreciated.
DEVLOG 10: So guys, I’ve been lately working on redefining and polishing Lunaric’s UI and have been trying to fix bugs and glitches. I believe the AI shall shortly be shipped and it had been a great journey working on this project a lot. Hope y’all enjoy the AI.
DEVLOG 11: I’m here with a great news, LUNARIC is fully complete and will now be shipped. The journey helped me a lot and encouraged me to go beyond my limits and try new things and hope to explore this field more. Although it was not really straight forward and I feel the toughest part of the project was connecting the backend and frontend which not only took time but was truly difficult. I’ll be trying to ship my project and this is probably my last DEVLOG.
I have been trying to update my AI and now have made it response faster, answers more accurately and worked on it’s authentication
Ships:
I built Lunaric AI, an AI student companion which acts as an operational mentor and is greatly helpful for Olympiad preparation. I built and designed the AI using python language and designed the UI through Flutter. The hardest part was getting everything to work together, especially connecting the backend to the frontend. I’m most proud of the thing that it went from an idea to a working app with Chat, Study, Olympiad and Analyze modes. People should know they can actually test it themselves through the project link and try the different modes.
I have made an AI study companion with different modes to interact with the user in a better way and the hardest part was to make it respond faster than before, during my updates....
|
1793005012.5447187
|
1793091412.5447187
|
|
39674
|
LOCK IN by @Emanuela | Stardance
|
Emanuela
|
2
|
32.0
|
451
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T12:22:46Z", "hours": 13.0, "multiplier": 16.8, "payout": 225, "blessing": "neutral", "text": "Since I finished ‘The basic’ of my app well now I got to do some feature. Here I going to list em all: -Random images in the intro screen -Adding tooltips -Adding buttons Add site and Add app -Cue sound for text ‘LOCK IN’ -Pomodoro timer -Guide for Pomodoro Timer and other features -Youtube break music (only pomodoro timer) It was fun making this more than making the app itself. It was really beutiful to see the review of other people on my last ship it gave motivation and new ideas. What I feel the most proud of is the Youtube music break, It was complicated. Really the biggest nightmare after The pomodoro Timer. At one point I ruined the code in the start fuction and I had to ask help to the Ai because there I started having nightmares about this thing. PS. In guide inside the pomodoro timer I left some sites you can use to change the cue sound! It would be cool if someone would check that out :)", "repo": "https://github.com/emanuelaportella09-hub/LOCK-IN", "demo": "https://github.com/emanuelaportella09-hub/LOCK-IN/releases/tag/v1.1.0"}, {"ship_num": 2, "ts": "2026-08-23T20:53:38Z", "hours": 19.0, "multiplier": 11.63, "payout": 226, "blessing": "neutral", "text": "This desktop app was made by me, and it actually helps me lock in, no cap. You enter into the blacklist section the sites or apps you know you shouldn’t be on while working. If you still decide to go on the blacklisted sites or apps, the “LOCK IN” text takes over, forcing you to switch back. Giving accountability, no more unemployed. For this project I had to use Electron, so I learned JavaScript from scratch. Ngl, that was the hardest part. I spent 19 hours on this project, not accounting all the learning. Worth it. Quality-of-life improvement: Now you’ll actually stay locked in while you work, because the app is basically calling you out in real time whenever you start slacking. Here are my 3+ major QoL improvements: Automatic website blocking feature Automatic application blocking feature Configurable timer Persistent data (sites, apps, time, mode) Overlay readable on every background WHAT AM I PROUD OF? Before shipping, I tried out some weird websites like the Epic Games Store website with my friend. I noticed that my logic was straight garbage. I needed to install a dependency called psl in Electron to resolve the issue — that thing gave me the biggest headache of the entire project, hands down.", "repo": "https://github.com/emanuelaportella09-hub/LOCK-IN", "demo": "https://github.com/emanuelaportella09-hub/LOCK-IN/releases/tag/v1.1.0"}]...
|
[{"post_id": 64919, "ts": "202 [{"post_id": 64919, "ts": "2026-09-09T17:15:41Z", "hours": 1.6589, "text": "FINAL DEVLOG I’m sorry that I couldn’t devlog like I should’ve. But since I need to keep my streak, I felt like making a rushed post. I wanted to make one huge last devlog with everything I’ve done in the last 7 hours. First add: I added random images to the ‘intro’ screen, you’ll see images other than the cat now. Second add: I made a choosable cue sound for the LOCK IN text. And the final add was the Pomodoro timer with break music. My stupid mistakes: I lost a lot of time on the preload because I always got something spelled wrong, and since I forgot to open devtools, it was a nightmare. Then, for fileName, I typed __filename instead. Node already uses that for something else. And while I was fixing the blacklist and adding some tooltips, I deleted an important div. Everything was sitting sideways for some reason. The Pomodoro timer made me crazy. The code was hard, but figuring out what to do was harder. I went round in circles debating whether to divide by 4, or use fixed 25-minute blocks, or wondering if the time you write down is the total duration or just the work itself. In the end, this is what I settled on: the number you write down is ONLY the work time, it doesn’t include breaks, so the actual session always takes longer. 25-minute blocks, a short break in between, and a long break at the end. There are some minor tweaks I did, but I think I’m going to write those in the shiplog instead. That’s it. Bye"}, {"post_id": 64301, "ts": "2026-09-08T16:19:37Z", "hours": 4.3261, "text": "I’ve done something and I am in hurry today"}, {"post_id": 62989, "ts": "2026-09-06T15:40:41Z", "hours": 1.975, "text": "I made progress -made some tooltip -and tried adding sound"}, {"post_id": 57360, "ts": "2026-08-29T14:20:31Z", "hours": 0.4761, "text": "MADE SPECIAL VERSION FOR REVIEWER."}, {"post_id": 56211, "ts": "2026-08-27T21:20:41Z", "hours": 4.9447, "text": "PUBLISHED VIDEO GUIDE ON YOUTUBE https://www.youtube.com/watch?v=KYm0ztkC648"}, {"post_id": 53099, "ts": "2026-08-23T15:12:25Z", "hours": 2.03, "text": "FIXING ISSUES I FOUND WITH FRIEND -fixed some websites recognition problem -added addition dialog message at the start of the session -added more paragraph descrition"}, {"post_id": 52581, "ts": "2026-08-22T19:19:33Z", "hours": 9.1644, "text": "I NEED HELP I ’ve done everything, I want some feedback on my work. Should I add more features, like a color palette for the remainder? I added many things and perfected them: -I added a save load sistem for the apps , sites and timer -I added the settings, -I added an Icon -I updated my github -I fixed my blacklist, the warning, and the finish warning If someone will look into my projects and give me some feedback I’ll perhaps decide to add that feature if possible."}, {"post_id": 47008, "ts": "2026-08-14T16:15:27Z", "hours": 6.9775, "text": "PROGRESS I built an intro screen with 3 button ( blacklist settings start ) I only worked on the blacklist in wich you can Add sites that keeps your brain rotting. The settings do not work. and the start session too. WHAT I NEED TO WORK ON almost everything but I am on my way right now my focus is to make it work so I’’ll work twoards the start button but since this is my first time using java script I feel proud of my work"}, {"post_id": 37301, "ts": "2026-07-29T22:18:19Z", "hours": 1.2411, "text": "STARTING OUT I’ve created the base of the project with Electron. I’ve used Ai, it has helped to understand which language to use and helped me understand CSS , JAVASCRIPTS/NODE and HTML concepts. I want to be clear: the code was written word for word by me personally,and the design choices were totally mine I needed to figure out how the reminder for “Lock In” would work, so I worked that on myself. So now I have the word “LOCK IN” covering the screen when I launch the App. WHAT I’VE LEARNED I learned somewhat the base of NODE/JAVASCRIPT and CSS concept like flexbox font family etc. WHAT I AM GOING TO DO NEXT Create an onboarding screen with a personalised blacklist of sites and applications"}]...
|
Title: LOCK IN by @Emanuela | Stardance
Devlogs:
Title: LOCK IN by @Emanuela | Stardance
Devlogs:
STARTING OUT I’ve created the base of the project with Electron. I’ve used Ai, it has helped to understand which language to use and helped me understand CSS , JAVASCRIPTS/NODE and HTML concepts. I want to be clear: the code was written word for word by me personally,and the design choices were totally mine I needed to figure out how the reminder for “Lock In” would work, so I worked that on myself. So now I have the word “LOCK IN” covering the screen when I launch the App. WHAT I’VE LEARNED I learned somewhat the base of NODE/JAVASCRIPT and CSS concept like flexbox font family etc. WHAT I AM GOING TO DO NEXT Create an onboarding screen with a personalised blacklist of sites and applications
PROGRESS I built an intro screen with 3 button ( blacklist settings start ) I only worked on the blacklist in wich you can Add sites that keeps your brain rotting. The settings do not work. and the start session too. WHAT I NEED TO WORK ON almost everything but I am on my way right now my focus is to make it work so I’’ll work twoards the start button but since this is my first time using java script I feel proud of my work
I NEED HELP I ’ve done everything, I want some feedback on my work. Should I add more features, like a color palette for the remainder? I added many things and perfected them: -I added a save load sistem for the apps , sites and timer -I added the settings, -I added an Icon -I updated my github -I fixed my blacklist, the warning, and the finish warning If someone will look into my projects and give me some feedback I’ll perhaps decide to add that feature if possible.
FIXING ISSUES I FOUND WITH FRIEND -fixed some websites recognition problem -added addition dialog message at the start of the session -added more paragraph descrition
PUBLISHED VIDEO GUIDE ON YOUTUBE https://www.youtube.com/watch?v=KYm0ztkC648
MADE SPECIAL VERSION FOR REVIEWER.
I made progress -made some tooltip -and tried adding sound
I’ve done something and I am in hurry today
FINAL DEVLOG I’m sorry that I couldn’t devlog like I should’ve. But since I need to keep my streak, I felt like making a rushed post. I wanted to make one huge last devlog with everything I’ve done in the last 7 hours. First add: I added random images to the ‘intro’ screen, you’ll see images other than the cat now. Second add: I made a choosable cue sound for the LOCK IN text. And the final add was the Pomodoro timer with break music. My stupid mistakes: I lost a lot of time on the preload because I always got something spelled wrong, and since I forgot to open devtools, it was a nightmare. Then, for fileName, I typed __filename instead. Node already uses that for something else. And while I was fixing the blacklist and adding some tooltips, I deleted an important div. Everything was sitting sideways for some reason. The Pomodoro timer made me crazy. The code was hard, but figuring out what to do was harder. I went round in circles debating whether to divide by 4, or use fixed 25-minute blocks, or wondering if the time you write down is the total duration or just the work itself. In the end, this is what I settled on: the number you write down is ONLY the work time, it doesn’t include breaks, so the actual session always takes longer. 25-minute blocks, a short break in between, and a long break at the end. There are some minor tweaks I did, but I think I’m going to write those in the shiplog instead. That’s it. Bye
Ships:
This desktop app was made by me, and it actually helps me lock in, no cap. You enter into the blacklist section the sites or apps you know you shouldn’t be on while working. If you still decide to go on the blacklisted sites or apps, the “LOCK IN” text takes over, forcing you to switch back. Giving accountability, no more unemployed. For this project I had to use Electron, so I learned JavaScript from scratch. Ngl, that was the hardest part. I spent 19 hours on this project, not accounting all the learning. Worth it. Quality-of-life improvement: Now you’ll actually stay locked in while you work, because the app is basically calling you out in real time whenever you start slacking. Here are my 3+ major QoL improvements: Automatic website blocking feature Automatic application blocking feature Configurable timer Persistent data (sites, apps, time, mode) Overlay readable on every background WHAT AM I PROUD OF? Before shipping, I tried out some weird websites like the Epic Games Store website with my friend. I noticed that my logic was straight garbage. I needed to install a dependency called psl in Electron to resolve the issue — that thing gave me the biggest headache of the entire project, hands down.
Since I finished ‘The basic’ of my app well now I got to do some feature. Here I going to list em all: -Random images in the intro screen -Adding tooltips -Adding buttons Add site and Add app -Cue sound for text ‘LOCK IN’ -Pomodoro timer -Guide for Pomodoro Timer and other features -Youtube break music (only pomodoro timer) It was fun making this more than making the app itself. It was really beutiful to see the review of other people on my last ship it gave motivation and new ideas. What I feel the most proud of is the Youtube music break, It was complicated. Really the biggest nightmare after The pomodoro Timer. At one point I ruined the code in the start fuction and I had to ask help to the Ai because there I started having nightmares about this thing. PS. In guide inside the pomodoro timer I left some sites you can use to change the cue sound! It would be cool if someone would check that out :)...
|
1792986672.758133
|
1793073072.758133
|
|
39908
|
FFvert by @Nahida4479 | Stardance
|
Nahida4479
|
2
|
28.0
|
400
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T02:46:36Z", "hours": 17.0, "multiplier": 15.92, "payout": 279, "blessing": "neutral", "text": "Hello everyone, I have finished my FFvert project. In this project I built a system based on ffmpeg , @imgly/background-removal-node , and youtube-dl-exec , which enables converting images and videos, removing image backgrounds, and downloading YouTube videos. Conversion video system For this system I use the ffmpeg package. This system supports 6 video and 1 audio formats: gif mov mp3 mp4 avi mkv wmv The supported resolutions: 4K, 1440p, 1080p, 720p, 480p I’m proud that the GIF format additionally generates a color palette for better color accuracy. Conversion image system This system is based on the ffmpeg package. Supports 7 image formats: png jpg webp bmp tiff ico qoi Remove background system This is a special option in the FFvert panel when you upload an image. The background removal system is based on the @imgly/background-removal-node package. The AI model isnet_fp16 is downloaded from IMG.LY servers and runs locally. YouTube Downloader system The YouTube Downloader is based on the youtube-dl-exec package. The file is downloaded and converted using FFmpeg for the user-selected format and resolution. Supported 12 formats: MP4 MP3 MOV GIF MKV WEBM AAC M4A FLAC WAV OPUS VORBIS The supported resolutions: 1440p, 1080p, 720p, 480p, 360p, 240p, 144p How to use You can try my project at: convert.nahida4479.org If you prefer to run it locally, I have 2 options for you :) You can run the image using a pre-built Docker image. docker pull ghcr.io/nahida4479/ffvert:latest docker run -p 3003:3003 ghcr.io/nahida4479/ffvert:latest or build it yourself git clone https://github.com/Nahida4479/FFvert.git cd FFvert docker build -t ffvert . docker run -p 3003:3003 ffvert Summary I spent a lot of time on this project and thoroughly enjoyed studying CSS and improving my JavaScript skills. I hope you like this project. Good luck with your own projects :)", "repo": "https://github.com/Nahida4479/FFvert/tree/app", "demo": "https://convert.nahida4479.org/"}, {"ship_num": 2, "ts": "2026-08-01T21:15:51Z", "hours": 11.0, "multiplier": 11.3, "payout": 121, "blessing": "neutral", "text": "FFvert is a web app that lets you convert an uploaded file into a different format. I spent a lot of time on the design that was actually where I struggled the most. I’m proud that the conversion system works perfectly, and of the quality of the converted GIFs. My app is live at convert.nahida4479.org, so anyone can try it out.", "repo": "https://github.com/Nahida4479/FFvert/tree/app", "demo": "https://convert.nahida4479.org/"}]...
|
[{"post_id": 55297, "ts": "202 [{"post_id": 55297, "ts": "2026-08-27T01:21:28Z", "hours": 3.6989, "text": "Devlog 12 New Built and published a Docker container on GitHub Added a progress bar for YouTube Downloader Disabled the OK button until the file is ready Adjusted YouTube Downloader GUI for mobile devices Added a 2GB file upload limit to FFvert Updated README.md Docker You can run the image using a pre-built Docker image. docker pull ghcr.io/nahida4479/ffvert:latest docker run -p 3003:3003 ghcr.io/nahida4479/ffvert:latest or build it yourself git clone https://github.com/Nahida4479/FFvert.git cd FFvert docker build -t ffvert . docker run -p 3003:3003 ffvert"}, {"post_id": 54150, "ts": "2026-08-24T23:50:59Z", "hours": 2.6828, "text": "Devlog 11 New Section How to use Change name yt-dlp –> YouTube Downloader Full YouTube video download system YouTube download video system: I use the node package youtube-dl-exec for this system. The file is downloaded by the backend and converted using FFmpeg for the user-selected format. For GIF files FFmpeg generates a special palette for better color accuracy."}, {"post_id": 53452, "ts": "2026-08-24T00:37:39Z", "hours": 2.7008, "text": "Devlog 10 New GUI Text Input (for YouTube video link) Format List Resolution List OK Button Text input: Input where you will paste a YouTube video link. Format list: Supported formats: MP4 , MP3 , MOV , GIF , MKV , WEBM , AAC , M4A , FLAC , WAV , OPUS , VORBIS . Resolution list: Supported resolutions: 1440p , 1080p , 720p , 480p , 360p , 240p , 144p Plans I plan to implement a full video download system based on yt-dlp , with support for both 16:9 and 9:16 video formats."}, {"post_id": 52705, "ts": "2026-08-23T00:12:51Z", "hours": 1.4672, "text": "Devlog 9 New Added background removal system based on @imgly/background-removal-node Added typing animation for text Click or drag video or image file here Changed example files animation to a new color animation"}, {"post_id": 51999, "ts": "2026-08-22T00:38:23Z", "hours": 3.5158, "text": "Devlog 8 New FFvert GUI Added mobile devices support"}, {"post_id": 51361, "ts": "2026-08-20T23:51:37Z", "hours": 1.8914, "text": "Devlog 7 New New supported image files (TIFF, ICO, QOI) Added a CSS animation to the format examples Full image conversion system Automatically detects if you uploaded an image or a video and shows the right options Updated README.md (supported image files) Publishes new Github releases"}, {"post_id": 50654, "ts": "2026-08-19T22:31:54Z", "hours": 1.5422, "text": "Devlog 6 New Added support for uploading images, with format options adapting automatically Unique output file name Default file resolution option Default file resolution system The output file has the same resolution as the input file (for example, a 1920x1080 input produces a 1920x1080 output)"}, {"post_id": 39129, "ts": "2026-08-01T20:52:01Z", "hours": 0.7492, "text": "Final version"}, {"post_id": 39082, "ts": "2026-08-01T19:32:28Z", "hours": 2.7336, "text": "New design"}, {"post_id": 38590, "ts": "2026-08-01T02:14:00Z", "hours": 1.5681, "text": "Add fun fact and high quality GIF system"}, {"post_id": 37856, "ts": "2026-07-30T20:34:54Z", "hours": 4.0483, "text": "New resolution and download systems :)"}, {"post_id": 35323, "ts": "2026-07-26T17:19:03Z", "hours": 1.6556, "text": "Basic convert system"}]...
|
Title: FFvert by @Nahida4479 | Stardance
Devlogs: Title: FFvert by @Nahida4479 | Stardance
Devlogs:
Basic convert system
New resolution and download systems :)
Add fun fact and high quality GIF system
New design
Final version
Devlog 6 New Added support for uploading images, with format options adapting automatically Unique output file name Default file resolution option Default file resolution system The output file has the same resolution as the input file (for example, a 1920x1080 input produces a 1920x1080 output)
Devlog 7 New New supported image files (TIFF, ICO, QOI) Added a CSS animation to the format examples Full image conversion system Automatically detects if you uploaded an image or a video and shows the right options Updated README.md (supported image files) Publishes new Github releases
Devlog 8 New FFvert GUI Added mobile devices support
Devlog 9 New Added background removal system based on @imgly/background-removal-node Added typing animation for text Click or drag video or image file here Changed example files animation to a new color animation
Devlog 10 New GUI Text Input (for YouTube video link) Format List Resolution List OK Button Text input: Input where you will paste a YouTube video link. Format list: Supported formats: MP4 , MP3 , MOV , GIF , MKV , WEBM , AAC , M4A , FLAC , WAV , OPUS , VORBIS . Resolution list: Supported resolutions: 1440p , 1080p , 720p , 480p , 360p , 240p , 144p Plans I plan to implement a full video download system based on yt-dlp , with support for both 16:9 and 9:16 video formats.
Devlog 11 New Section How to use Change name yt-dlp –> YouTube Downloader Full YouTube video download system YouTube download video system: I use the node package youtube-dl-exec for this system. The file is downloaded by the backend and converted using FFmpeg for the user-selected format. For GIF files FFmpeg generates a special palette for better color accuracy.
Devlog 12 New Built and published a Docker container on GitHub Added a progress bar for YouTube Downloader Disabled the OK button until the file is ready Adjusted YouTube Downloader GUI for mobile devices Added a 2GB file upload limit to FFvert Updated README.md Docker You can run the image using a pre-built Docker image. docker pull ghcr.io/nahida4479/ffvert:latest docker run -p 3003:3003 ghcr.io/nahida4479/ffvert:latest or build it yourself git clone https://github.com/Nahida4479/FFvert.git cd FFvert docker build -t ffvert . docker run -p 3003:3003 ffvert
Ships:
FFvert is a web app that lets you convert an uploaded file into a different format. I spent a lot of time on the design that was actually where I struggled the most. I’m proud that the conversion system works perfectly, and of the quality of the converted GIFs. My app is live at convert.nahida4479.org, so anyone can try it out.
Hello everyone, I have finished my FFvert project. In this project I built a system based on ffmpeg , @imgly/background-removal-node , and youtube-dl-exec , which enables converting images and videos, removing image backgrounds, and downloading YouTube videos. Conversion video system For this system I use the ffmpeg package. This system supports 6 video and 1 audio formats: gif mov mp3 mp4 avi mkv wmv The supported resolutions: 4K, 1440p, 1080p, 720p, 480p I’m proud that the GIF format additionally generates a color palette for better color accuracy. Conversion image system This system is based on the ffmpeg package. Supports 7 image formats: png jpg webp bmp tiff ico qoi Remove background system This is a special option in the FFvert panel when you upload an image. The background removal system is based on the @imgly/background-removal-node package. The AI model isnet_fp16 is downloaded from IMG.LY servers and runs locally. YouTube Downloader system The YouTube Downloader is based on the youtube-dl-exec package. The file is downloaded and converted using FFmpeg for the user-selected format and resolution. Supported 12 formats: MP4 MP3 MOV GIF MKV WEBM AAC M4A FLAC WAV OPUS VORBIS The supported resolutions: 1440p, 1080p, 720p, 480p, 360p, 240p, 144p How to use You can try my project at: convert.nahida4479.org If you prefer to run it locally, I have 2 options for you :) You can run the image using a pre-built Docker image. docker pull ghcr.io/nahida4479/ffvert:latest docker run -p 3003:3003 ghcr.io/nahida4479/ffvert:latest or build it yourself git clone https://github.com/Nahida4479/FFvert.git cd FFvert docker build -t ffvert . docker run -p 3003:3003 ffvert Summary I spent a lot of time on this project and thoroughly enjoyed studying CSS and improving my JavaScript skills. I hope you like this project. Good luck with your own projects :)...
|
1792997577.2229295
|
1793083977.2229295
|
|
39937
|
My very own WebOS by @tr_Blu | Stardance
|
tr_Blu
|
2
|
17.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:50:37Z", "hours": 8.0, "multiplier": 1.38, "payout": 11, "blessing": "neutral", "text": "I added a loading screen when the page loads I added a search app I added an ai chatbot also, if you are loading into the page for the first time it will take 3- 90 seconds so the ai model can load", "repo": "https://github.com/daveandbustrer/bluOS", "demo": "https://daveandbustrer.github.io/bluOS/"}, {"ship_num": 2, "ts": "2026-08-29T15:22:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this OS with feature that seem interesting and new to do I really like what the project turned out to be", "repo": "https://github.com/daveandbustrer/bluOS", "demo": "https://daveandbustrer.github.io/bluOS/"}]...
|
[{"post_id": 63585, "ts": "202 [{"post_id": 63585, "ts": "2026-09-07T14:44:19Z", "hours": 0.9361, "text": "I though the other one was different but i was so sleep deprived that I didn’t realize I didn’t post about what I did previously rather than adding extra hours but now I can tell you so I added an internet access that will send you to google if you search something and dynamic loading and a loading screen(those two are from the perversely added features). also there is three more blogs I was also sleep deprivaved if you look at the time when they were posted you would see why"}, {"post_id": 63347, "ts": "2026-09-07T03:45:56Z", "hours": 1.4272, "text": "this is an extra devlog because I didn’t reload before I posted the other devlog and I didn’t want to lose 1 and a half hours, so I didn’t realize that these hours weren’t apart of it so here’s the first screenshot of my OS"}, {"post_id": 62370, "ts": "2026-09-05T18:16:32Z", "hours": 2.1483, "text": "I did after 2 hours I finally did it… the whole chatbot is done!!! it took me so long and I had to fix little errors and figure out how to make it mistake proof so that the ai doesn’t break with 10 user messages for one AI message although I probably need to add a generating screen saying the message is generating and a loading screen for the OS because when you first load in you have to wait until the ai model is loaded in… also don’t mind about what I was talking to the ai about I was trying to think of topics to talk about to test it and I was trying to make the scroll bar appear inside the box but it doesn’t want to so I gave up"}, {"post_id": 62267, "ts": "2026-09-05T15:41:51Z", "hours": 1.9203, "text": "holy it took forever to do this like I had to change the ai so many times but in the end i settled into webllm since it’s free, a webai thing and it was super easy and the only thing I needed AI for was one error but other than that no ai was used… I mean other than the ai I’m getting"}, {"post_id": 61261, "ts": "2026-09-04T03:20:09Z", "hours": 1.5217, "text": "im tring to make a chatbot but the ai is actually stupid i tried to give it an input in the bottom but it just returned the same thing"}, {"post_id": 56350, "ts": "2026-08-28T02:57:53Z", "hours": 0.6364, "text": "ive added the changing of pages for the blog right now it has two page one is a welcome to the blog and the other is a test and I’m going to leave it since I like leaving my “mark” I leave on thing alone and have it stay there"}, {"post_id": 54883, "ts": "2026-08-26T02:57:32Z", "hours": 0.4544, "text": "I’ve added the blog app into my autoload thingy and I’m starting on the script to have different blogs on it. I have the number system working and allowing me to have multiple numbers working. next I have to make the amount cap have it shift left and right and the buttons to work"}, {"post_id": 54203, "ts": "2026-08-25T02:49:21Z", "hours": 0.3828, "text": "I started on the change page thing I want it to be like on the bottom of a google page with the line of number the next and before button"}, {"post_id": 51411, "ts": "2026-08-21T02:57:40Z", "hours": 0.3778, "text": "I’ve been working on the blog app making it look as good as I can before adding the other blogs and the blog changing since this is the hardest part, also I had imported a custom font it’s called bebas neue"}, {"post_id": 50747, "ts": "2026-08-20T03:05:30Z", "hours": 0.3556, "text": "my plan for the blog app is to be able to have a next and past button like a side bar but more condensed into a smaller thing since I don’t want a bulky looking app unless I should but right now, I don’t want it to look bulky. i also am working on how the blog look from coping from other news, blogs, and other pages to get inspiration, so I have been changing the css for the content to make it look perfect but can’t get it right, so if you have anything you think I should change or add to it to make it look better tell me in the comments so that I can know and improve my page since I would like to have it look good before I ship."}, {"post_id": 50059, "ts": "2026-08-19T03:02:15Z", "hours": 0.3997, "text": "i have been working on the blog app and after that I need to make the sidebar for the app so it can swap from different blogs I might replace the welcome page to this as it is better than the welcome app"}, {"post_id": 49328, "ts": "2026-08-18T02:44:34Z", "hours": 1.4747, "text": "so, I had streamlined the process and making everything dynamically load instead of loading everything at the start. I have everything in the root div but now everything is empty and organized by the app instead of being cluttered in the html and since they won’t show to begin with they won’t affect how it looks"}, {"post_id": 47264, "ts": "2026-08-15T02:30:32Z", "hours": 0.8161, "text": "I have been working on my notes app. I have made it editable. also, I have the stacking and minimizing working with the app icons and I didn’t talk about it last time, but I made an icon for the app, in pixel art of course. also, you can format the text but i would like to be able to make custom formatting but for now it’s the default html formatting… also give me any ideas on the button since i don’t know what to do about it and I got the design from https://www.w3schools.com/tools/tool_css_button.php it helped me preview it and modify easier."}, {"post_id": 46661, "ts": "2026-08-14T02:52:38Z", "hours": 0.63, "text": "I might have accidently added the controlling multiple widows before I was told. so, when I was following the guide, I made it so it can be done more easier without needing to use multiple variables for one simple task, so I made one function to contain the app, and it accidently made it so it can work for any window."}, {"post_id": 36461, "ts": "2026-07-28T16:17:14Z", "hours": 0.5494, "text": "I added closing and opening the uhm… right, the window. I am able to open and close the window also aapps"}, {"post_id": 36173, "ts": "2026-07-28T02:55:55Z", "hours": 1.1103, "text": "I make the window movable, but some bugs are there. I’m tired so good night this will be the last devlog for today."}, {"post_id": 36150, "ts": "2026-07-28T01:41:21Z", "hours": 1.2158, "text": "i have a bottom bar thing that can track time"}, {"post_id": 34987, "ts": "2026-07-26T04:11:43Z", "hours": 0.4339, "text": "got the frame of the OS and I will added it into the website in some way but not now as I want to just build it to have it build"}]...
|
Title: My very own WebOS by @tr_Blu | Stardance
D Title: My very own WebOS by @tr_Blu | Stardance
Devlogs:
got the frame of the OS and I will added it into the website in some way but not now as I want to just build it to have it build
i have a bottom bar thing that can track time
I make the window movable, but some bugs are there. I’m tired so good night this will be the last devlog for today.
I added closing and opening the uhm… right, the window. I am able to open and close the window also aapps
I might have accidently added the controlling multiple widows before I was told. so, when I was following the guide, I made it so it can be done more easier without needing to use multiple variables for one simple task, so I made one function to contain the app, and it accidently made it so it can work for any window.
I have been working on my notes app. I have made it editable. also, I have the stacking and minimizing working with the app icons and I didn’t talk about it last time, but I made an icon for the app, in pixel art of course. also, you can format the text but i would like to be able to make custom formatting but for now it’s the default html formatting… also give me any ideas on the button since i don’t know what to do about it and I got the design from https://www.w3schools.com/tools/tool_css_button.php it helped me preview it and modify easier.
so, I had streamlined the process and making everything dynamically load instead of loading everything at the start. I have everything in the root div but now everything is empty and organized by the app instead of being cluttered in the html and since they won’t show to begin with they won’t affect how it looks
i have been working on the blog app and after that I need to make the sidebar for the app so it can swap from different blogs I might replace the welcome page to this as it is better than the welcome app
my plan for the blog app is to be able to have a next and past button like a side bar but more condensed into a smaller thing since I don’t want a bulky looking app unless I should but right now, I don’t want it to look bulky. i also am working on how the blog look from coping from other news, blogs, and other pages to get inspiration, so I have been changing the css for the content to make it look perfect but can’t get it right, so if you have anything you think I should change or add to it to make it look better tell me in the comments so that I can know and improve my page since I would like to have it look good before I ship.
I’ve been working on the blog app making it look as good as I can before adding the other blogs and the blog changing since this is the hardest part, also I had imported a custom font it’s called bebas neue
I started on the change page thing I want it to be like on the bottom of a google page with the line of number the next and before button
I’ve added the blog app into my autoload thingy and I’m starting on the script to have different blogs on it. I have the number system working and allowing me to have multiple numbers working. next I have to make the amount cap have it shift left and right and the buttons to work
ive added the changing of pages for the blog right now it has two page one is a welcome to the blog and the other is a test and I’m going to leave it since I like leaving my “mark” I leave on thing alone and have it stay there
im tring to make a chatbot but the ai is actually stupid i tried to give it an input in the bottom but it just returned the same thing
holy it took forever to do this like I had to change the ai so many times but in the end i settled into webllm since it’s free, a webai thing and it was super easy and the only thing I needed AI for was one error but other than that no ai was used… I mean other than the ai I’m getting
I did after 2 hours I finally did it… the whole chatbot is done!!! it took me so long and I had to fix little errors and figure out how to make it mistake proof so that the ai doesn’t break with 10 user messages for one AI message although I probably need to add a generating screen saying the message is generating and a loading screen for the OS because when you first load in you have to wait until the ai model is loaded in… also don’t mind about what I was talking to the ai about I was trying to think of topics to talk about to test it and I was trying to make the scroll bar appear inside the box but it doesn’t want to so I gave up
this is an extra devlog because I didn’t reload before I posted the other devlog and I didn’t want to lose 1 and a half hours, so I didn’t realize that these hours weren’t apart of it so here’s the first screenshot of my OS
I though the other one was different but i was so sleep deprived that I didn’t realize I didn’t post about what I did previously rather than adding extra hours but now I can tell you so I added an internet access that will send you to google if you search something and dynamic loading and a loading screen(those two are from the perversely added features). also there is three more blogs I was also sleep deprivaved if you look at the time when they were posted you would see why
Ships:
i made this OS with feature that seem interesting and new to do I really like what the project turned out to be
I added a loading screen when the page loads I added a search app I added an ai chatbot also, if you are loading into the page for the first time it will take 3- 90 seconds so the ai model can load...
|
1793105457.7131636
|
1793191857.7131636
|
|
39982
|
My own site! by @vojtahojda1 | Stardance
|
vojtahojda1
|
2
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T20:22:17Z", "hours": 2.0, "multiplier": 1.25, "payout": 2, "blessing": "neutral", "text": "this is my personal site it contains: -index.html(main) -contact.html(contacts) -projects.html(my projects) -about-me.html(about me) -style.css its online at https://vojtechhojda-create.github.io/personal-web/index.html with github pages why i build it : i want experience in coding websites and this is best idea readme : https://github.com/vojtechhojda-create/personal-web/blob/main/README.md", "repo": "https://github.com/vojtechhojda-create/personal-web", "demo": "https://vojtechhojda-create.github.io/personal-web/index.html"}, {"ship_num": 2, "ts": "2026-07-27T07:14:04Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello 👋🏻 I maked my personal site (it’s avaitible at https://vojtechhojda.netlify.app/ ) It have 3sites (sections) : main, projects and contact. And guys sorry the time I am working on its bigger 5 times because I don’t link the project to hacktime and it’s goes to another project. And sorry for my english", "repo": "https://github.com/vojtechhojda-create/personal-web", "demo": "https://vojtechhojda-create.github.io/personal-web/index.html"}]...
|
[{"post_id": 37222, "ts": "202 [{"post_id": 37222, "ts": "2026-07-29T19:29:19Z", "hours": 0.4253, "text": "i make better buttons with rotate animation and change font of title now is demo on “ https://vojtechhojda-create.github.io/personal-web/ ” and make some other things so you can try it. and i work on github and not codespace so i have more time than you see this day i have 2 hours"}, {"post_id": 36022, "ts": "2026-07-27T20:51:51Z", "hours": 1.085, "text": "I make about me And remake README.md ať github"}, {"post_id": 35644, "ts": "2026-07-27T06:54:50Z", "hours": 0.2969, "text": "Hello guys👋🏻, i am working on my personal site. I make contact site project site and main site and sorry the time you see on this is 5x smaller because I didn’t link the time to project so it goes to another random project. https://vojtechhojda.netlify.app/"}]...
|
Title: My own site! by @vojtahojda1 | Stardance
D Title: My own site! by @vojtahojda1 | Stardance
Devlogs:
Hello guys👋🏻, i am working on my personal site. I make contact site project site and main site and sorry the time you see on this is 5x smaller because I didn’t link the time to project so it goes to another random project. https://vojtechhojda.netlify.app/
I make about me And remake README.md ať github
i make better buttons with rotate animation and change font of title now is demo on “ https://vojtechhojda-create.github.io/personal-web/ ” and make some other things so you can try it. and i work on github and not codespace so i have more time than you see this day i have 2 hours
Ships:
Hello 👋🏻 I maked my personal site (it’s avaitible at https://vojtechhojda.netlify.app/ ) It have 3sites (sections) : main, projects and contact. And guys sorry the time I am working on its bigger 5 times because I don’t link the project to hacktime and it’s goes to another project. And sorry for my english
this is my personal site it contains: -index.html(main) -contact.html(contacts) -projects.html(my projects) -about-me.html(about me) -style.css its online at https://vojtechhojda-create.github.io/personal-web/index.html with github pages why i build it : i want experience in coding websites and this is best idea readme : https://github.com/vojtechhojda-create/personal-web/blob/main/README.md...
|
1793087354.1625426
|
1793173754.1625426
|
|
40064
|
My own site! by @rizz | Stardance
|
rizz
|
2
|
7.0
|
53
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T12:57:17Z", "hours": 6.0, "multiplier": 9.06, "payout": 53, "blessing": "neutral", "text": "Soooooooooooo i made my personal portfolio so it shows my projects and other things like github and it took me some time to make but it turned out to be good and the hardest part to make it feel 3d and to fix the mouse inaccuracy all tho the website turned out to be pretty good as per my perspective and yea i tried like making different file for HTML CSS AND JSX but it wasn’t working so had to make everything in one file and that took a long time….pleawseeeeeeeee give me a good rating i tried my bestttttt :(", "repo": "https://github.com/STEVEALEX-source/my-website", "demo": "https://myportfoliogng.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-27T16:55:14Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so i made this project cuz i feel like people need something that gives them hope. Hope to not quit. Overall the project was fun but i was really struggling with the UI cuz i needed something minimal and soothing so i used AI for some inspiration…", "repo": "https://github.com/STEVEALEX-source/my-website", "demo": "https://myportfoliogng.netlify.app/"}]...
|
[{"post_id": 55516, "ts": "202 [{"post_id": 55516, "ts": "2026-08-27T12:52:26Z", "hours": 0.7756, "text": "so yea another devlog yea and i am facing errors in mouse it’s kinda inaccurate and i got to fix and i make some changes in the website like the color and design and made it pixelated cuz who doesn’t like pixels on screen and yea a cookie for you guys to eat….."}, {"post_id": 55468, "ts": "2026-08-27T10:25:01Z", "hours": 5.0389, "text": "ummm so yea i am working on my personal website and yea i am trying to make it interactive and graphical intense…i haven’t done that much rn but i am facing some vite errors if anyone can help please comment… and i am adding a terminal feature to it and some easter eggs…yea i am just out of words atp :) i still have to work on many things ohh man i feel so stupid yea and i have to make the animations and UI feel smooth….yea i am out of words so yea that’s it"}, {"post_id": 35889, "ts": "2026-07-27T16:46:52Z", "hours": 0.7247, "text": "devlogggg……..so i have fixed the website UI and added new color’s.."}, {"post_id": 35152, "ts": "2026-07-26T12:06:48Z", "hours": 0.2717, "text": "i am working on my personal website that helps people to not lose hope cuz i have seen that some times life gets hard and you have to fight the war alone and i am just tryiing to help by making them to feel that it ain’t the end"}]...
|
Title: My own site! by @rizz | Stardance
Devlogs: Title: My own site! by @rizz | Stardance
Devlogs:
i am working on my personal website that helps people to not lose hope cuz i have seen that some times life gets hard and you have to fight the war alone and i am just tryiing to help by making them to feel that it ain’t the end
devlogggg……..so i have fixed the website UI and added new color’s..
ummm so yea i am working on my personal website and yea i am trying to make it interactive and graphical intense…i haven’t done that much rn but i am facing some vite errors if anyone can help please comment… and i am adding a terminal feature to it and some easter eggs…yea i am just out of words atp :) i still have to work on many things ohh man i feel so stupid yea and i have to make the animations and UI feel smooth….yea i am out of words so yea that’s it
so yea another devlog yea and i am facing errors in mouse it’s kinda inaccurate and i got to fix and i make some changes in the website like the color and design and made it pixelated cuz who doesn’t like pixels on screen and yea a cookie for you guys to eat…..
Ships:
so i made this project cuz i feel like people need something that gives them hope. Hope to not quit. Overall the project was fun but i was really struggling with the UI cuz i needed something minimal and soothing so i used AI for some inspiration…
Soooooooooooo i made my personal portfolio so it shows my projects and other things like github and it took me some time to make but it turned out to be good and the hardest part to make it feel 3d and to fix the mouse inaccuracy all tho the website turned out to be pretty good as per my perspective and yea i tried like making different file for HTML CSS AND JSX but it wasn’t working so had to make everything in one file and that took a long time….pleawseeeeeeeee give me a good rating i tried my bestttttt :(...
|
1793091055.0493116
|
1793177455.0493116
|
|
40114
|
WARIO EMPIRE by @lordvader25 | Stardance
|
lordvader25
|
2
|
37.0
|
109
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T12:39:38Z", "hours": 21.0, "multiplier": 5.29, "payout": 109, "blessing": "neutral", "text": "Folks, The empire creation of Warioware, is over….its completed, we have done it..AS A COMMUNITY OF AT LEAST 50, WE HAVE DONE IT BOYS. The journey, was amazing..seeing new people, figuring out game developing, it was beautiful…hope you all like it..hope we can meet again and form a community..i don’t mind if i even get 125 stardust, i js need a plushie for my sister, if you guys are generous and rate me a bit high, i will be obliged, anyways…its done, go enjoy it folks..LESSSS GOOOOOO", "repo": "https://github.com/lordvader-25/mynewwariogame", "demo": "https://lordvader-25.itch.io/wario-ware-minigame-collections"}, {"ship_num": 2, "ts": "2026-08-26T19:09:39Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Warioware, well wouldn’t even call it that because I made it completely different, as a beginner to Game Development and this type of serious coding, I feel like “HOLYYY COW, I MADE A GAME MOM, I DID IT, I’M ONE STEP CLOSER TO BECOMING SPIDER MAN.” - but in all seriousness, the game was amazing to build, and I am, js Happy…", "repo": "https://github.com/lordvader-25/mynewwariogame", "demo": "https://lordvader-25.itch.io/wario-ware-minigame-collections"}]...
|
[{"post_id": 70592, "ts": "202 [{"post_id": 70592, "ts": "2026-09-19T12:34:39Z", "hours": 0.3139, "text": "devlog 24: guys, we have officially exported the game to ITCHI.IO..CAN U BELIEVE IT, 2ND SHIP HERE I COME"}, {"post_id": 70223, "ts": "2026-09-18T18:56:08Z", "hours": 1.3756, "text": "Devlog 23 - LADIES AND GENTLEMEN, I HAVE THE GREATEST ANNOUNCEMENT IN MY HISTORY OF THIS EMPIRE, WE HAVE…(drumrolls please)….HAVE OFFICIALLY COMPLETED OUR GAME, ITS TIME TO SHIP IT NOW BOYZZZZZZ"}, {"post_id": 69256, "ts": "2026-09-16T18:04:55Z", "hours": 1.4186, "text": "devlog 22 - The level is looking pretty good as far now folks, LETS SEE WHERE WE WILL HEAD TO DUDES, HOPE WE CAN FINISH IT IN A FEW DAYS..i will also add stars and a time limit of around 15 to 20 seconds..we will see how it turns out..till then, Peace Gentlemen and Ladies…"}, {"post_id": 67537, "ts": "2026-09-13T17:39:53Z", "hours": 6.1883, "text": "devlog 21 - WE R BACK DUDES, AFTER A LONG TIME, WITH SOME WORK DONE IN OUR BACK…. WE HAVE STARTED ON THE CREATION OF OUR MINIGAME FLIPPIN 4…LESSS GOOO dudes…WE WILL BE CREATING A PLATFORM MOVING GAME, THEN SHIPPING TIME LESS GO"}, {"post_id": 63085, "ts": "2026-09-06T17:55:56Z", "hours": 2.0464, "text": "devlog 20: BOYS AND GIRLS, WE HAVE DONE IT..WE HAVE OFFICIALLY DONE IT, OUR MINIGAME 3 IS FINALLY COMPLETE WOOOOOOOOOOO🎊🎊🎊🎊🎊🎊🎊🎊🎊🎊"}, {"post_id": 62406, "ts": "2026-09-05T19:02:00Z", "hours": 1.9803, "text": "Devlog 18: WE HAVE FINALLY DONE THE CODING PART, WE JUST NOW NEED TO ADD A TIMER..AND OUR MINIGAME 3 IS OVER DUDE..LESSS GOOOOOOOOO, btw, for minigame 4..u guys need to give me some ideas, im confused what to do on it."}, {"post_id": 61687, "ts": "2026-09-04T18:34:56Z", "hours": 1.0317, "text": "Devlog 18: Finally the animations r getting together boys…OUR EMPIRE IS SLOWLY BEING BUILT ONCE AGAIN, LETSSS GOOOOOOO"}, {"post_id": 61025, "ts": "2026-09-03T18:41:33Z", "hours": 3.1169, "text": "Devlog 17: yea..so, I BASICALLY SOMEHOW LOST HALF OF MY PROJECT, I HAD TO CREATE HALF OF IT BACK..IT TOOK ME 6 HOURS DUDE, 6 AND I FLIPPIN HAVE MY EXAMS IN 18 DAYS…oh god, yea im cooked guys..btw, wish me luck for both (this and my exams)"}, {"post_id": 59796, "ts": "2026-09-01T18:46:06Z", "hours": 0.6278, "text": "DEVLOG 16: The code is starting to take its shape finally, i had to debug it a lot..I MEAN A LOT GENTLEMEN…so, i js hope by tmrw this minigame is complete so that maybe..we can focus on…“STORY MODE”"}, {"post_id": 59066, "ts": "2026-08-31T17:49:02Z", "hours": 1.3569, "text": "Devlog 15: YOOO GENTLEMEN, WASS GOOD?, so update, we have officially started creating minigame 3…the game is bout to be real fun, well i suppose it is..created the base outline first, writing the code right now..hopefully it turns out great..and usable lol..well CYA LATER HONEYPIES"}, {"post_id": 57489, "ts": "2026-08-29T17:27:53Z", "hours": 1.12, "text": "Devlog 14 - boys, after shipping our project, WE HAVE MADE OUR FINISHING TOUCHES, ADDED THE BORDERS, AN EXIT SCREEN AN ENDING SCENE AS WELL AS UPDATED OUR EXITS IN BOTH LEVEL 1 AND LEVEL 2 OF minigame 1..i mean, hope my project finally gets accepted..PEACE"}, {"post_id": 55188, "ts": "2026-08-26T18:10:21Z", "hours": 2.6533, "text": "Devlog 13 - IM BACK, THE GOATS BACK BOYSSS, and i have..COMPLETED MY FLIPPIN GAME DUDE, ITS DONE..READY TO SHIP, EVERYTHING CREATED NOW…my journey’s over now…its over, BUT WE DID IT GUYS, WE DID IT TOGETHER..THANK YOU FOR ALL THE LOVE AND SUPPORT🎊🎊🎊🎊, until then..gentleman-signing off"}, {"post_id": 51842, "ts": "2026-08-21T18:24:11Z", "hours": 1.0528, "text": "devlog 12 - BOYS, Announcement time people, WE HAVE OFFICIALLY MADE OUR MINIGAME 2 LAYOUT AND THIS GAME BOUT TO BE REAL HARD (atleast for me that is💀💀😭😭😭😭), i have barely made 2 entities and im losing lol 😭😭😭😭, btw..i wont be able to upload devlogs for a few days cuz of burnout..so, STAY TUNED FOR ME NEXT DEVLOG (probably like next week or smthn idk, well…oh yea btw, shout out to username - rajveer0123n and tanixsh, real good coders out there)"}, {"post_id": 50962, "ts": "2026-08-20T13:04:30Z", "hours": 2.2092, "text": "devlog 11 - BOYS I AM BACKKKK, AND I HAVE A WHOLE LOT OF AN UPDATE, FIRST OF ALL..WE FLIPPIN CREATED LEVEL 4 WITH A FLIPPIN ENTITY (the dragon)..AND ALSO, WE FLIPPIN CREATED OUR FIRST PIXEL ART AND IMPLEMENTED IT IN OUR LEVEL 2 TO MAKE IT HARDER LESSSSSS GOOOOOOO DUDEEESSSS…WE EVEN CREATED A NEW WINNING SCREEN FOR LEVEL 4..Minigame 2 only left AND THEN SHIPPING TIMEEEEE..LESSSSS GOOOOOOO🎊🎊🎊🎊🎊🎊🎊🎊"}, {"post_id": 48304, "ts": "2026-08-16T16:41:35Z", "hours": 1.7792, "text": "devlog 10 - I HAVE FINALLLYYY COMPLETED LEVEL FLIPPINN 3…..IT TOOK ME LIKE 3 HOURS TO GET THE CODING TO FINALLY WORK….btw, ive implemented some ideas you guys told me to…so did that..btw, next level..we will have some like NPC characters we gotta avoid..then minigame 2…I MEAN IM STILL SO HAPPY AND STOKED THAT I COMPLETED LEVEL 3🎊🎊🎊🎊🎊🎊🎊🎊"}, {"post_id": 47665, "ts": "2026-08-15T18:29:31Z", "hours": 0.8408, "text": "Devlog 9 - We HAVE FINALLYYYY STARTEDDD ON LEVEL 3…PEOPLE LETSSSS GOOOOOOOOOOO, btw..i need some ideas tbh. Should i add a bit of enemies in level 4 that u have to avoid, if u touch them..u lose or smthn?…(btw, dont judge be, this is my first time developing a game let alone a pixelated one…), so..HOPE I GET TO SEE SOME IDEASSSSS"}, {"post_id": 47082, "ts": "2026-08-14T18:32:14Z", "hours": 1.9978, "text": "Devlog 8 - PEOPLEEE, I AMM BACKKKKK..IVE FINALLY CREATED THE LOSING SCREEN AND IVE MADE IT CONNECT TO THE MINIGAME 2, SO IF UR UNABLE TO COMPLETE IT UNDER 10 SECONDS, U LOSE..LETTSSSS GOOOOO BOYSSSSSSS, WOOOOOOOOOOOOOOOOOOOO🎊🎊🎊🎊🎊🎊"}, {"post_id": 44729, "ts": "2026-08-10T17:44:30Z", "hours": 0.4031, "text": "Devlog 7 - YOU PEOPLE CANNOT FEEL THE AMOUNT OF EXCITEMENT AND HAPPINESS IM GETTING..I FINALLY MADE MY LEVEL 2 CONNECT TO THE WINNING SCREEN.. btw, wanted to ask for an idea. should i create a timer on level 2 so that i could also use a losing screen..like if u aren’t able to collect the stars under 10 seconds, u lose. how’s the idea people?"}, {"post_id": 44698, "ts": "2026-08-10T17:15:21Z", "hours": 0.3469, "text": "devlog 6 - Guys im js sleepy tbh, its like 11 pm in my area..im sleep deprived…and my PROJECT ISNT WORKING..ehh, who cares tho, ill complete level 2 for u people…LOCK IN PEEPS"}, {"post_id": 44118, "ts": "2026-08-09T17:53:43Z", "hours": 0.7311, "text": "log - 5, finally started creating LEVEL 2 of my minigame 1, lets see how it turns out, keep u peeps updated..(btw, any ideas on how to improve it, if yup, tell me cuz i need help😭😭)"}, {"post_id": 43377, "ts": "2026-08-08T16:04:46Z", "hours": 0.5, "text": "devlog 4 - MY MINIGAME_1 FINALLY WORKS AFTER 2 HOURS OF ASKING, (ps - minigame_2 waiting for me like a boss), added a bit of texture, thinking of extending minigame_1 level 1 to a level 2 aswell, gimme some ideas guys"}, {"post_id": 43317, "ts": "2026-08-08T14:48:21Z", "hours": 1.4572, "text": "devlog 3 - FINALLY working on the code to actually collect the stars in our minigame 1, ehh pretty boring till now..hope it turns out a bit bettah…"}, {"post_id": 42796, "ts": "2026-08-07T18:10:25Z", "hours": 1.0092, "text": "Finally this piece is coming together FOR GODSAKE, been working at it for around 2 hours and 30 mins (or 1 hour and 40 mins officially), tell me hows it gng"}, {"post_id": 42561, "ts": "2026-08-07T11:44:26Z", "hours": 0.6669, "text": "Yo people, #log 1, js started on this, hows it?"}]...
|
Title: WARIO EMPIRE by @lordvader25 | Stardance
D Title: WARIO EMPIRE by @lordvader25 | Stardance
Devlogs:
Yo people, #log 1, js started on this, hows it?
Finally this piece is coming together FOR GODSAKE, been working at it for around 2 hours and 30 mins (or 1 hour and 40 mins officially), tell me hows it gng
devlog 3 - FINALLY working on the code to actually collect the stars in our minigame 1, ehh pretty boring till now..hope it turns out a bit bettah…
devlog 4 - MY MINIGAME_1 FINALLY WORKS AFTER 2 HOURS OF ASKING, (ps - minigame_2 waiting for me like a boss), added a bit of texture, thinking of extending minigame_1 level 1 to a level 2 aswell, gimme some ideas guys
log - 5, finally started creating LEVEL 2 of my minigame 1, lets see how it turns out, keep u peeps updated..(btw, any ideas on how to improve it, if yup, tell me cuz i need help😭😭)
devlog 6 - Guys im js sleepy tbh, its like 11 pm in my area..im sleep deprived…and my PROJECT ISNT WORKING..ehh, who cares tho, ill complete level 2 for u people…LOCK IN PEEPS
Devlog 7 - YOU PEOPLE CANNOT FEEL THE AMOUNT OF EXCITEMENT AND HAPPINESS IM GETTING..I FINALLY MADE MY LEVEL 2 CONNECT TO THE WINNING SCREEN.. btw, wanted to ask for an idea. should i create a timer on level 2 so that i could also use a losing screen..like if u aren’t able to collect the stars under 10 seconds, u lose. how’s the idea people?
Devlog 8 - PEOPLEEE, I AMM BACKKKKK..IVE FINALLY CREATED THE LOSING SCREEN AND IVE MADE IT CONNECT TO THE MINIGAME 2, SO IF UR UNABLE TO COMPLETE IT UNDER 10 SECONDS, U LOSE..LETTSSSS GOOOOO BOYSSSSSSS, WOOOOOOOOOOOOOOOOOOOO🎊🎊🎊🎊🎊🎊
Devlog 9 - We HAVE FINALLYYYY STARTEDDD ON LEVEL 3…PEOPLE LETSSSS GOOOOOOOOOOO, btw..i need some ideas tbh. Should i add a bit of enemies in level 4 that u have to avoid, if u touch them..u lose or smthn?…(btw, dont judge be, this is my first time developing a game let alone a pixelated one…), so..HOPE I GET TO SEE SOME IDEASSSSS
devlog 10 - I HAVE FINALLLYYY COMPLETED LEVEL FLIPPINN 3…..IT TOOK ME LIKE 3 HOURS TO GET THE CODING TO FINALLY WORK….btw, ive implemented some ideas you guys told me to…so did that..btw, next level..we will have some like NPC characters we gotta avoid..then minigame 2…I MEAN IM STILL SO HAPPY AND STOKED THAT I COMPLETED LEVEL 3🎊🎊🎊🎊🎊🎊🎊🎊
devlog 11 - BOYS I AM BACKKKK, AND I HAVE A WHOLE LOT OF AN UPDATE, FIRST OF ALL..WE FLIPPIN CREATED LEVEL 4 WITH A FLIPPIN ENTITY (the dragon)..AND ALSO, WE FLIPPIN CREATED OUR FIRST PIXEL ART AND IMPLEMENTED IT IN OUR LEVEL 2 TO MAKE IT HARDER LESSSSSS GOOOOOOO DUDEEESSSS…WE EVEN CREATED A NEW WINNING SCREEN FOR LEVEL 4..Minigame 2 only left AND THEN SHIPPING TIMEEEEE..LESSSSS GOOOOOOO🎊🎊🎊🎊🎊🎊🎊🎊
devlog 12 - BOYS, Announcement time people, WE HAVE OFFICIALLY MADE OUR MINIGAME 2 LAYOUT AND THIS GAME BOUT TO BE REAL HARD (atleast for me that is💀💀😭😭😭😭), i have barely made 2 entities and im losing lol 😭😭😭😭, btw..i wont be able to upload devlogs for a few days cuz of burnout..so, STAY TUNED FOR ME NEXT DEVLOG (probably like next week or smthn idk, well…oh yea btw, shout out to username - rajveer0123n and tanixsh, real good coders out there)
Devlog 13 - IM BACK, THE GOATS BACK BOYSSS, and i have..COMPLETED MY FLIPPIN GAME DUDE, ITS DONE..READY TO SHIP, EVERYTHING CREATED NOW…my journey’s over now…its over, BUT WE DID IT GUYS, WE DID IT TOGETHER..THANK YOU FOR ALL THE LOVE AND SUPPORT🎊🎊🎊🎊, until then..gentleman-signing off
Devlog 14 - boys, after shipping our project, WE HAVE MADE OUR FINISHING TOUCHES, ADDED THE BORDERS, AN EXIT SCREEN AN ENDING SCENE AS WELL AS UPDATED OUR EXITS IN BOTH LEVEL 1 AND LEVEL 2 OF minigame 1..i mean, hope my project finally gets accepted..PEACE
Devlog 15: YOOO GENTLEMEN, WASS GOOD?, so update, we have officially started creating minigame 3…the game is bout to be real fun, well i suppose it is..created the base outline first, writing the code right now..hopefully it turns out great..and usable lol..well CYA LATER HONEYPIES
DEVLOG 16: The code is starting to take its shape finally, i had to debug it a lot..I MEAN A LOT GENTLEMEN…so, i js hope by tmrw this minigame is complete so that maybe..we can focus on…“STORY MODE”
Devlog 17: yea..so, I BASICALLY SOMEHOW LOST HALF OF MY PROJECT, I HAD TO CREATE HALF OF IT BACK..IT TOOK ME 6 HOURS DUDE, 6 AND I FLIPPIN HAVE MY EXAMS IN 18 DAYS…oh god, yea im cooked guys..btw, wish me luck for both (this and my exams)
Devlog 18: Finally the animations r getting together boys…OUR EMPIRE IS SLOWLY BEING BUILT ONCE AGAIN, LETSSS GOOOOOOO
Devlog 18: WE HAVE FINALLY DONE THE CODING PART, WE JUST NOW NEED TO ADD A TIMER..AND OUR MINIGAME 3 IS OVER DUDE..LESSS GOOOOOOOOO, btw, for minigame 4..u guys need to give me some ideas, im confused what to do on it.
devlog 20: BOYS AND GIRLS, WE HAVE DONE IT..WE HAVE OFFICIALLY DONE IT, OUR MINIGAME 3 IS FINALLY COMPLETE WOOOOOOOOOOO🎊🎊🎊🎊🎊🎊🎊🎊🎊🎊
devlog 21 - WE R BACK DUDES, AFTER A LONG TIME, WITH SOME WORK DONE IN OUR BACK…. WE HAVE STARTED ON THE CREATION OF OUR MINIGAME FLIPPIN 4…LESSS GOOO dudes…WE WILL BE CREATING A PLATFORM MOVING GAME, THEN SHIPPING TIME LESS GO
devlog 22 - The level is looking pretty good as far now folks, LETS SEE WHERE WE WILL HEAD TO DUDES, HOPE WE CAN FINISH IT IN A FEW DAYS..i will also add stars and a time limit of around 15 to 20 seconds..we will see how it turns out..till then, Peace Gentlemen and Ladies…
Devlog 23 - LADIES AND GENTLEMEN, I HAVE THE GREATEST ANNOUNCEMENT IN MY HISTORY OF THIS EMPIRE, WE HAVE…(drumrolls please)….HAVE OFFICIALLY COMPLETED OUR GAME, ITS TIME TO SHIP IT NOW BOYZZZZZZ
devlog 24: guys, we have officially exported the game to ITCHI.IO..CAN U BELIEVE IT, 2ND SHIP HERE I COME
Ships:
I made a Warioware, well wouldn’t even call it that because I made it completely different, as a beginner to Game Development and this type of serious coding, I feel like “HOLYYY COW, I MADE A GAME MOM, I DID IT, I’M ONE STEP CLOSER TO BECOMING SPIDER MAN.” - but in all seriousness, the game was amazing to build, and I am, js Happy…
Folks, The empire creation of Warioware, is over….its completed, we have done it..AS A COMMUNITY OF AT LEAST 50, WE HAVE DONE IT BOYS. The journey, was amazing..seeing new people, figuring out game developing, it was beautiful…hope you all like it..hope we can meet again and form a community..i don’t mind if i even get 125 stardust, i js need a plushie for my sister, if you guys are generous and rate me a bit high, i will be obliged, anyways…its done, go enjoy it folks..LESSSS GOOOOOO...
|
1793105441.3633335
|
1793191841.3633335
|
|
40132
|
My very own WebOS by @rizz | Stardance
|
rizz
|
2
|
2.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T07:52:35Z", "hours": 1.0, "multiplier": 8.57, "payout": 5, "blessing": "neutral", "text": "I basically built a little computer that lives in one browser tab. It is called breadboardOS. The whole desktop looks like a real solderless breadboard: cream board, red and blue power rails, black chip icons, that warm amber glow. No frameworks, no server. Just HTML, CSS, and a pile of JavaScript. I open the file and it boots. Inside it there is a proper window manager, a start menu, a taskbar, files that actually save, a notepad, a terminal with history, a calculator, paint, snake, a scope, a tiny synth, a clock, sticky notes, a calendar with day notes, unit conversion and a password generator, settings, the works. There is even a browser that does not pretend iframes work everywhere. It has a reader mode so pages can actually show up. And there is a bug that lives on the desktop, follows the cursor, gets hungry, and I can feed it. What was hard was mostly the boring but real stuff. Getting a browser to work when half the internet refuses to load inside an iframe. Editing a giant single file without breaking the whole thing. I did break it once with a syntax error in the middle of a string. Keeping the look exactly the same while bolting on a ton of new behavior. Making data stick around after a refresh without any backend. What was fun was the theme actually landing. It does not feel like a generic web demo with a skin on it. The power rail as a taskbar, the chips as icons, the square wave beeps: it holds together. The bug is ridiculous and kind of perfect. Opening the scope next to the synth feels right for something that pretends it is electronics. And the fact that the entire OS is one file I can just open is still a good joke. So yeah: a small self contained desktop with a strong personality, built the hard way, and somehow still charming.", "repo": "https://github.com/STEVEALEX-source/breadboardOS", "demo": "https://stevealex-source.github.io/breadboardOS/"}, {"ship_num": 2, "ts": "2026-07-28T04:42:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Took me so time ahhhh… so i changed the UI again as usual and ig the fun part was getting frustrated every single time and yaa idk how to add regional clock so if anyone can help me……Pleawse", "repo": "https://github.com/STEVEALEX-source/breadboardOS", "demo": "https://stevealex-source.github.io/breadboardOS/"}]...
|
[{"post_id": 38038, "ts": "202 [{"post_id": 38038, "ts": "2026-07-31T06:19:40Z", "hours": 0.5364, "text": "so i am now working on a webOS that looks like a breadboard and i added some new apps and some new functions now i just have to write the logic"}, {"post_id": 36212, "ts": "2026-07-28T04:34:51Z", "hours": 0.4725, "text": "devloggggggg…… so finally i rewrote the code and changed the UI and added some features like new wallpapers and a simple terminal and sound effects"}, {"post_id": 35697, "ts": "2026-07-27T09:36:33Z", "hours": 0.2694, "text": "devlog….. so finally the minimize and full screen buttons are working"}, {"post_id": 35677, "ts": "2026-07-27T08:41:13Z", "hours": 0.3203, "text": "a simple and light easy to use webOS"}]...
|
Title: My very own WebOS by @rizz | Stardance
Dev Title: My very own WebOS by @rizz | Stardance
Devlogs:
a simple and light easy to use webOS
devlog….. so finally the minimize and full screen buttons are working
devloggggggg…… so finally i rewrote the code and changed the UI and added some features like new wallpapers and a simple terminal and sound effects
so i am now working on a webOS that looks like a breadboard and i added some new apps and some new functions now i just have to write the logic
Ships:
Took me so time ahhhh… so i changed the UI again as usual and ig the fun part was getting frustrated every single time and yaa idk how to add regional clock so if anyone can help me……Pleawse
I basically built a little computer that lives in one browser tab. It is called breadboardOS. The whole desktop looks like a real solderless breadboard: cream board, red and blue power rails, black chip icons, that warm amber glow. No frameworks, no server. Just HTML, CSS, and a pile of JavaScript. I open the file and it boots. Inside it there is a proper window manager, a start menu, a taskbar, files that actually save, a notepad, a terminal with history, a calculator, paint, snake, a scope, a tiny synth, a clock, sticky notes, a calendar with day notes, unit conversion and a password generator, settings, the works. There is even a browser that does not pretend iframes work everywhere. It has a reader mode so pages can actually show up. And there is a bug that lives on the desktop, follows the cursor, gets hungry, and I can feed it. What was hard was mostly the boring but real stuff. Getting a browser to work when half the internet refuses to load inside an iframe. Editing a giant single file without breaking the whole thing. I did break it once with a syntax error in the middle of a string. Keeping the look exactly the same while bolting on a ton of new behavior. Making data stick around after a refresh without any backend. What was fun was the theme actually landing. It does not feel like a generic web demo with a skin on it. The power rail as a taskbar, the chips as icons, the square wave beeps: it holds together. The bug is ridiculous and kind of perfect. Opening the scope next to the synth feels right for something that pretends it is electronics. And the fact that the entire OS is one file I can just open is still a good joke. So yeah: a small self contained desktop with a strong personality, built the hard way, and somehow still charming....
|
1792990610.3837705
|
1793077010.3837705
|
|
40151
|
The Going Merry by @shivam9661446 | Stardance
|
shivam9661446
|
2
|
6.0
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T23:16:20Z", "hours": 2.0, "multiplier": 17.31, "payout": 30, "blessing": "neutral", "text": "Improved WebOS 1.0, Added 3 new features Advanced Terminal / Gorosei Access terminal: [help] to show a list of available commands, open [logpose | files | music] to open common system apps Added a file manager Added a music player with option for the users to load their own music files, and a silhoutte of brooke in the background which imo looks cool. Fixes from 1.0 new windows and popups open over the current window and parent window cannot be closed before the child window right clicking acts as right-click for the web os and displays options like ‘open finder’, ‘grand line map’, ‘TGM Terminal’, etc", "repo": "https://github.com/shivamsinghydv/web-os", "demo": "https://shivamsinghydv.github.io/web-os/"}, {"ship_num": 2, "ts": "2026-08-01T11:18:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A web os inspired by popular anime series One Piece. -The challenging part: implementing time in settings window, for multiple time zones, creating activity monitor, an web browser, most of the external sites were not working, so i reused the site I created in APOD project and anything you search or enter is opened in a new window. note: this is only a temporary fix until i find a way around. I really like the UI, snappy animations and the one-click to change wallpaper feature, also new ones can be added by just inserting a file inside the /src/assets/wallpapers folder it improves the user experience in certain ways. Just click the demo link to check it out.", "repo": "https://github.com/shivamsinghydv/web-os", "demo": "https://shivamsinghydv.github.io/web-os/"}]...
|
[{"post_id": 44895, "ts": "202 [{"post_id": 44895, "ts": "2026-08-10T23:07:31Z", "hours": 0.9064, "text": "Added a terminal window and a file manager I. Gorosei Access Terminal use help for a list of commands. open [music | files | logpose], etc to quickly launch any system apps. theme the toggle the system theme. II. Files Added a file manager The Going Merry OS 2.0."}, {"post_id": 44867, "ts": "2026-08-10T22:05:13Z", "hours": 0.84, "text": "Created the soul king music player Added visualizer Quick track selector Added pause/play button with next previous track button Users can upload their own music Visual: rotating disc and silhoutte of brooke in the background"}, {"post_id": 38786, "ts": "2026-08-01T11:03:20Z", "hours": 0.7439, "text": "Final touches: removed unnecessary animations for better performance Improved UI contrasts for better text readability Deployed the site on github pages Created README"}, {"post_id": 38763, "ts": "2026-08-01T10:09:39Z", "hours": 0.5258, "text": "The following changes were made since the last devlog: Added hero-images for the crew members Activity monitor is working improved text contrast/visibility on light and dark themes"}, {"post_id": 38734, "ts": "2026-08-01T09:04:24Z", "hours": 3.2, "text": "A One piece inspired OS with UI design of MacOS: Features: Straw hat finder (contains info about the straw hat crew) *in the second iteration this will be the file manager and i am looking to assign new app for characters info. Translucent resizable windows with functional minimize/ maximize and close buttons. Menu bar that displays live date and time Log Pose setting: To set the date/time, also one click to change wallpaper/theme. Working on: Adding images for each character Activity monitor"}]...
|
Title: The Going Merry by @shivam9661446 | Stardan Title: The Going Merry by @shivam9661446 | Stardance
Devlogs:
A One piece inspired OS with UI design of MacOS: Features: Straw hat finder (contains info about the straw hat crew) *in the second iteration this will be the file manager and i am looking to assign new app for characters info. Translucent resizable windows with functional minimize/ maximize and close buttons. Menu bar that displays live date and time Log Pose setting: To set the date/time, also one click to change wallpaper/theme. Working on: Adding images for each character Activity monitor
The following changes were made since the last devlog: Added hero-images for the crew members Activity monitor is working improved text contrast/visibility on light and dark themes
Final touches: removed unnecessary animations for better performance Improved UI contrasts for better text readability Deployed the site on github pages Created README
Created the soul king music player Added visualizer Quick track selector Added pause/play button with next previous track button Users can upload their own music Visual: rotating disc and silhoutte of brooke in the background
Added a terminal window and a file manager I. Gorosei Access Terminal use help for a list of commands. open [music | files | logpose], etc to quickly launch any system apps. theme the toggle the system theme. II. Files Added a file manager The Going Merry OS 2.0.
Ships:
A web os inspired by popular anime series One Piece. -The challenging part: implementing time in settings window, for multiple time zones, creating activity monitor, an web browser, most of the external sites were not working, so i reused the site I created in APOD project and anything you search or enter is opened in a new window. note: this is only a temporary fix until i find a way around. I really like the UI, snappy animations and the one-click to change wallpaper feature, also new ones can be added by just inserting a file inside the /src/assets/wallpapers folder it improves the user experience in certain ways. Just click the demo link to check it out.
Improved WebOS 1.0, Added 3 new features Advanced Terminal / Gorosei Access terminal: [help] to show a list of available commands, open [logpose | files | music] to open common system apps Added a file manager Added a music player with option for the users to load their own music files, and a silhoutte of brooke in the background which imo looks cool. Fixes from 1.0 new windows and popups open over the current window and parent window cannot be closed before the child window right clicking acts as right-click for the web os and displays options like ‘open finder’, ‘grand line map’, ‘TGM Terminal’, etc...
|
1793101679.9132433
|
1793188079.9132433
|
|
40216
|
Piko OS by @Element | Stardance
|
Element
|
2
|
40.0
|
436
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T15:52:47Z", "hours": 30.0, "multiplier": 14.71, "payout": 436, "blessing": "neutral", "text": "WHAT DID YOU MAKE? Piko OS is a web based browser This was the biggest project I’ve made till now, this helped me to learn the fundamentals and pushed me out of my comfort zone. I really love that i made this really personalized, My first ship was rejected because it looked generic and lacked features so i was determined to make it look unique. WHAT WAS CHALLENGING? getting the browser to work was such a hassle making the weather widget work (Still easier than the browser) and omg bruh there was this problem when i split the files, name missmatch of files was driving me crazy I often struggled with JS because I basically started from 0 knowledge. Features A notes app A calculater A Gallery app Two games Music player (ik i have peak music taste) Doomscroll app (even tho there isnt much to doomscroll) A functioning brwoser Todo App its connected to the Todo widget so the first three tasking you add in app will show in the widget Settings where you can change wallpaper and theme that matches to the wallpapers Terminal, Type help to see commands the weather widget shows the weather in New York A calendar widget Local storage A boot screen I actually spent much more time on this project than you see here, learning things, breaking stuffs, hours spent looking on how to fix stuffs, and much much more. Now that i look at other webOs projects while comparing to them i have way less commits this mostly because i only commit once i fixed all the bugs and make sure that the added feature is working correctly. I hope you like this project and give a good rating, and please leave a thoughtfull review.", "repo": "https://github.com/CreateVision96/Web-os", "demo": "https://createvision96.github.io/Web-os/"}, {"ship_num": 2, "ts": "2026-07-28T15:05:49Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built MentOS, a minimal, web-based operating system designed for learning and lightweight desktop productivity. Inspired by macOS aesthetics, it features a clean glassmorphic desktop interface, dynamic side widgets (a live Calendar and a Weather widget), and floating draggable windows for built-in apps like Notes and Calculator. I had challenges setting it up because i had alot of typos, Im proud of actually sitting here and commiting to the development process of it instead giving up halfway, Most of the code was written by me, after writing the core codes i had Ai to put comments and make sections so adding new things would be easier, but the codes for the weather widget was written by Ai still the design choices where mine, Again im very happy that i got to this point. There might be future updates on this project but i cant confirmt that", "repo": "https://github.com/CreateVision96/Web-os", "demo": "https://createvision96.github.io/Web-os/"}]...
|
[{"post_id": 68988, "ts": "202 [{"post_id": 68988, "ts": "2026-09-16T05:07:01Z", "hours": 3.5581, "text": "DevLog#9 Last devlog before shipping Added a doomscroll app Added terminal, type help to see all commands Added a Boot screen Made it more polished so i can ship it"}, {"post_id": 68291, "ts": "2026-09-14T21:17:55Z", "hours": 3.8861, "text": "DevLog#8 Added an app to doomscrool Added two simple games Splited the css files so i can work easly Fixed bugs, some bugs where already there but i was like ill fix it laterr… only has four videos for now but ill add more, i feel like its ready to ship unless i find something to add"}, {"post_id": 64947, "ts": "2026-09-09T17:59:02Z", "hours": 4.4775, "text": "#DEVLOG7 Okay so i fixed bugs, seperated the js into multiple files so its easier for me to work, New app : Music player I have added 20 songs to it"}, {"post_id": 44652, "ts": "2026-08-10T15:44:51Z", "hours": 3.4189, "text": "DEVLOG6 added animations for window maximizing added a transition when changing wallpapers added notificatios for Notes being created All notes getting deleted Todo new task Todo task deleted Todo task completed Todo task marked incomplete Also tweaked the colors Made it so the task and notes that you add stays even after you refresh the site next ill try to add a music app"}, {"post_id": 44305, "ts": "2026-08-09T23:35:12Z", "hours": 4.3011, "text": "Devlog5 Added new wallpapers Added a browser Fixed some issues Made some smoll adjustments Improved UI"}, {"post_id": 43451, "ts": "2026-08-08T18:23:17Z", "hours": 10.1969, "text": "DEVLOG#4 Big changes changed the whole vibe from last time. added new themes, gallery, settings, a todo app and a widget, right click menu now the weather widget will show weather in new york instead of askng for your location to show local weather. next ill try to add a browser"}, {"post_id": 36398, "ts": "2026-07-28T14:07:25Z", "hours": 2.7003, "text": "#Devlog3 added calendar widget and a weather widget, i temporarly removed some of the codes of the weather widget so it wont show my location, but it does work fine. Also removed the apps from desktop to only on dock, improved the glass effect, added some very simple animations"}, {"post_id": 36007, "ts": "2026-07-27T20:28:35Z", "hours": 3.5347, "text": "Devlog#2 Here is a more improved version, i tried to keep it minimal and its inspired by mac os, now in next update ill try to make it more unique"}, {"post_id": 35714, "ts": "2026-07-27T09:56:42Z", "hours": 3.6931, "text": "Dev Log #1 Started building a Web OS by following the Hack Club Stardust guide. It was a fun way to learn how everything works, and I fixed a few bugs along the way. Next, I’m planning to add a working Notes app with saved notes, followed by a Calculator app. Looking forward to adding more features!"}]...
|
Title: Piko OS by @Element | Stardance
Devlogs:
D Title: Piko OS by @Element | Stardance
Devlogs:
Dev Log #1 Started building a Web OS by following the Hack Club Stardust guide. It was a fun way to learn how everything works, and I fixed a few bugs along the way. Next, I’m planning to add a working Notes app with saved notes, followed by a Calculator app. Looking forward to adding more features!
Devlog#2 Here is a more improved version, i tried to keep it minimal and its inspired by mac os, now in next update ill try to make it more unique
#Devlog3 added calendar widget and a weather widget, i temporarly removed some of the codes of the weather widget so it wont show my location, but it does work fine. Also removed the apps from desktop to only on dock, improved the glass effect, added some very simple animations
DEVLOG#4 Big changes changed the whole vibe from last time. added new themes, gallery, settings, a todo app and a widget, right click menu now the weather widget will show weather in new york instead of askng for your location to show local weather. next ill try to add a browser
Devlog5 Added new wallpapers Added a browser Fixed some issues Made some smoll adjustments Improved UI
DEVLOG6 added animations for window maximizing added a transition when changing wallpapers added notificatios for Notes being created All notes getting deleted Todo new task Todo task deleted Todo task completed Todo task marked incomplete Also tweaked the colors Made it so the task and notes that you add stays even after you refresh the site next ill try to add a music app
#DEVLOG7 Okay so i fixed bugs, seperated the js into multiple files so its easier for me to work, New app : Music player I have added 20 songs to it
DevLog#8 Added an app to doomscrool Added two simple games Splited the css files so i can work easly Fixed bugs, some bugs where already there but i was like ill fix it laterr… only has four videos for now but ill add more, i feel like its ready to ship unless i find something to add
DevLog#9 Last devlog before shipping Added a doomscroll app Added terminal, type help to see all commands Added a Boot screen Made it more polished so i can ship it
Ships:
I built MentOS, a minimal, web-based operating system designed for learning and lightweight desktop productivity. Inspired by macOS aesthetics, it features a clean glassmorphic desktop interface, dynamic side widgets (a live Calendar and a Weather widget), and floating draggable windows for built-in apps like Notes and Calculator. I had challenges setting it up because i had alot of typos, Im proud of actually sitting here and commiting to the development process of it instead giving up halfway, Most of the code was written by me, after writing the core codes i had Ai to put comments and make sections so adding new things would be easier, but the codes for the weather widget was written by Ai still the design choices where mine, Again im very happy that i got to this point. There might be future updates on this project but i cant confirmt that
WHAT DID YOU MAKE? Piko OS is a web based browser This was the biggest project I’ve made till now, this helped me to learn the fundamentals and pushed me out of my comfort zone. I really love that i made this really personalized, My first ship was rejected because it looked generic and lacked features so i was determined to make it look unique. WHAT WAS CHALLENGING? getting the browser to work was such a hassle making the weather widget work (Still easier than the browser) and omg bruh there was this problem when i split the files, name missmatch of files was driving me crazy I often struggled with JS because I basically started from 0 knowledge. Features A notes app A calculater A Gallery app Two games Music player (ik i have peak music taste) Doomscroll app (even tho there isnt much to doomscroll) A functioning brwoser Todo App its connected to the Todo widget so the first three tasking you add in app will show in the widget Settings where you can change wallpaper and theme that matches to the wallpapers Terminal, Type help to see commands the weather widget shows the weather in New York A calendar widget Local storage A boot screen I actually spent much more time on this project than you see here, learning things, breaking stuffs, hours spent looking on how to fix stuffs, and much much more. Now that i look at other webOs projects while comparing to them i have way less commits this mostly because i only commit once i fixed all the bugs and make sure that the added feature is working correctly. I hope you like this project and give a good rating, and please leave a thoughtfull review....
|
1793102087.7015407
|
1793188487.7015407
|
|
40318
|
Scalify by @manayp | Stardance
|
manayp
|
2
|
10.0
|
162
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T13:46:58Z", "hours": 1.0, "multiplier": 13.75, "payout": 11, "blessing": "neutral", "text": "Scalify is an app that uses real signal processing to detect musical scale by analyzing either your voice or audio from an uploaded file. It creates a chromagram, matches it to Krumhansl-Schmuckler profiles, detects the tonic and finds the most fitting scale; then it locks the result and allows you to hear the tonic drone, play the scale and see its sargam notation in the Hindustani style, along with a built-in tuner, tap-tempo and local storage. The most difficult part was achieving stable detection, i.e., filtering real peaks not the raw bins, creating a lock mechanism, and fixing dozens of small yet destructive bugs like a misnamed function or a typo in HTML IDs and other return statements. I’m really happy about finishing the entire audio pipeline as real, full and complete, as now there are ~900 lines of pure JS that work from start to finish, and any song may be uploaded for analysis. For trying the application you will need a server, as Google Chrome blocks microphone access on file:// protocol, however all buttons and audio upload features work perfectly fine; for live detection any 2-3 second clean melodic sample is suitable. Moreover, I’ve completely redesigned the entire ui and I hope you guys enjoy it. and this was all based on recent suggestions", "repo": "https://github.com/manayparikh1/scalify", "demo": "https://heroic-empanada-9d4b31.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-31T18:55:31Z", "hours": 9.0, "multiplier": 17.24, "payout": 151, "blessing": "neutral", "text": "What did you make? Scalify is a web app that analyses your voice or uploads audio to determine the musical scale. This app uses actual signal processing in pure JavaScript. It makes a chromagram, matches it to Krumhansl–Schmuckler scales, finds the tonic, and detects what scale sounds better. After it locks on something, you can listen to the tonic drone, play the scale, and see its sargam in Hindustani notation. There is also a built-in tuner, tap-tempo function, and local storage of previously detected scales. What was difficult? Making detection work steadily was the most difficult thing – to filter real peaks, not bins, and create a lock mechanism so it wouldn’t change constantly. The second thing was debugging many small, yet deadly bugs – from renaming functions without updating them at call sites to accidentally breaking the code with a return statement, and incorrectly specifying an HTML element ID so that no button listeners worked. Fixing all those bugs took way more time than implementing new features. What are you proud of? The entire audio pipeline is real and complete – Web Audio API and ~900 lines of JS. It progressed from a completely broken state to being fully operational end-to-end, and an additional functionality that allows uploading any song for analysis instead of a fixed result. What do people need to know in order to try it? It requires a server because Chrome restricts microphone access when loaded from file://. In case you don’t want access to a microphone, there are demo buttons and you can upload your own audio. For live detection, provide clear 2-3 seconds sample of a melody – chords or noisy background tracks might fool pitch detection. The demo audio files are pinned to their respective correct answer, while the uploaded ones will return an unpinned answer. Overall this is actually useful to me personally because I am professional flutist and that when I am performing with my bansuri (flute) in a orchestral layout to figure out the scale this will work very well offline too. Overall I hope yall like it thank you.", "repo": "https://github.com/manayparikh1/scalify", "demo": "https://heroic-empanada-9d4b31.netlify.app/"}]...
|
[{"post_id": 39593, "ts": "202 [{"post_id": 39593, "ts": "2026-08-02T17:57:51Z", "hours": 0.7878, "text": "It loooked ai meaning that I used a lot so in these past 40 min I redid the css and added something unique which is the confetti button in the top with the emoji of a confetti which actually works and looks pretty good and honestly I like this version wayy better than the old one because its a bit more unique. I also added a small css script that when you hover on something it moves bit which gives a interactive buttony type of representation. I also switched up the metronome a bit and made it look better BUT there was an issue with the the button as you can see in the picture (bottom left) so after like 10 ish minutes I figured out how to fix it and that the .metro-beats isn’t actually flexing, so I fixed it and now its a bunch of shapes which looks greeatttt."}, {"post_id": 38388, "ts": "2026-07-31T18:49:47Z", "hours": 0.4419, "text": "Though I have said in my last devlog that it would be my last one, my friend gave me an awesome suggestion that I could not overlook. He mentioned that there may be cases where someone does not have a mic or even they might like to upload their audio in MP3 format rather than recording the live sound. Therefore, I have added another feature for the project, which allows me to add MP3 files. The new system allows the user to upload their own music/audio files and works well with the existing features of the application. I have tested the system with any random song just to check the functionality of the system, and as you can observe in the screenshot below, the system is working perfectly fine. The addition of this feature will allow those users to use this system in case they do not have a microphone or prefer to use their pre-recorded audio file."}, {"post_id": 38354, "ts": "2026-07-31T18:12:21Z", "hours": 3.2772, "text": "This is my official last devlog on this project, and I want to go over all the details behind finishing this project. Within the past few days, I have been working on cleaning up the layout as much as possible so that it would look better. The most important thing is that the JavaScript coding for this entire project has been completed – through lots and lots of debugging and tweaking. Some nice tips came in from Claude, and VS Code’s auto-suggestions sped things up nicely. At first, there was a problem with the script. It did not function correctly and some functions were causing problems to the flow. However, after a series of off-line testing, identifying and solving of problems everything began to work perfectly fine. In addition, I made some changes in HTML. Some new lines were introduced to support the new functions in JS while some other lines were deleted to clean the code. So, overall, this revision finalized everything — from layout to logic and from structure to build. I also removed dark mode because it was not needed. And then I pushed it to github later one and hosted it on netlify. Overall everything works well lemme know if yall like it."}, {"post_id": 37334, "ts": "2026-07-29T23:58:22Z", "hours": 0.885, "text": "BELOW I ATTACHED MY VID WHICH IS A SAMPLE ITS GONNA BE TURNED INTO AN MP3 BTW. So currently I am pretty much working on this project nonstop. I’ve completed about 490 lines of JavaScript code, but considering the spacing and formatting of the code, it’s closer to 350 lines. It’s still a lot, still burned some of my brain cells, but I am doing fine. I also attached a video – not sure if you can even see it – but it’s my first sample song for the website. Once the website starts detecting, the detection process should go smoothly and display “Detected in C‑Sharp.” At least that’s the goal. Currently I am working on the JavaScript logic of this function and would say that I have completed 67% of this function. So in other words I’m already halfway there and on my way to the finishing line. It’s been a lot of trial and error, bug fixations, adjustments of the detection accuracy and not breaking the interface, but let me tell you – it’s going quite smoothly. Once I complete the rest of the logic, I will be able to show you the full demo version of the site and you will be able to try out the song detection yourselves. Good luck to me lol im almost there anyway see u in the next log adios."}, {"post_id": 37186, "ts": "2026-07-29T18:21:52Z", "hours": 1.3864, "text": "First of all these are the scales I picked based on my JS: const SCALES = [ { name: ‘Major’, set: [0, 2, 4, 5, 7, 9, 11] }, { name: ‘Natural Minor’, set: [0, 2, 3, 5, 7, 8, 10] }, { name: ‘Harmonic Minor’, set: [0, 2, 3, 5, 7, 8, 11] }, { name: ‘Dorian’, set: [0, 2, 3, 5, 7, 9, 10] }, { name: ‘Mixolydian’, set: [0, 2, 4, 5, 7, 9, 10] }, { name: ‘Phrygian’, set: [0, 1, 3, 5, 7, 8, 10] },]; And so, I officially started working with the JavaScript, and it feels very real. By now, I have about 270 lines of code, which is quite an achievement, considering how much I have already done. With this part of the project, I am relying on my logic, a bit of help from AI, and a great deal of researching musical scales. I am not a great musical individual, so I needed to get into this subject, and while doing this, I discovered that there are monophonic scales. They sounded cool, and thus, I am going to implement them in the program as well. because why not lol? While the JS gets more and more complicated by including pitch-detection logic and scale mapping into it, it is really exciting to see how this whole system gradually starts coming together. As soon as the detection algorithm is finished, the next step for me will be the implementation of the local history system, which will allow the users to keep track of the past detected scales on their computers. So, there is still a lot to do, but the progress is going good ig so far. atleast its funn."}, {"post_id": 36220, "ts": "2026-07-28T04:59:50Z", "hours": 0.2925, "text": "I have just finished the color update, and the entire interface now feels much more alive than it did before. The new color palette has made Scale Spot have some personality, unlike its previously dull default one. Moreover, I have added demo music, which includes the recordings that I have created MYSELF using my flutes, and it feels so cool that now they have been incorporated into the project. You will listen to them later, and I hope that you will enjoy them since I have put in a lot of effort while recording them. As for the programming part, I have started coding the JavaScript but now I am only a bit into it. However, I already feel that this step is going to be tough, as the logic of pitch detection, audio processing, and scale identification is crazy. I might need some help when I get to the point where things become really difficult, but I know that it is normal at this stage. For now, everything has been set up, the visuals have been improved, and the audio demo has been added – now I need to deal with JS logic. Also dark mode looked trash so I changed some colours in it which I will show you guys later so stay tuned and adios."}, {"post_id": 36210, "ts": "2026-07-28T04:33:06Z", "hours": 0.6361, "text": "Finally, I finished all the CSS, and to be honest, although the functionality is good, I do not think that the visual side of this project is quite satisfactory yet. In its current form, it looks quite simple and not particularly appealing, definitely not as stylish as I thought. It works well enough, but at the same time, it does not have that specific personality, that style that it should have. Thus, I can safely say that creating visually appealing CSS style from what I have now is going to be my next task. I really want to make the interface vibrant and stylish. Although it may seem like an aesthetic problem, the layout itself is perfect – it is structured, organized and placed in a way that I wanted. So overall ima change it to a blue and green theme because their is a god in my culture called Krishna and He plays the flute and his favourite animal is a peacock soo ima change it to a blue and greenish layout with better fontss and stuff."}, {"post_id": 35565, "ts": "2026-07-27T02:58:15Z", "hours": 1.1744, "text": "SO heres how its goingg: At the current moment I am deep in the process of CSS development and, needless to say, it has not been an easy thing. To be precise, I would say that about 70-85% of the work is done, which means that most of the basic aspects of design have already been made including layout, color schemes, spacing, etc. However, as always happens when working on the detailed aspects of the design, some errors emerge. So far I have faced a number of problems that are quite persistent. Elements do not align properly, there are some problems with animation and, besides, certain styles do not match each other although everything should go smoothly. Needless to say, at the moment things are not going great, but that is quite normal. These errors are quite persistent, but I will manage to solve them eventually. Despite the difficulties mentioned above, the CSS is being developed quite well. It seems that my application starts to acquire an interface, and, after sorting out the existing errors, I can proceed to such aspects as audio processing and scale detection. So overall ig its going well but it can gooo betterrr"}, {"post_id": 35473, "ts": "2026-07-26T22:41:00Z", "hours": 0.4756, "text": "And so, I’ve written around 90 lines of HTML code in around 45 ish minutes with some prior planning and stuff, and surprisingly enough, the basic structure of the interface is starting to look very good. In general, I’ve managed to outline all major parts of the interface, organize the containers, and even prepare a base layout that shows how Scale Spot should look upon its loading. It might be a bit early to say something about this, but the foundation seems solid enough, and now I can imagine how the interface will end up looking. In the process, there was one pretty annoying problem with the implementation of the light/dark theme switching functionality. In particular, the styles of certain elements were not changing at all and kept remaining within the incorrect theme. By investigating the CSS and how classes were applied, I managed to discover the cause of the problem and fix it. Now the theme switcher works perfectly fine and it is nice to see how all the interface switches between themes correctly. Now that everything is done, the HTML layout is ready, the theme system works, and it is time to implement the input audio and the logic of the pitch detection itself."}, {"post_id": 35444, "ts": "2026-07-26T21:13:55Z", "hours": 0.2908, "text": "First of all the name of the website is scalify. To sum up, my project is the development of an innovative software called Scale Spot which is aimed at automatic detection of the musical scale being played by the user on his or her bansuri. Namely, while playing the melody, the Scale Spot will recognize its pitch and determine the scale being performed on the bansuri in real time. This is a solution to one of the main problems of bansuri players and now I can adjust Sa, keep the pitch and be perfectly in line with the key I should play in. The most important thing about my project is that Scale Spot will be able to work not only with bansuri but with any other musical instruments (harmonium, violin, guitar, keyboard) and even with vocals. This way the whole band, ensemble or classical orchestra will have the opportunity to be in the same key and not to be confused by it. I have already started developing my project from HTML construction for the web interface of the program. Now I am around twenty lines into the process of developing the user interface. I also pasted a pic of a bansuri for those wondering what it is"}]...
|
Title: Scalify by @manayp | Stardance
Devlogs:
Fi Title: Scalify by @manayp | Stardance
Devlogs:
First of all the name of the website is scalify. To sum up, my project is the development of an innovative software called Scale Spot which is aimed at automatic detection of the musical scale being played by the user on his or her bansuri. Namely, while playing the melody, the Scale Spot will recognize its pitch and determine the scale being performed on the bansuri in real time. This is a solution to one of the main problems of bansuri players and now I can adjust Sa, keep the pitch and be perfectly in line with the key I should play in. The most important thing about my project is that Scale Spot will be able to work not only with bansuri but with any other musical instruments (harmonium, violin, guitar, keyboard) and even with vocals. This way the whole band, ensemble or classical orchestra will have the opportunity to be in the same key and not to be confused by it. I have already started developing my project from HTML construction for the web interface of the program. Now I am around twenty lines into the process of developing the user interface. I also pasted a pic of a bansuri for those wondering what it is
And so, I’ve written around 90 lines of HTML code in around 45 ish minutes with some prior planning and stuff, and surprisingly enough, the basic structure of the interface is starting to look very good. In general, I’ve managed to outline all major parts of the interface, organize the containers, and even prepare a base layout that shows how Scale Spot should look upon its loading. It might be a bit early to say something about this, but the foundation seems solid enough, and now I can imagine how the interface will end up looking. In the process, there was one pretty annoying problem with the implementation of the light/dark theme switching functionality. In particular, the styles of certain elements were not changing at all and kept remaining within the incorrect theme. By investigating the CSS and how classes were applied, I managed to discover the cause of the problem and fix it. Now the theme switcher works perfectly fine and it is nice to see how all the interface switches between themes correctly. Now that everything is done, the HTML layout is ready, the theme system works, and it is time to implement the input audio and the logic of the pitch detection itself.
SO heres how its goingg: At the current moment I am deep in the process of CSS development and, needless to say, it has not been an easy thing. To be precise, I would say that about 70-85% of the work is done, which means that most of the basic aspects of design have already been made including layout, color schemes, spacing, etc. However, as always happens when working on the detailed aspects of the design, some errors emerge. So far I have faced a number of problems that are quite persistent. Elements do not align properly, there are some problems with animation and, besides, certain styles do not match each other although everything should go smoothly. Needless to say, at the moment things are not going great, but that is quite normal. These errors are quite persistent, but I will manage to solve them eventually. Despite the difficulties mentioned above, the CSS is being developed quite well. It seems that my application starts to acquire an interface, and, after sorting out the existing errors, I can proceed to such aspects as audio processing and scale detection. So overall ig its going well but it can gooo betterrr
Finally, I finished all the CSS, and to be honest, although the functionality is good, I do not think that the visual side of this project is quite satisfactory yet. In its current form, it looks quite simple and not particularly appealing, definitely not as stylish as I thought. It works well enough, but at the same time, it does not have that specific personality, that style that it should have. Thus, I can safely say that creating visually appealing CSS style from what I have now is going to be my next task. I really want to make the interface vibrant and stylish. Although it may seem like an aesthetic problem, the layout itself is perfect – it is structured, organized and placed in a way that I wanted. So overall ima change it to a blue and green theme because their is a god in my culture called Krishna and He plays the flute and his favourite animal is a peacock soo ima change it to a blue and greenish layout with better fontss and stuff.
I have just finished the color update, and the entire interface now feels much more alive than it did before. The new color palette has made Scale Spot have some personality, unlike its previously dull default one. Moreover, I have added demo music, which includes the recordings that I have created MYSELF using my flutes, and it feels so cool that now they have been incorporated into the project. You will listen to them later, and I hope that you will enjoy them since I have put in a lot of effort while recording them. As for the programming part, I have started coding the JavaScript but now I am only a bit into it. However, I already feel that this step is going to be tough, as the logic of pitch detection, audio processing, and scale identification is crazy. I might need some help when I get to the point where things become really difficult, but I know that it is normal at this stage. For now, everything has been set up, the visuals have been improved, and the audio demo has been added – now I need to deal with JS logic. Also dark mode looked trash so I changed some colours in it which I will show you guys later so stay tuned and adios.
First of all these are the scales I picked based on my JS: const SCALES = [ { name: ‘Major’, set: [0, 2, 4, 5, 7, 9, 11] }, { name: ‘Natural Minor’, set: [0, 2, 3, 5, 7, 8, 10] }, { name: ‘Harmonic Minor’, set: [0, 2, 3, 5, 7, 8, 11] }, { name: ‘Dorian’, set: [0, 2, 3, 5, 7, 9, 10] }, { name: ‘Mixolydian’, set: [0, 2, 4, 5, 7, 9, 10] }, { name: ‘Phrygian’, set: [0, 1, 3, 5, 7, 8, 10] },]; And so, I officially started working with the JavaScript, and it feels very real. By now, I have about 270 lines of code, which is quite an achievement, considering how much I have already done. With this part of the project, I am relying on my logic, a bit of help from AI, and a great deal of researching musical scales. I am not a great musical individual, so I needed to get into this subject, and while doing this, I discovered that there are monophonic scales. They sounded cool, and thus, I am going to implement them in the program as well. because why not lol? While the JS gets more and more complicated by including pitch-detection logic and scale mapping into it, it is really exciting to see how this whole system gradually starts coming together. As soon as the detection algorithm is finished, the next step for me will be the implementation of the local history system, which will allow the users to keep track of the past detected scales on their computers. So, there is still a lot to do, but the progress is going good ig so far. atleast its funn.
BELOW I ATTACHED MY VID WHICH IS A SAMPLE ITS GONNA BE TURNED INTO AN MP3 BTW. So currently I am pretty much working on this project nonstop. I’ve completed about 490 lines of JavaScript code, but considering the spacing and formatting of the code, it’s closer to 350 lines. It’s still a lot, still burned some of my brain cells, but I am doing fine. I also attached a video – not sure if you can even see it – but it’s my first sample song for the website. Once the website starts detecting, the detection process should go smoothly and display “Detected in C‑Sharp.” At least that’s the goal. Currently I am working on the JavaScript logic of this function and would say that I have completed 67% of this function. So in other words I’m already halfway there and on my way to the finishing line. It’s been a lot of trial and error, bug fixations, adjustments of the detection accuracy and not breaking the interface, but let me tell you – it’s going quite smoothly. Once I complete the rest of the logic, I will be able to show you the full demo version of the site and you will be able to try out the song detection yourselves. Good luck to me lol im almost there anyway see u in the next log adios.
This is my official last devlog on this project, and I want to go over all the details behind finishing this project. Within the past few days, I have been working on cleaning up the layout as much as possible so that it would look better. The most important thing is that the JavaScript coding for this entire project has been completed – through lots and lots of debugging and tweaking. Some nice tips came in from Claude, and VS Code’s auto-suggestions sped things up nicely. At first, there was a problem with the script. It did not function correctly and some functions were causing problems to the flow. However, after a series of off-line testing, identifying and solving of problems everything began to work perfectly fine. In addition, I made some changes in HTML. Some new lines were introduced to support the new functions in JS while some other lines were deleted to clean the code. So, overall, this revision finalized everything — from layout to logic and from structure to build. I also removed dark mode because it was not needed. And then I pushed it to github later one and hosted it on netlify. Overall everything works well lemme know if yall like it.
Though I have said in my last devlog that it would be my last one, my friend gave me an awesome suggestion that I could not overlook. He mentioned that there may be cases where someone does not have a mic or even they might like to upload their audio in MP3 format rather than recording the live sound. Therefore, I have added another feature for the project, which allows me to add MP3 files. The new system allows the user to upload their own music/audio files and works well with the existing features of the application. I have tested the system with any random song just to check the functionality of the system, and as you can observe in the screenshot below, the system is working perfectly fine. The addition of this feature will allow those users to use this system in case they do not have a microphone or prefer to use their pre-recorded audio file.
It loooked ai meaning that I used a lot so in these past 40 min I redid the css and added something unique which is the confetti button in the top with the emoji of a confetti which actually works and looks pretty good and honestly I like this version wayy better than the old one because its a bit more unique. I also added a small css script that when you hover on something it moves bit which gives a interactive buttony type of representation. I also switched up the metronome a bit and made it look better BUT there was an issue with the the button as you can see in the picture (bottom left) so after like 10 ish minutes I figured out how to fix it and that the .metro-beats isn’t actually flexing, so I fixed it and now its a bunch of shapes which looks greeatttt.
Ships:
What did you make? Scalify is a web app that analyses your voice or uploads audio to determine the musical scale. This app uses actual signal processing in pure JavaScript. It makes a chromagram, matches it to Krumhansl–Schmuckler scales, finds the tonic, and detects what scale sounds better. After it locks on something, you can listen to the tonic drone, play the scale, and see its sargam in Hindustani notation. There is also a built-in tuner, tap-tempo function, and local storage of previously detected scales. What was difficult? Making detection work steadily was the most difficult thing – to filter real peaks, not bins, and create a lock mechanism so it wouldn’t change constantly. The second thing was debugging many small, yet deadly bugs – from renaming functions without updating them at call sites to accidentally breaking the code with a return statement, and incorrectly specifying an HTML element ID so that no button listeners worked. Fixing all those bugs took way more time than implementing new features. What are you proud of? The entire audio pipeline is real and complete – Web Audio API and ~900 lines of JS. It progressed from a completely broken state to being fully operational end-to-end, and an additional functionality that allows uploading any song for analysis instead of a fixed result. What do people need to know in order to try it? It requires a server because Chrome restricts microphone access when loaded from file://. In case you don’t want access to a microphone, there are demo buttons and you can upload your own audio. For live detection, provide clear 2-3 seconds sample of a melody – chords or noisy background tracks might fool pitch detection. The demo audio files are pinned to their respective correct answer, while the uploaded ones will return an unpinned answer. Overall this is actually useful to me personally because I am professional flutist and that when I am performing with my bansuri (flute) in a orchestral layout to figure out the scale this will work very well offline too. Overall I hope yall like it thank you.
Scalify is an app that uses real signal processing to detect musical scale by analyzing either your voice or audio from an uploaded file. It creates a chromagram, matches it to Krumhansl-Schmuckler profiles, detects the tonic and finds the most fitting scale; then it locks the result and allows you to hear the tonic drone, play the scale and see its sargam notation in the Hindustani style, along with a built-in tuner, tap-tempo and local storage. The most difficult part was achieving stable detection, i.e., filtering real peaks not the raw bins, creating a lock mechanism, and fixing dozens of small yet destructive bugs like a misnamed function or a typo in HTML IDs and other return statements. I’m really happy about finishing the entire audio pipeline as real, full and complete, as now there are ~900 lines of pure JS that work from start to finish, and any song may be uploaded for analysis. For trying the application you will need a server, as Google Chrome blocks microphone access on file:// protocol, however all buttons and audio upload features work perfectly fine; for live detection any 2-3 second clean melodic sample is suitable. Moreover, I’ve completely redesigned the entire ui and I hope you guys enjoy it. and this was all based on recent suggestions...
|
1793091267.27489
|
1793177667.27489
|
|
40343
|
Personal Website by @kripusek | Stardance
|
kripusek
|
2
|
1.33
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T13:44:17Z", "hours": 0.0, "multiplier": 1.12, "payout": 0, "blessing": "neutral", "text": "edited the readme so it actually matters now, it seems I have shipped it a second time before but it must have glitched and not shipped", "repo": "https://github.com/kripusek/stardance-personal-site", "demo": "https://kripusek.github.io/stardance-personal-site/"}, {"ship_num": 2, "ts": "2026-07-27T18:03:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website. It was Very Very fun but also pretty challenging. It definitly was a learning experience for me.", "repo": "https://github.com/kripusek/stardance-personal-site", "demo": "https://kripusek.github.io/stardance-personal-site/"}]...
|
[{"post_id": 38926, "ts": "202 [{"post_id": 38926, "ts": "2026-08-01T15:00:40Z", "hours": 0.3333, "text": "I have added more ways to contact me on my website (:"}, {"post_id": 36311, "ts": "2026-07-28T10:54:14Z", "hours": 0.2678, "text": "Quick fix for the website, I have expanded my README and I have added a footer on the bottom of the website"}, {"post_id": 35920, "ts": "2026-07-27T17:51:39Z", "hours": 1.2881, "text": "I think I might have finished the website :D"}]...
|
Title: Personal Website by @kripusek | Stardance
Title: Personal Website by @kripusek | Stardance
Devlogs:
I think I might have finished the website :D
Quick fix for the website, I have expanded my README and I have added a footer on the bottom of the website
I have added more ways to contact me on my website (:
Ships:
I made a personal website. It was Very Very fun but also pretty challenging. It definitly was a learning experience for me.
edited the readme so it actually matters now, it seems I have shipped it a second time before but it must have glitched and not shipped...
|
1792997552.442747
|
1793083952.442747
|